No Exalted today. One of our players is going to see a Springsteen concert, so there's going to be a distinct lack of necrotic essence-fueled personal drama tonight. Frank, our ST, has come to insist that the game is going to end in a tower of destruction instead of peter out in a series of inter-group scuffles though, so maybe I trust that. I'm saying it's possible. We're good friends but his running style and ideas of games have never matched mine, exactly. This game is going pretty roughly, but it does persist, so anything could happen. The ST tends to set up a McGuffin we're supposed to interact with in the proscribed way, and gives us two choices. Generally, we don't have much choice; the situations we're faced with are beyond anything our characters have the power to work with.
It can be chalked up to being kind of powered-down in fights, being pit against characters far more potent then us, and given few resources or time to work with. There are other small issues that crop up that interest me. For example, Lookshy has been in a few conflicts with the Deathlords and destroys their forces without any trouble every time. This sits oddly with me, but it's the tone the game has. Even small towns have historically been able to hand us our asses.
I really don't know. We were given a choice early on; redemption or loyalist. Most of us went redemption, so now I just follow the redemption plot hooks until the game's over. The end.
Changeling is being run this week. The motley consists of 3 Spring Courtiers and one unaffiliated. Sunday was the night I got really hammered and went sideways, but the game was lucid. For me, anyhow. The characters had been following a path strongly, picking up a plot thread and running with it relentlessly, making my game planning easy as far as that went. I set up the beginning, which was a gun drop from the Summer Court to assist in equipping the motley with tools needed to go against whoever was directing the moles. As of the game before last, they were planning on knocking down the other radio towers and rooting out the remaining corruption, inquisitor style.
This is not something that happened.
I had laid out a few sidequests. Just, you know, stuff based of what the characters had did and said offhand. The PI got a call from a card he handed out. The musician got calls back on his band fliers. Ect, et al. The characters took the night to follow up on those leads, while a PC and NPC took the oppertunity to hang out and ended up doing tequila shots before drunk dailing available (and unavailable) PCs and NPCs. One thing lead to another, and before long, seduction checks were being rolled on the table and everyone woke up with a tequila headache the next day.
I mean, this is the Spring Court for you, I guess. Everything's right on track then it falls off the rails with a rediculous party. I pretty much wrapped the game up after that. I'm running on Sunday, but it's probably the least likely opening for a game that I've run in quite a while.
It can be chalked up to being kind of powered-down in fights, being pit against characters far more potent then us, and given few resources or time to work with. There are other small issues that crop up that interest me. For example, Lookshy has been in a few conflicts with the Deathlords and destroys their forces without any trouble every time. This sits oddly with me, but it's the tone the game has. Even small towns have historically been able to hand us our asses.
I really don't know. We were given a choice early on; redemption or loyalist. Most of us went redemption, so now I just follow the redemption plot hooks until the game's over. The end.
Changeling is being run this week. The motley consists of 3 Spring Courtiers and one unaffiliated. Sunday was the night I got really hammered and went sideways, but the game was lucid. For me, anyhow. The characters had been following a path strongly, picking up a plot thread and running with it relentlessly, making my game planning easy as far as that went. I set up the beginning, which was a gun drop from the Summer Court to assist in equipping the motley with tools needed to go against whoever was directing the moles. As of the game before last, they were planning on knocking down the other radio towers and rooting out the remaining corruption, inquisitor style.
This is not something that happened.
I had laid out a few sidequests. Just, you know, stuff based of what the characters had did and said offhand. The PI got a call from a card he handed out. The musician got calls back on his band fliers. Ect, et al. The characters took the night to follow up on those leads, while a PC and NPC took the oppertunity to hang out and ended up doing tequila shots before drunk dailing available (and unavailable) PCs and NPCs. One thing lead to another, and before long, seduction checks were being rolled on the table and everyone woke up with a tequila headache the next day.
I mean, this is the Spring Court for you, I guess. Everything's right on track then it falls off the rails with a rediculous party. I pretty much wrapped the game up after that. I'm running on Sunday, but it's probably the least likely opening for a game that I've run in quite a while.
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