Posts tagged ·

game

·...

Kiltayre: GM notes

Comments Off on Kiltayre: GM notes

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.

Related Posts:

Comments Off on Kiltayre: GM notes

Kiltayre: session 1 summary

Comments Off on Kiltayre: session 1 summary

In the village of Felk Bay the seer-woman, grandmother of the Alderman, made a prophesy. The young unmarried folk were expected to step forward to save the village and its children. That’s where the players stepped in.

Line-up:

Alassiel – creepy little girl with psion powers and a horror-build of a psi-crystal.

Dom’ – has a much longer name but this shepherd boy is a doughty specimen with a secret pact to a fey witch.

Felghanis – a budding dread necromancer that wants to turn the dark-arts to help people; mainly by preventing his uncle & mentor from achieving nefarious goals.

Kallista – animist mage with a large pool of power that can boost spells. She studied with Felghanis’ other uncle affectionately called the Codger.

 

There was a large celebration for the four heroes-to-be. Drinking and plenty was had even though times were harsh. Next morning they said goodbye to their families. Food was gifted to them all and spare quilted woollen blankets. The Alderman gifted each with an amethyst on silver chain – a phylactery. And advice to go to Iron Foot City as someone there might know what 5 fingers of stone refers to.

 

They set off the next morn and travelled in poor weather heading up into the mountains towards Iron Foot City – or what might remain of it.

 

 

Next morning they came across a limping hungry bear. The psi-crystal destroyed the creature with impunity. Reaching Iron Foot city the next day they found a recluse who was happy to talk to them – that day. He told them the five fingers of stone were in the range far to the north.

“What dangers are there?” Dom asked.

“Some say there’s Garren in the woods.”

“The wood-wraiths slay all who enter their realms. Other races are toxic to them so they do it to protect their children. We must avoid them.” Felghanis and Kallista say.

 

Most of Iron Foot City was in ruins, since many buildings were little more than tents when it was abandoned. One building was still strong – the offices of administration for the mines. Once run by the church and the feudal magnates. They made camp inside a smallish office, with the pony, and spend a night sheltered from the blizzard outside. Felghanis found a map of the whole island amongst claim notices and records.

 

They went back to the recluse who was not happy to see them but traded preserved goods for fresh ones that they carried. Then the party headed north to find the mountain ranges on the map that the Five Fingers of Stone were meant to be within.

Related Posts:

Comments Off on Kiltayre: session 1 summary