Sunday 28 March 2021

Rift City Campaign -- Session 44

Well, the PCs had another go under the ruins in the Rift. Halvor the Cleric, Berg the Dwarf, Kate the Halfling, Brigham the Cleric and Gibbet the Thief once more ventured in search of excitement, adventure and big piles of loot.

The first thing they did was finish up exploring the tower. They've been there on two previous occasions and had failed to find the room with the trapdoor down to the lower levels. They also hadn't made a map and ended up exploring some of the areas they'd been before.

In one of the rooms, they came upon some undead presences. These proved a little tricky as the PCs don't all have magic or silver weapons. But with Berg taking two hits and losing two levels, and Gibbet losing one, they did manage to overcome the entities before they were all back to First Level. 

The PCs eventually came to a room they hadn't been before, as it was behind the only door they've found that they hadn't opened. Not in some Quantum Ogre sense, just because it was the furthest from the entrance. In the room, sitting on a rug that turned out to be top of the trapdoor, were a couple of prisoners and some Ogres. They Ogres died pretty quickly, the prisoners did not. Their names were Aben (a female Halfling) and Hames (a male Elf); they begged the PCs to rescue their friends (more prisoners had been taken down into the tunnels, it seemed), and agreed to come and help.

So, everyone rolled back the rug and opened the trapdoor, where they found a staircase heading down to the south. They followed it to a landing where stairs went east and west. The east stair smelled bad (probably Troglodytes down there) so they took the west stair. This opened into a wide E-W hall with various doors and corridors off. Taking a door on the north wall, they found themselves in a room where a man dressed in black was playing a lute and singing to to a female human, a female Ogre, and a couple of Giant Rats The female human was one of the captured NPCs, a young woman called Miranda, and there seemed to be some sort of magic going on. A fight rapidly ensued with the music-man being Held (then killed), the Ogre and the Rats being killed, and Miranda falling unconscious when the music-man died (and his spell was broken). On regaining consciousness, Miranda told them that the other prisoners had been added to a group already in the tunnels but that 'the man with the dark eyes' had taken a fancy to her and told the Ogres to hand her over to him. She agreed that coming with the party (given Aben and Hames were with them) was a good plan. So they looted the room as best they could and, after setting what was left on fire, they left.

On the way out, they ran into a couple of rough-looking fellows who seemed to be some sort of wandering guard patrol. Unconvinced by the PCs' explanation, the guards resolved to 'check with Eldwin' (the music chap with rats and women in his thrall, now dead and in a burning room). As they passed the party, a quick attempt at a surprise backstabbing was made... and failed. These guys too were immune to normal weapons apparently... so a short and vicious fight broke out between the PCs (five of them) and their NPC allies (three) on the one hand, and the two guards on the other. The only problem was that due to the lack of magical weapons, only about 4-5 of the PCs could fight anyway. But obviously, the PCs could deal with a pair of lycanthropes even so. Looting the bodies netted some sacks of low-value coins and a couple of pieces of expensive jewellery.

Deciding that by this point that is really was time to head back to the City, they made their way back to the exit. Heading out through the ruins, however, they ran into another patrol - this time 6 more lycanthrope guards. Again the fight was brutal but eventually 6 dead werewolves netted another 300GP for the coffers - and no-one from the party's side died. No-one was infected with lycanthropy either, though it was pretty close in some cases. 

High-tailing it back up the forest path the party was back in Rift City in time for tea and the division of spoils. What will happen 'tomorrow' is anyone's guess...


Saturday 6 March 2021

Faith + Magic = Reality

I have too many things on the go... but this will I hope be quick. Then I can get back to writing about 'Labyrinth' or something.

Reading a book at the moment, called 'Coldfire Pt.1: Black Sun Rising' by Celia Friedman. I'm rather enjoying it. It contains what I think is a great idea. The action takes place on a planet where a magical force, called 'fae', sort of sloshes about in tides and streams... in some ways, it's a bit like weather. It means that some places are both easier to cast spells in, and magically more fraught, because with great power comes, well, greater chances for things to go wrong. Magical tsunami sweep the continents, vortices of magical currents swirl around and earthquakes of thaumaturgical energy batter settlements and the brains of the magically-susceptible.

