GoFH: The Dead in Skogenby

Friday night I had my first session of what I hope to be many set in the Gulf of False Hope setting I have been working on (still working on the next post for it, it’s just been slow going with all the other things I have going on). I won’t be making a habit of writing up play reports for this game if we start doing more of it, mainly because I want the players to be responsible for information sharing between groups in this game, but I promised some people on the Torchbearer G+ group I would tell them how it went.

This session was supposed to be a test run of Torchbearer, as well as a kind of gauge of interest in dungeon crawl type play.  My Torchbearer experience was (and still kind of is) rather limited, and everyone I had invited, was either new to Torchbearer, or new to RPGs in general, so I decided to go with one of the official introductory adventures, electing on “The Dread Crypt of Skogenby” over “Under the House of the Three Squires” due to the former being much more likely to be able to be resolved in a single session.

We ended up NOT resolving Skogenby tonight, and, in fact, we didn’t get very far at all.  I will not spoil any part of the module that my players did not get to, but spoilers for the early parts we DID get to follow. Continue reading

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Kento’s Story – Session 3 – Raid on the Black Onis [End]

I was sick two weeks ago, and Blaine had some important business last week so there was a gap in our games.  While we managed to meet this week, shifting schedules meant that this would be the last of Kento and Maxim’s games, at least for the foreseeable future.  We started late, and we wanted to make this a good session to end on, so we didn’t really go into beliefs and such, because there was only one goal that mattered.

Rescue Yabe Nana.

We start off right where we left off 4 weeks ago, Kento had just gotten a letter from Sone Baba, his pirate friend, that his boat had been attacked, and the girl had disappeared in the struggle.   Now, at one point I think I had a plan of exactly where she was and why, but at the time I only recalled the vague outline, but I ran with it.

The first thing Kento does is prostate himself before his uncle, confessing to his negligence and promising to make it right.  The Yabe clan chief tells him to go deal with it.  If he returns with his Granddaughter safe and sound, all will be forgiven, but “otherwise, don’t come back at all”.

Kento wants to circle up a pirate who can help him figure out who took Nana.  I set the ob at 3 (1 base +1 lower station, +1 specific knowledge).  Failure.  My go to with failed circles is having them find the guy, but they’re gonna sell the PC out at the first opportunity.   It’s not a bad failure condition for circles in my opinion, but since I knew it was the last session, I should have brought it to the front quicker.

Anyway, Kento meets this pirate captain, Shun.  A bit of back and forth and Kento reveals that this group attacked Sone Baba’s ship, took a VIP, and is probably working with the Hirafune.  Shun thinks he knows who Kento is talking about, and where they might be found, but he wants something for it.  Kento tries to intimidate him into talking, but fails.  Shun offers to take him there with his crew, but says if they don’t  get enough loot out of the bargain, they’ll get it out of a ransom for him and Nana.

Kento reluctantly agrees, and sails downriver with Shun and his crew.  They land where the river cuts through a swamp and begin a trek inland.  I pause a bit to describe the stench and the sensation of shoes getting stuck in the muck, but eventually they see a wooden fortress in the distance.  Kento tells Shun’s crew to wait for the signal and that he’ll go in first.

He scouts around looking for a good point of entry, but has to make do with a difficult one that involves trekking through chest high swamp water and still climbing the wall between two sentries.  He manages to make the stealthy roll and gets inside and manages to kill one of the sentries and throw his body over the side.  He takes the guy’s mask and tries to light the wall on fire, but only manages to get a small part of it.

Still it causes a commotion, but unfortunately he gets himself caught up in a bucket line with some of the bandits trying to put things out.  Through a bit of luck he manages to sneak into one of the buildings and finds himself in the mess/meeting hall of the bandits, a few men are using the tables to play dice but he convinces them to go help with the fire.   He then barricades the door with a table, and checks out the building.  The main floor has the mess, kitchen and pantry, while upstairs has the barracks.  He decides he wants into the pantry but it turns out it is locked.  He fails the roll to bust down the door, and so I decide that he DOES manage to get it open, but it takes him multiple attempts and made enough noise to wake up some of the bandits upstairs.

He very quickly grabs what alcohol he can find and smashes it on the floor to start another fire.  He then tries to run out the door, but finds it blocked by a table.   He’s not quick enough to remove it before the bandits catch up to him and pull their knives.

