Well, the first session was just conducted last night. The players seemed to have a lot of fun, but I was left feeling a little empty, which is no fault of the system itself. I just felt under-prepared and was improvising everything. We didn’t use anything from the Rim of the Wheel, as suggested. I also didn’t have a copy of the PCs BITs in front of me (is there a GM sheet for this?) so it was easy to get off track in that sense. I think it’s safe to say that it was a sort of stumbling preface, so things will probably go more smoothly next time. Some of the PCs insisted that they not know each other from the first session, which made it hard to consolidate their Beliefs. And, since they didn’t have their Beliefs set up before the session began, I wasn’t able to prepare any NPCs that had contrasting/conflicting Beliefs. Speaking of which, how many NPCs should I fully burn up for a campaign (totally varies, I know, but I’m just looking for a rough guideline)?
Here’s a rundown of the situation so far:
Three of the PCs are dwarves, yet none of them know each other before the campaign begins. One, Tarn, is a prince whose hold has been invaded and his family slain by a rival clan. He is wandering the valley region that is the setting for our game, trying to call people (men or dwarves) to his banner so he can reclaim his hold and exact vengeance for his slain kin. The usurpers seem to have a lot of power and influence within the valley and for some reason, they are also rounding up all dwarven rune casters. They have put out handsome bounties on them, to be brought back alive. As it happens, one of the other PCs, Bethilda, is a dwarven rune caster. She is sort of a conniving wise woman/healer. Obviously, she is on the run from these bounty hunters. The next characters don’t fit into the overall theme as well. The third and final dwarf is a tinkerer/scientist type dwarf named Fayne who despises rune casting, but not for the reasons other dwarves do. Most of the dwarven stock consider rune casting to be dangerous, born from the throes of madness, but Fayne considers it superstitious nonsense - he’s a dwarf of science. Lastly, the fourth PC is a shady mannish merchant woman/fence by the name of Gretchen. She owns a shop/junkyard in the village of Willowick, which is where the action starts. When the game begins, Fayne is working for Gretchen, owing her some debt (one of his oaths), crafting things from the scrap metal of her yard. Bethilda has been in the village a few days, quietly practicing her craft for those who come looking. Tarn, hooded and cloaked (under which is a set of beautiful dwarven mail!), is just entering the village, a great storm at his heels. Oh, there are also some freakish lightning storms that have been ravaging the valley.
And now, a quick recap of the session:
Tarn entered the village and headed for the inn. Bethilda, watching from the barn she had been staying in, was nervous to see a dwarf, fearing he’d come to collect the bounty on her. From their shop, Fayne and Gretchen also saw Tarn enter the village. Soon after, a band of dwarves also entered the village. I had them go to the shop and question Fayne about any rune casters that might be hiding in the village. They also insulted him for working dwarven crafts for humans. There was an intimidation test here by Gretchen, with Fayne giving a helping die (:)). Gretchen failed the test and the dwarves mocked them some more and asked some more questions, then left of their own accord, making their way straight for the barn. From the tavern window, Tarn caught a glimpse of the dwarves - members of the clan that slew his kin! He stepped outside and confronted them just before they broke into the barn (where Bethilda was hiding). I had some peasants gather around at this point (holy shit, look at all these dwarves!) and Prince Tarn talked them down. This was a great opportunity for a DoW but I stuck to the basic rules. With a G4 oratory (!), Tarn easily dispersed the dwarves for a while. He then noticed Fayne and Gretchen watching from the doorstep of their shop, at which point he approached them and questioned them. They agreed to meet in the tavern for a discussion in a half hour. Tarn headed back to the tavern.
At this point, the storm was really picking up, lashing rain, lightning streaking across the sky. The peasants were getting spooked and I had them approach the barn in a big mob, looking for the wise woman. She let them in and used her herbalism skill to create “calming draughts” for the peasants. They were being pretty rowdy and Bethilda didn’t want those dwarves to discover her, so she tried to send the peasants home with a persuasion test. Well, she failed, but they still went home. Very loudly. They burst the doors open, feeling brave thanks to the draught, at which point the PCs saw one of the dwarves from before watching from the tavern window. He looked right at Bethilda, frowned, then disappeared from the window.
That’s where the session ended. I didn’t keep track of the tests because I felt it would have slowed down gameplay - I really hope I can remember what was tested. Maybe it would be faster just to jot down Bethilda - Ob 3 Herbalism test, and then mark the test later? Though it says that advancement happens as soon as the requirements are met, so… Maybe I should print out those GM sheets.
Now that I’ve done this recap, I think the session went pretty well. Maybe I was not feeling so good about it because I felt like I was scrambling with an unfamiliar system. I also wish there had been more BIT action going on.
Thanks for reading this, anyone who does!
Any further suggestions?