It also affects the local flora and fauna. First, there can be an interaction between fear and fae, which means monsters are literally born of people's imaginations. Fears manifest themselves physically. Imagine a creepy grinning skeletal figure with a paralysing touch, and a ghoul could actually appear behind you.

Then, it can affect evolution. What is believed becomes real so if people think that geese are fish that grow into birds from barnacles (as was believed in Medieval Europe for instance), then, I guess, that's what starts to happen. Over time creatures come to evolve to be the way people imagine they are.

I like the idea that belief shapes the world around us. It seems like it could work well in game terms, for at least two reasons. The first is, suddenly, all those weird monsters in the Monster Manual and Fiend Folio and the pages of White Dwarf make a particular kind of sense. That monster over there with the legs of a giant moth and a trunk and the body of a hyena seems improbable... doesn't matter, someone imagined it in a fever-dream. Who cares if dragons can't fly? If people believe they can fly, then they can. It is, if I can coin the term, a very Pratchettian way of looking at things. Faith + Magic = Reality. This I think has some relationship to what Jens is talking about over at 'The Disoriented Ranger' here, where he talks about how people in different societies pattern reality, and how stories emerge (also of course something Pratchett talked about a lot). Obviously, Dwarves and Trolls and Dragons aren't real for us... and aren't real for us, even 1500 years ago. But they were real for the people who believed the stories about them in Northern Europe during Volkswanderung, the period Jens is exploring in Lost Songs of the Nebelungs. Our lack of belief doesn't change the nature of the world they inhabited.

The second way it works is, it gives you a great excuse to make things suddenly weird, which is sometimes good. I don't think it's fair to do it all the time: if everything is weird, then nothing is is weird, it's all just confusing and I guess quickly stops being fun... the players lose all agency because if there's no apprehensible (spellcheck doesn't like that one) logic then there's no basis for decision making and nothing has meaning. But, perhaps, the weird builds up (in a measurable way) until it breaks through into reality and changes things. I'd love to work on mechanisms for this. Instead of Wandering Monsters, a sort of Magical Mishap table. Of course, if the PCs' fears can create monsters, maybe this is the best justification for a Wandering Monster turning up (see above). 

But, and this is one place I'm having problems with the application of this concept, if the Wandering Monster has actually been created from a PC's fear, it should probably be something that the PC fears... and that might require either knowing in advance what the PCs are scared of (in which case someone I'm sure will claim to be scared of being captured by the very attractive clerics of a sex-god/dess, or maybe suddenly finding huge amounts of money... again, Pratchett talks about this... the 'unexpected money Goblin' or something), or alternatively, it means listening very hard to what the players are saying and incorporating that into the game - so when they go "I hope we don't run into any trolls down here", the next thing they encounter should be trolls. But my feeling is it's difficult to pattern a wandering monster table on the basis of 'whatever the PCs said 2 minutes ago'.

I guess most of us who use wandering monsters have some sort of system like 'roll 1-2 on a d6 every 2 turns, more (frequently, or just a bigger number) if the party is being noisy/careless with lights/setting fire to things/leaving food lying around etc. Instead, this would be more like applying Magical Mishaps if the party did something ritually 'wrong', or if they were tired or distracted, if they had misread the flows of magic... I remember The Angry GM describing the use of wandering monster dice that are stacked up in front of the players so they'd know how noisy they were being or how much time they were taking (in this post here). Perhaps the 'fae detection' could be similar - a kind of 'charge' that builds up depending on the players' actions.

The ability to use magic (possibly even including 'safe' magic like potions or weapons) would maybe require something like a saving throw to be successful. This could be augmented by such things as an accurate map of the magical currents, or maybe something analogous to a miner's canary or Universal Indicator Paper - something that detected fae energy to help with knowing safe levels and places. All of this may require extra systems to check or it could be as simple as a Save. But the effects of (conceptually at least) 'failing' the Save?

I shall be considering this more, no doubt.