We do a quick Bloody Vs.  Him with brawling, and the Bandits with their knives skills and bonuses for numbers.  The dice favor Kento and we say it went down like one of those scenes in a kung-fu movie where the group of thugs just attack one or two at a time and get owned, with one of those moves being him using that bucket from the bucket line he still had and getting right over someone’s head.  He tosses those guys into the fire and then moves quickly to another building.

This one is a small number of prison cells, mostly empty.  Inside there only seems to be one of the Black Onis sleeping off a bit too much to drink, and the captain of the boat Nana was on.  Kento asks him where Nana is, and he said he is in their leader’s lodgings, but wants Kento to help get him out of here.  Kento agrees, but can’t find the keys, it seems the jailer took them when he went to go help fight the fires.  Kento promises to help, but he has to get Nana first, and the captain agrees to that, although reluctantly.

Kento makes it to the leader’s buildings, and finds some guards inside.  These ones don’t seem too keen on leaving their post for some pesky fire, and so Kento cuts them down.

He comes face to face with the Bandit leader, who is annoyed, but ready for a good scrap.  I knew what sort of weapon I wanted for this guy, one of those really huge spiked club things.  I think the Kanabo was the correct choice, but in the heat of the moment looking things up I got the impression that it was a listing for a smaller, one handed club.  I ended up using the SQ Hammer stats from BWG.  For his stats, I ended up using the Lizard Man stat block.  In retrospect, the leader of the Black Onis should have been an actual Oni!  However, I didn’t think of it in the moment, and I think things worked out anyway.

We do a full Fight!  The first exchange has this neat thing where they exchange blocks and strikes.  I only put the bandit leader in 1d armor, but it works out for him, netting him only a superficial.  The second round Kento’s armor deflects a powerful blow from his club, and Kento gets int he second superficial on the guy, but no major blows yet.

In the third exchange, I have him shift into an aggressive stance, and prepare a great strike, Kento sneaks in a strike during his wind up for the great strike, and manages to roll 5 successes!  It’s a superb hit but Kento’s weapon has no VA and I have 2 armor dice., both of them come up traitors and that superb hit is a mortal wound.  I describe the bandit leader raising his mighty club above his head ready for a mighty strike and Kento using that opportunity to drive his sword through the Bandit’s heart!  He takes the leader’s head and finds Nana in the next room.

Nana is fine, (since these bandits were working for Kento’s uncle) but not entirely grateful to the person who, in her mind, got her into this mess in the first place!  Still, she’s rather go with him than stay here so the two try to sneak out the same way Kento got in.  Unfortunately, the whole camp is now active, both fighting the fire, and fighting off Shun’s crew who took the fire as their cue.  I give Kento some advantage dice but they don’t help.

His route takes him by the windows of the jail, and its captive calls out to Kento expecting him to honor his promise to rescue him.  Kento tries to pry the wood from the walls and let him out that way, but without proper tools it proves too difficult for him.  The pirate captain suggests he get the keys from the jailer.  Kento agrees, but, not wanting to fight all these bandits, decides to use the head of their leader and claim leadership of the Black Onis.

Burning Wheel conveniently lists the Conspicuous obstacle forgetting everyone’s attention in the middle of a battle, it’s 5.  Kento does NOT roll 5 successes, and so he only gets a few people’s attention, and while they WILL grab their friend’s attention, they are not about to do so to declare Kento their new leader!

Unfortunately, it had gotten late, and as much as we would have liked to get to a better wrap up point, that cliffhanger will have to do.  We even skipped artha, which we’ll have to do if we ever meet again to continue Kento’s story because he is OUT.  For now at least, this is where Kento (and Maxim’s) story ends.  It was a fun series of games, and I might do another blog post sometime in a bit about my impressions of 1 on 1 Burning Wheel overall, but I will say I would totally do it again!

Maxim’s Story – Session 03 – Into the Fire [End]

This was a fun session.  I need to say that first, because I am likely going to spend a lot of time complaining about things that went wrong.  But I did have fun, so lets clear that up first.

We pick up right where we left off, the church had just erupted in Sorcerous Fire, and Maxim did not know where Anya was.  The explosion had knocked the barricaded door off of its hinges and so Maxim braved the flames to get inside.  Inside there was a body, and no one else.  The place was not safe, so Maxim got close enough to determine the body was not a woman, and got out of there before the building fell down on him.  The arcane fire died down, and so Maxim checks where Anya was posted.

