robertsconley
Hero
Sure I will let one my players explain.It seems this is true of all roleplaying games. Can you give an example of a sequence of play (however brief), or technique, where it's not true?
Initial Context: The party is crossing the Golden Pass into the Southlands to scout out rumors of Dark Elf activities in the Forsaken Desert. They stayed the night in the village of Hawksleigh.
Also note, most of this is handled through first-person roleplaying.
From Josh with notes from me.
With a few minutes of time to think, I want to share a fairly cool "Rob moment in gaming." Rob's been fleshing out his setting, and we've been playing in a new spot to lend a hand with that.
I'm making Rob's side up since I didn't talk with him about it, having been on vacation. So Rob sets this up—gives us a rumor that some hill giants are running a toll racket in a location we are heading. We're like 8th level and fairly "ambush" focused, so we're thinking we can fix this problem for the locals and build some street cred.
Rob's Note: The Rumor was one of the things people in an inn were discussing when the party stayed there. Plus in a port further east called Visby they were warn to carry something to use a tribute in case they were ambushed by Hill Giants in the Golden Pass. Came up in a conversation with a merchant when the NPCs became aware that the party was travelling over the Golden Pass.
Point of note though: this is NOT what we're here for. It's a "side quest."
We scout out their hideout, and it's a large complex, with support, and the wife is a druid that talks to wargs. Hm… there are four of them. This might hurt.
We toss some ideas about. I have to miss next week, so the group goes back to report, musters some troops, then heads over to say hi to the elves. Apparently everyone has considered this and just been paying them for years. There is a larger contingent of hill giants in the mountains that don't like what this one is doing, but isn't stopping him.
We get back, tell the local what we learned, then head back up. Catch the female out. Instead of ambushing, we send a warning, because we don't want the hill giants descending to get revenge.Rob Note's: Yonk Place is one of a half dozen Hill Giant steadings scattered across the Westwall.
Turns out she's the chieftain's daughter, and an Appalachian redneck.Rob's Note: The local in question is Lord Jerome Blackhawk, Constable of Gold Keep. The female is Frella and was a result of a random encounter roll made when the party travelled from Gold Keep back to Yonk's Place. Did not expect that. The short length of the trip meant there was only one roll made travelling back and forth. It was highly improbable that it would happen but yet there was, not only I roll that an encounter occurred, it was a random encounter with an inhabitant of the Westhall, and it came up Hill Giants. So I rolled to see which of them was out and about and it was Frella.
We let her go. Leaving that discussion, we realize that killing them will likely result in a blood feud.
Rob's Note: While roleplaying Frella threaten the party by telling them. "Y'all better stay clear or you will be dealing with more my husband Yonk, you will be dealing with my daddy and he can git mighty angry".
So… this simple encounter, had we gone through with it as originally intended, likely would have resulted in the local towns being wiped out by a marauding band of hill giants. Actions. Consequences. Great gaming moment.
Rob's Note: True, this took two sessions to play out, and when I realized what the party's plan was likely to be, I worked up a timeline it would take for things to escalate among the Hill Giant (about a month). I figure it would be about 2d6 days for the bodies to be discovered. 3d6 days for the news to get around and for the Hill Giants to assemble. Then 1d3 days for them to march on Gold Keep as their first target. I roll 7, 13, and 3 for 23 days from the killing to the attack on Gold Keep.
See below for most of the notes I started with. There are some rough notes beyond these as a result of the party sailing by ship to the nearest port to the Golden Pass, Visby. So I fleshed out something, mostly the details of what was going on with Greenelm Woods. I guessed wrong as the party just wanted to barrel through the Golden Pass.
However, last week, it is going to be used, as the party has decided to return from the Southlands and discussed investigating what is happening in Greenelm.
Wrapping it up.
In a typical narrative-driven game, the encounter might have been introduced as a dramatic story beat or resolved through a scripted scene. In contrast, this situation arose organically from prior player choices, random rolls, and the established logic of the setting.
