Oh yes, I was there too (GM Q&A)
Posted: Sun Jul 10, 2022 1:55 pm
Ask away.
Having the game takes place in a remote monastery was a simple way for me to keep it casual: A neutral ground, where allegiances didn't really matter, where the PCs would be relatively shielded from the torments of the world whatever their background was, and wouldn't have to walk on eggshells to not anger a high status person.Kitsuki Ketsudan wrote: ↑Sun Jul 10, 2022 1:59 pmSecond, what inspired using this particular plot? That is, why a "I should probably get me some students" story?
There was only two active plots really:Soshi Naoko wrote: ↑Sun Jul 10, 2022 5:26 pmDid the background plots operate more or less as expected?
Ideas are never the issue. Concepts for small games going through my head at the moment:
Safari
The Emperor has heard of the strange animals living beyond the edge of the Empire, and now the clans are competing to capture the most extraordinary beast for his zoo. Action set in an Unicorn outpost far to the west.
First phase of gameplay would be information gathering, either through direct exploration or by discussing with the local guides and travelers. Semi-cooperative, as the preys would be unlocked depending on collective result, but the "best" information gatherers would get first pick about which one to pursue in the next phase.
Second phase would be also semi-cooperative, as the players organize into groups, each focused on a different prey, and about the delicate exercise of capturing alive wild animals.
Since the main gameplay is already information-based, opportunities would be used to be small advantages in subsequent events instead.
Path of Waves character options would be allowed.
Before the wall
In a time period before the wall is completed, a Shadowlands horde manages to force its way north. All samurai of goodwill nearby gather to stop it. The PCs are in charge of the protection of a small village in the zone that horde has spread into.
Fully cooperative gameplay, mostly apropos logistics (build defenses, train ashigaru, procure weapons, etc.) with of course a bit of fighting here and there. Opportunities would be a secondary scoring mechanism whose effect will vary from event to event (example: in an event about foraging for jade, successes would determine the quantity of jade, and opportunities grant semi-random potentially useful items).
Yes, I count this as chill, as monsters aren't nearly scary as, let's say, Winter Court courtiers, and wounds/death are less of an issue in a short game.
Etc.The light of dawn
A pilgrimage turns wrong after a statue of Amaterasu is accidentally damaged. The PCs find themselves trapped in a region cursed with eternal night until the slight is pardoned.
Cooperative. Artistic and spiritual events mostly, with some light investigation (thieves taking full opportunity of the obscurity) and intrigue (how the statue got damaged and co).
Opportunities for Tidbits as in this game. In general, recycling the elements that were underused this game.
Core + Celestial Realms