He finds signs of a struggle, one of her daggers, and a taunting message scrawled in blood, great.  He follows footprints in the snow until they abruptly end.  He stands there for a while, trying to figure out his next move, when he hears a voice call out to him.  It turns out to be Breven, who is armed with a crossbow.  They talk for a bit, turns out he is with the masked man that Maxim killed earlier.  Maxim admits it, but gets frustrated with the whole conversion, and asks Breven to help him find his friend or shoot him, and Breven agrees to help (perhaps wanting another sword arm to take down Nikita).

Breven uses some magic (of course he is a wizard as well) and is able to continue following the tracks.  Maxim fails a forte test against exhaustion and cold and is going to be at an obstacle penalty until he rests.  They find more bandits, Maxim fails a roll and kills an unknown guy in one of their tents, but they manage to take them out.  The one surviving bandit doesn’t want to talk and Maxim gets pissed and tries to torture the guy (which he is not good at), mangling his hand, and knocking him out.  They investigate the dead guy, and Maxim identifies him as a noble.  He might have known something, but Maxim is not in the mood to feel too bad about it.  He takes everything valuable he can find while they plot their next step.  Maxim is actually up to 8 cash die at this point, so pay wise this job wasn’t that bad.

They have no leads, so when Alexi comes and tells Maxim the village is on fire, much like what happened at the church.   Maxim reluctantly goes back to help.  He meets Sergey in town who asks him to help organize a bucket line, but Maxim knows that won’t really help with magic fire, and he spots a group of strange men in the distance, assumes the wizard’s gotta be with them, and so he rides towards them on a Militia Horse.

There is Nikita with some of his goons, and he has Anya tied up.  Maxim wants to negotiate for her, and Nikita asks what’s a shitty mage like her to him.  Maxim doesn’t want to admit that she is basically the only friend he’s got at the moment (she is), and he certainly isn’t going to say he loves her (he might). He wanted to not seem too desperate about it.

So he says “She’s a good fuck”, which is hugely insensitive especially given Anya’s background, but it is what he says.  Whoops.  Nikita doesn’t seem to want to negotiate for her, so he just suggests he’ll see that for himself and tries to leave.  Maxim stopped giving a shit about the possibility of getting help from this guy right then.  I shoot him in the back.

Or rather, I try to.  I spend some artha to shake off my exhaustion for the scene, like you would a wound.  I put my will to live persona into my Bow skill.  I BARELY make the roll.

…And he no-sells it.  This was bad Burning Wheel play.  I think one of us (not necessarily Blaine) should have caught it.   What happened right there was that I only succeeded at my task, hitting him with an arrow, not my intent, killing the fucker.  I actually don’t know WHY the arrow did nothing, might have been armor, might have been magic.  But whatever it was it should have either increased the obstacle, or I should have been told it wasn’t a valid intent (because magic) and we could have just gone directly to the no-sell. We both got caught up in the moment over the particulars of the rules right there, which happens, but the game would likely have been better (or at least a more satisfying use of my last persona) had we followed them more closely.

I then get in a Fight! with this guy.  I won’t go into the blow by blow but I get off my horse for the sole reason that I don’t want to get into the mounted combat rules.  I also waste two actions cutting Anya free which I take a Midi at the end of.  Now, I was fine with this, Maxim’s only real goal was to free Anya, if he HAPPENED to get out of this fight intact as well, that was just a bonus.  I make it to the end of the round, fails to disengage, just barely, but my horse would likely have made it.  I take a 2nd midi, which knocks Maxim out.

He wakes up some time later in what’s left of the town with the various friendly NPCs looking after him, his wounds have been treated, but have not closed.  He asks for Anya and she got taken again.  It’s annoying because Maxim had a pretty good block and strike situation set up, which, if he had used that from the beginning instead of cutting her free to apparently no use, he might have won.

He tries to stand, fails, and tries again.  Eventually he gets up and starts putting his armor back on and getting his things together.  He’s told he should rest (and at -2 dice he really really should), but he asks Breven if the Winter Wolves (their unit in the war), ever left a man behind.  Breven admits they didn’t and offers to go with Maxim, his group is trying to take out Nikita as well after all.  Maxim welcomes the help and we call it there.

I at the very least get a nice handful of artha for all of this, but that is all likely going to the health tests I still have to make, and it is likely going to be a bit of a rough road ahead.  Maxim has a handful of skills he simply can’t use because of his injuries and most of the remaining skills are at b2 until he recovers.  The upside being, if he survives long enough, he’ll likely earn some sweet stat tests between now and then.  There were definitely some shaky spots near the end there where I think our communication/rules mastery could have been better, but I do want to reiterate that I did have fun overall.

