Session One.. 14/10/18
SO!
With session Zero / character Generation and most of the Houses and Neighborhoods done, I kicked off S1 with a round robin recap - asking the players to introduce the character to the left of them.
Dave took notes. noone else had.
A round of reintroductions later and they decided to follow up on a Noosphere note that Hawke had been sent via messenger Crystal she'd been sent alongside her Dragonfly Necklace,
"You must seek the Fifth Dragonfly in the Eternal Obelisk Etched in Bronze, under the ****** Sun"
Stobald attempted to Weave Illumination and Knowledge to uncover the obscured word, however the magic hiding it is Temporal magic, way past what he can deal with.
Astraios used an Incantation to specifically recall the phrase "Eternal Obelisk" and was reminded of a book he'd read in the Gramayre in Fartown, so they headed off there.
The Desk Clerk was decidedly Bill Bailey, the Gramayre a slightly more advanced and larger version of Black Books.
They spend some time using the Index cards and despite the Nemesis being played on the Path of Suns, a combined effort led Hawke to find a manuscript detailling the Grove of Obelisks, under the Silver Sun, that has an ancient stone that is decorated with beaten bronze in the pattern of a Dragonfly.
They find out that the next Sunship headed Silverward is in a week's time and that the 10 Gem Orb cost per person is going to be WAY out of their price range.
Astraios also works out that the Dragonfly necklaces are minor objects of power that when worn, and a Sorcery point spent through them, allow the wearer to determine the location of the other necklace wearers.
Also Roland finds out that they will shrink down to being bracelets / wrist charms.
They head home, deciding that next day Roland and Stobald are going to approach their contact in the Knights of the Name, Matthew Driver, to see about getting transport to the Silver Sun.
The next day Roland and Stobald head out from Stobald's house (Roland is an Itinerant and is sofa surfing) to their contact's club house, a secret room hidden behind a charcuterie, and their "man" Matthew Driver listens to their story and advises that he will make some enquiries about getting them transport. Roland is a little Off-kilter as he has had a Nightmare about Susan, a girl he killed accidentally earlier in his career (negative GM shift, imposing a Vex in Interaction)
Astraios spends some time in Meditation and gains two new Incantations, filling his allocation.
they all then meet up back at the Bar under Hawke's house that evening to discuss their next steps.
Roundup, i allocated 1 Acumen to all, i Joy to Astraios for the positive GM shift revealing the info about the Dragonfly necklaces and 1 Despair to Roland for the Nightmare and subsequent penalty. No character Arc advancement (as beign honest i hadnt let the players know that their arcs are broken down to a series of steps) so nothing else there.
---------------
Notes.
As with *every* sandbox style RPG of course the game didnt go how i thought it would, and as with *every* game i run i get confounded by it being played later in the evening at the end of the weekend, with only a 2 hour useable slot.
However, I am more than glad with the results, and i feel that the players are too.
More in a Fortnight (damn holidays getting in the way)
With session Zero / character Generation and most of the Houses and Neighborhoods done, I kicked off S1 with a round robin recap - asking the players to introduce the character to the left of them.
Dave took notes. noone else had.
A round of reintroductions later and they decided to follow up on a Noosphere note that Hawke had been sent via messenger Crystal she'd been sent alongside her Dragonfly Necklace,
"You must seek the Fifth Dragonfly in the Eternal Obelisk Etched in Bronze, under the ****** Sun"
Stobald attempted to Weave Illumination and Knowledge to uncover the obscured word, however the magic hiding it is Temporal magic, way past what he can deal with.
Astraios used an Incantation to specifically recall the phrase "Eternal Obelisk" and was reminded of a book he'd read in the Gramayre in Fartown, so they headed off there.
The Desk Clerk was decidedly Bill Bailey, the Gramayre a slightly more advanced and larger version of Black Books.
They spend some time using the Index cards and despite the Nemesis being played on the Path of Suns, a combined effort led Hawke to find a manuscript detailling the Grove of Obelisks, under the Silver Sun, that has an ancient stone that is decorated with beaten bronze in the pattern of a Dragonfly.
They find out that the next Sunship headed Silverward is in a week's time and that the 10 Gem Orb cost per person is going to be WAY out of their price range.
Astraios also works out that the Dragonfly necklaces are minor objects of power that when worn, and a Sorcery point spent through them, allow the wearer to determine the location of the other necklace wearers.
Also Roland finds out that they will shrink down to being bracelets / wrist charms.
They head home, deciding that next day Roland and Stobald are going to approach their contact in the Knights of the Name, Matthew Driver, to see about getting transport to the Silver Sun.
The next day Roland and Stobald head out from Stobald's house (Roland is an Itinerant and is sofa surfing) to their contact's club house, a secret room hidden behind a charcuterie, and their "man" Matthew Driver listens to their story and advises that he will make some enquiries about getting them transport. Roland is a little Off-kilter as he has had a Nightmare about Susan, a girl he killed accidentally earlier in his career (negative GM shift, imposing a Vex in Interaction)
Astraios spends some time in Meditation and gains two new Incantations, filling his allocation.
they all then meet up back at the Bar under Hawke's house that evening to discuss their next steps.
Roundup, i allocated 1 Acumen to all, i Joy to Astraios for the positive GM shift revealing the info about the Dragonfly necklaces and 1 Despair to Roland for the Nightmare and subsequent penalty. No character Arc advancement (as beign honest i hadnt let the players know that their arcs are broken down to a series of steps) so nothing else there.
---------------
Notes.
As with *every* sandbox style RPG of course the game didnt go how i thought it would, and as with *every* game i run i get confounded by it being played later in the evening at the end of the weekend, with only a 2 hour useable slot.
However, I am more than glad with the results, and i feel that the players are too.
More in a Fortnight (damn holidays getting in the way)
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