We’re about 5 sessions into the arc. It’s based on a few concepts:

A group of small-town, quite naive, friends adventuring together.

A “destiny” for the characters.

Play-style that is about the characters actually making it to the end of the main-plot.

Dangerous environment that requires co-operation, resource-tracking and planning to survive.

 

Given these influences on the game the style is a bit of a departure from our previous games. They were more about action and tactics than about heroics and interplay. That is still a part of the game but it’s dominance in the fore of attention has waned. They players are well aware they are potent for their level but understand that they can encounter threats far beyond their own combat capability. However, as GM I’ve committed to keep the base meta-game in play. That is encounter levels/CR are within the stated guidelines of the core books.

 

In combination with the game-rule elements of Fate Points and the in-game phylacteries, the PCs have a very strong case for making it to the end of the main plot. The challenge is to keep them motivated to pursue the main plot. So far it’s working well.

 

Last session was a bit of a “haunting”. With strange noises, slamming doors that shifted which way they opened, and the “ghost” in the crypt. Although the end of the game had them pointed straight back at the crypt it was great mental cliff-hanger (IMO) and it seemed to have the effect on the players’ faces.

 

Next session the grand plot will start to become visible to the players. Hopefully it will really push their buttons and get them motivated even more. For me, if an RPG is not about emotions then it is only about tactics and one may as well play miniature war-games instead.

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