 

Kento’s Story – Session 2 – The Kidnapping of Yabe Nana

Session 2 of Kento’s story and our first full-length one! We do a quick recap of what happened in our last session and dive back into it.  Kento wants to determine if he knows something he can use against Koji Kohaku.  I called for a Beginner’s Luck Koji-wise test, and he managed to make it.  I kind of had a picture in my head about what Kohaku was like, so I laid it out for Blaine.  Kohaku is an honorable man, perhaps to his own determent, Kento might be able to leverage that.

He goes into the Magistrate’s office and demands that Ichiro be turned into his custody, claiming he is wanted for several serious offenses in Yabe territory and that the Yabe Clan-chief has the greatest claim to him.  He completely botches the falsehood check, and can tell that Kohaku does not believe him in the slightest.  Kohaku will not publicly question a fellow Samurai’s honor, yet, with all that he knows, the pieces of the puzzle are sliding into place.

He releases Ichiro into Kento’s custody, and “generously” offers some of his men to escort Kento and Ichiro to the edge of Koji lands.  Ichiro asks about his wares, but Kento can’t secure too much more than his cart for a “wanted criminal”.  On the way back he tries to question Ichiro and Kasumi, but Ichiro knows nothing and Kasumi doesn’t really want to talk business in front of her husband.  Still, she assures him that his uncle will get what he paid for.

Kento’s uncle eventually sends for him, and asks him for his accounting of the events.  He’s not entirely pleased with how things turned out, but he seems to have gotten at least some useful information.  Kento asks him what was in that ledger, and Tengan Tennak simply tells him he can go.

We take a look at Kento’s beliefs at this point.  He honestly has some decent ones about killing his uncle and taking power for himself, but they were lacking in immediate action, unless he wanted to ride out and assault his uncle’s holding then and there (which would have been sweet, but probably futile). It wasn’t a huge deal, because I had another task in mind from Tengan Tennak for us to cut to, but it was something that was worth calling attention to.

A week goes by, and we are once again in Tengan Tennak’s tea room.  As I had been describing it every time these two men met in there, only once the tea had been served and the maids had left does Tengan Tennak get down to business.  He says it has been decided (and the tone implies not by him), that one of his granddaughters, Yabe Nana will be getting married.  The Groom being Hirafune Yuuki, Kento’s cousin and Koan’s son and heir.  Tradition mandates that the head of the Hirafune be married to a Yabe, and Nana’s marriage to Yuuki would further legitimize Koan’s line of succession.

Tengan Tennak asks nothing of Kento during this meeting, merely saying he wanted him to be one of the first to know.  He happens to point out that if something were to happen to the bridal procession, say, in Hirafune territory, he knows Nana has friends in the Imperial City.  If she were to flee there for her safety, she would be out of Koan’s reach.  He then spends the rest of the meeting talking about how they grow up so fast, and things of that nature.

Kento wants to circle up a mercenary, a disgraced Bushi.  I set the obstacle at 3 (1 base, +1 lower station, +1 time requirement, having to be ready to go before the Bridal Procession), unfortunately, his circles is only B2.  He manages a linked test and throws a point of Persona into the roll, and all come up successes!  He names this guy Iha Yasuro, a bushi from a family that sided against Koan during the coup.  He greets Kento as a friend and they drink together as they discuss business.

He can get 5 guys ready to go, and he’ll cut Kento a deal.  He’ll do it for 50 (we realize we aren’t really sure of the proper units of currency, but we call it an ob 3 resources test).  Kento wants to work carefully, taking time to try and get all the money together… And still fails.  I tax him down to a B1 resources, but I do give him the gift of kindness.  Still it doesn’t give Iha much time to get the group together, and they are rushing to catch up to the procession as they leave.

I rule that they manage to get ahead of them, barely, but don’t have enough time to find a particularly good spot for an ambush.  Kento tests Warcraft to try to make the best of it, and manages to succeed, using himself as a decoy while the mercenaries get into position.  He stands in the middle of the road and acts as a bandit, while the honor guards draw their bows.  He rushes them and we come to a Bloody Vs.  I give him advantage dice for the ambush but I give the enemy a few as well (Numbers, longer weapons, horses).  The guards manage to win, and so while I say Kento manages to get a few of them, the rest, including Nana’s carriage, manage to speed through and take off down the road.

It turns out Blaine forgot to factor in Kento’s armor into his defensive roll for the BV, so I let him roll it to negate the arrow that hit him, which he manages to pass, although his armor is damaged as a result.  He rolls a wise to try and discover where that procession will stop next, success leads him to a small village.  The town is on alert and so he has the mercenaries pull some of the local militia away and use the distraction to sneak in.  Success gets him to the window to the room where Nana is staying.