In Burning Wheel, as a different example, the random encounter with Frella wouldn’t have occurred. My impression is that a Burning Wheel campaign would instead focus on the players’ declared intent, killing the hill giants, and then explore the consequences of that decision, such as igniting a conflict between Gold Keep and the hill giants.
That’s OK, and it works for the Burning Wheel campaign for what everybody expects. But it’s different from how things unfold in my Living World sandbox, where events evolve from persistent world elements and procedural outcomes rather than narrative framing.
The Golden Pass (Hex 2615)
This is the main pass to cross the Westwalls. The Grand Kingdom now uses it as the gateway to the Southland region. Dozens of caravans use the pass every month. Gold Keep (Locales, 2616) protects the pass from raiding Hill Giants from the mountains.2517 Yonk’s Place
Nestled in the foothills of the Westwall is a steading of Hill Giants, Yonk and his family. Five hill giants (HD 8) live here; Yonk (HD 10) , his brother Donk (HD 9), two of Yonk’s sons Mat and Tak, , his wife Frella who is also has druid abilities (Level 5). Yonk and his family have grown fat off the caravans passing through the Golden Pass. They used to raid. On one raid Yonk’s eldest son, Bonk, was killed. Enraged Yonk tore apart the caravan. Later a group of merchants approached Yonk and made restitution and agreed on a tribute that Yonk can ask of the caravans. Since then, caravans traveling the Golden Pass pack an extra wagon with “Yonk’s fee”. The steading is built on top of dam overlooking a mountain lake guarded a pack of wargs (HD 4) tended by a small group of Blackrock Goblins serving as kennel masters.2616 Gold Keep
Pop: 80 Human (Hundmeran); Ruler: Lord Jerome Blackhawk, FTR 8, Human (Hundmeran, M); Market Size: VI; Resource: None; Military: Light Foot 8; Med. Foot 4; Hvy. Foot 2; Shortbow 6; Lgt. Cavalry 30; Hvy. Cavalry 10;Gold Keep sits above the Golden Pass. Commanded by the Lord Jerome Blackhawk, bachelor knights and cavalry patrol the pass. Every fortnight, Hawksleigh (Locales, 2815) to the east sends supplies to the keep. The king just recently appointed Lord Blackhawk, the warden of Gold Keep. The Lord Blackhawk recently found out about Yonk’s fee (Locales, 2517) and has resolved to end the extortion. Several prominent merchants have tried to persuade him to leave well enough alone but to no avail.
2815 Hawksleigh
Pop: 300 Humans (Hundmeran, Vasan); Ruler: Baron John Banbridge, FTR 10, Human (Hundmeran, M); Resource: Farm; Market Size: VI; Military: Light Foot 8; Med. Foot 4; Hvy. Foot 2; Shortbow 2; Light Cavalry 2; Med. Cavalry 1; Hvy. Cavalry 1;Hawksleigh is a village of the Grand Kingdom established after the conquest of Vasa. Currently, Baron John Banbridge rules 300 farmers and lumberjacks. His son Harold (FTR 6) is the guard’s leader and patrols the village and countryside with four cavalry and 16 footmen. Hawksleigh supplies nearly all of the food for Gold Keep, which is ten miles to the east. The lumberjacks traditionally harvest the Greenelm Woods (Terrain, 2913) to the north.
The Grand Druid of Greenelm has accused the baron and his lumberjacks of over harvesting and has turned the forest again them. The baron appealed to the king who sent his rangers to resolve the situation. The King’s Rangers are led by Captain Martin Ardmore (RGR 9, M). Captain Martin commands 20 rangers (2x RGR 5, 4x RGR 4, 7x RGR 2, 7x RGR 1). The situation has almost escalated to all-out war. Captain Martin has requested that the High Sheriff of Vasa summon a council to be assembled at Gold Keep consisting of the local nobles to discuss options.