He is wearing a mask, so Nana is frightened by him at first, but he pulls it off and convinces her to tell the guards it was nothing.  He says he is here to rescue her, and she is rather confused by that.  Apparently she was not in on this whole plan.  He tries to convince her that Yuuki is basically the devil, and can not make that untrained persuasion check.  She says she doesn’t really get all that political stuff between Kento and her Grandfather, but she knows she could do a lot worse than the wife of the next clan chief.  Kento then tells her she can come willingly or he will take her anyway and give her to bandits, geez!  He’s actually trained in intimidation so he manages to scare her into silence.

I decide that now having a hostage in tow that would betray him at the first opportunity she thought would be successful is enough of a change in the situation that his first stealth test to get into the village no longer rode.  He weighs his options, but he is mostly looking at a hefty obstacle penalty either way.  When that penalty is factored into the guard’s observation he ends up looking at obstacle 5.  Though some miracle and I think the last of his artha he manages to make it and meets up with his mercenaries outside of the village.  I roll a die of fate for them to see if they took losses, and they didn’t.

Kento takes Nana down river and they meet with an underling of Sone Baba, Kento’s relationship among the river pirates.  He pens a letter to his relative in the capital asking them to ensure Nana got to Tengan Tennak’s friends and called it good.  Now, I had assumed that Kento would be going along on this boat trip and knew that they would encounter trouble along the way.  So when the pirates asked for payment and he failed to properly assure them they would be paid later, I knew exactly what would be the result of that low morale.

Kento returns to the Yabe estate to rest up and determine his next act of sabotage against his uncle.  A little while later, a letter from Sone Baba arrives, informing him that, as far as Sone Baba can tell, a rival group of pirates attacked the ship.  Several of his men have been slain, and Nana is no where to be found.

We call it there and do Artha, this time a few persona and a few fate are handed around and it is a somewhat decent haul.  We forgot to do situational Honor and Shame tests, (and I think Kento may have earned a few of the latter), but we’ll pick them up next time.  We’re still finding our rhythm with these two games, but I honestly think they’ve been going pretty well and we are on track to get even better!  It’s back to Maxim next week, and then after that we will deal with the fallout of Nana’s abduction.

Maxim’s Story – Session 02

These games are the first time that I have done serious one on one play, as well as the first time I have done bi-weekly sessions (at least by intention and not by people flaking). Honestly, while I might notice some differences in pacing or something in the long term, I didn’t see much difference with a week to week game, and I slide back into it about as well as a session 2 can be expected.

We kick things off the next morning, with Maxim being the first up in the barracks, some of the Bandits are feeling pretty brave and just stride right in to try and talk with him. They want their friend back, and are willing to pay to get it. They even offer to go bother some other town as well, but Maxim doesn’t really believe them. He could take the money and abandon the town, but he didn’t want to just abandon them. Besides, he reasoned, if they could offer him his much just to get their friend back, there’s probably more where that came from at their base. The men tell him to go ahead and keep the money, and turn to leave. Maxim stabs their leader in the back.

One of his cronies run, the other reaches for his sword, and Maxim is able to dispatch him too. One of the two is ‘merely’ mortally wounded, and Maxim tells the militia members to get him treatment “If you think he deserves it”. He goes and reports this to Sergey, when Anya (who was taking a watch) arrives and says she chased after the runner, but he got away. She DID manage to get a crude map off him, to what she thinks is their hideout. The man they captured is still in treatment, so it is as good a lead as any. Maxim actually takes some Militia with him this time (3 of them) and they head out.

On the way, they encounter a man in a mask, leaning over the body of a bandit, repeatedly stabbing him with a knife. Maxim tries to talk with him and he tries to bolt. Maxim manages to get a hand on his robe, and has the militia grab him. He killed a bandit, and he might have a good reason for it, but if he’s not saying anything Maxim feels like he can’t let him go. He has one of the Militia bring him back to town and presses on with the other two.

After a bit, the remaining Militia ask where we’re going, and when Anya shows them the map, they freak out. Apparently, it is the ruins of some village that was destroyed in the war, and it is ‘cursed’. Maxim says he isn’t going to force them to come, but if they don’t deal with their hideout, their village won’t really be safe. Maxim is untrained in persuasion (but has a high will), but it is not good enough. The remaining Militia bail, warning Maxim to stay out of the church. Anya thinks the whole thing is bullcrap, and that is good enough for Maxim.

They press on, and make it to the edge of the clearing where the town is. A voice tells them to stop. They look around, and eventually find a masked man in the tree (It might have been the same masked man?). He demonstrates some magical power, and tells Maxim to not get involved. They debate a bit, and Maxim is pretty much ready to either work with this guy in taking out the bandits, or just take the gold he got as his bribe and let this guy finish the job for him. And then he reveals he is here to kill the Bandit’s leader, who of course happens to be the man Maxim is looking for.

Maxim draws his bow and shoots him, clipping the mask and knocking him out of the tree. Anya stands over him and seems pretty pissed at him, demanding answers that he isn’t giving, and generally upset at another wizard acting as an assassin and giving the rest of them a bad name. He begs for his life a bit, but it eventually becomes clear to Maxim that he will just go ahead with his mission either way. Maxim gives the go-ahead to Anya and she ends up killing him.

The noise from this whole thing has attracted a pair of the bandits, trudging through snowy meadow and trying to find the source of the sound. They stay just out of range of Maxim’s bow, and ask if Anya’s “Advantage” effect could get him there. This was almost certainly a major bend of the rules (I am pretty sure art magic is meant to be read conservatively in terms of effect), but Blaine allowed it. Maxim spent time lining up his shot, and just BARELY met the increased ob. Clipping the guy in the leg, he fails at trying to reposition in secret, but gets a challenging speed test in the process! I’m actually getting more speed tests than BL steathy tests with how Blaine was rolling tonight, but that means I am no only one difficult away from advancing speed, sweet!

Anyway, they’re coming after Maxim instead of going for help, so he shoots them again as they get closer. Taking out one, Anya manages to incinerate the other with magical fire! Maxim makes sure they are dead (by stabbing them for good measure), and they press on.

They find the town mostly in ruins, all that is standing is a church, a grainery and a militia office. Having been warned by the militia to stay away from the church, they naturally check it out first. There seem to be people inside, who almost notice Maxim, but he manages to hide to the side of the window when they go to investigate. There are at least five of them, but there seems to be no way for them to get into the church. The windows are boarded up, and the door was barred from the OUTSIDE. They could remove the bar, but since those people had weapons, Maxim suspects there is another way in, and the front door is a trap.

They investigate the office, finding papers inside, including a note that Nikiat wrote about having one of his underlings send a letter to Volkov Manor. The letter itself is sealed, so Maxim takes it, but doesn’t open it yet. When they leave, they see a man looking around outside and notice Maxim’s tracks in the snow. He runs into the Grainery and seems to disappear. Maxim is able to locate and force open a trap door, leading to a cave beneath the surface.

Anya suggests that going down there might be a mistake when the two of them can just wait the people in the church out, and Maxim thinks she has a point. However, she wants him to stay in the office while she stays in the Grainery. Maxim suspects that she just wants to go down there on her own, and demands they switch positions, which she eventually relents to.

After a while with no movement, Maxim suspects that there may have been another way out of the church (perhaps the tunnel also led somewhere else) and goes to retrieve Anya. At that point, the church erupts in magical flames.

We called it there and handed out a number of fate points, no persona yet, but I think we are getting close. In two weeks we will likely wrap up the matter with the bandits, one way or another, but in the meantime we’ll be diving back into Kento’s story!

Kento’s Story – Session 01

War, now memory
Shed blood shared turns to shared blood

Three swear brotherhood
How quickly children forget

A peace can not last
Brothers betray their brother

Son against uncle
Sworn cousin against cousin
Now, Nihon is Burning

The other half of of our pair of one on one Burning Wheel games is a game of the Blossoms are Falling. Neither of us has done Blossoms before, so it should be an interesting experience!

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Maxim’s Story – Session 01

So, on the 1st of the month, I met online with a new roleplaying buddy Blaine, to organize a pair of one on one Burning Wheel games. The plan is to meet weekly and switch off on GMing every week (So I control a PC one week, GM the next, and so on). The session 0 we had was pretty sweet and I had been working on writing it up, but in the interest of getting the actual AP written up, I’ll just summarize what we came up with for this game and get right to it.

We had decided pretty early on that we both wanted to play nobles who had gotten screwed over and were out for revenge. By virtue of the fact that it made for some better drama, and the fact it saved an RP during character burning it ended up being our PC’s uncle who was our enemy. It’s a parallel in both games, so when I go into the other game next week, expect to see it again.

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