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<blockquote data-quote="Blue" data-source="post: 8205318" data-attributes="member: 20564"><p>Last session wasn't particularly productive, but set us up well.</p><p></p><p>This is the game for my teenaged kids, niece and nephew. There's one bit of context I need to bring in - multiple sessions back one character arc had our drow rogue heading for "the tallest peak" due to a vision (from Eilistraee), which was going to be heading north into the tundra and the land of the dragonborn tribes. One of the other players, the eladrin bard, mentioned how she really wanted to do urban and had no interest in more long cross-country quests, which we had been doing already. So we reworked it that the sailor knew that the <em>actual</em> tallest peak was down the coast.</p><p></p><p>Fast forward to this session. After a show side adventure, they have arrived in a moderately sized city. The players have been telling me that they want to have a homebase that they adventure out of so I made the city and the surroundings interesting and dynamic.</p><p></p><p>But first thing they wanted to do was take some downtime - the barbarian and the sorceress/warlock wanted to compete in the illegal pitfightings, the bard to play, the rogue to enroll the brass dragon wyrmlings in school. (There was also a snafu where at the end of last session they talked about getting a nanny for the brass wyrmlings and I prepped for that, and at the actual session only one of them wanted to do that. Oh well.)</p><p></p><p>So we go through, I'm handing out rumors and contacts, doing short montages with everyone, resolving the mechanical parts of the downtime. After a week they're looking at a questboard and following up getting information on one, having just settled in, rented a house for a month, found socialization for the brass wyrmlings, got some contacts and rivals moving ... and the rogue wants to follow the vision she had. Which is still a bunch to the south. The player was really apologetic (the character was a bit as well), almost breaking down because everyone was into the whole city and so was she - but she couldn't leave this hanging.</p><p></p><p>So we suddenly pivoted into trying to find a ship (this is the northernmost city and it's mid winter), chartering it, and preparing to head out. It needs two days to prepare, and a plot I had that the rogue had intersected germinated. And that's where we ended the session.</p><p></p><p>So not so much was done, but lots of color and foundation work for the city. We have a clear idea of what we're doing next session (including a little bit of urban adventure that the bard was asking about before the ship leaves), and then a quest to fulfill a vision for a goddess.</p><p></p><p>Should be fun!</p></blockquote><p></p>
[QUOTE="Blue, post: 8205318, member: 20564"] Last session wasn't particularly productive, but set us up well. This is the game for my teenaged kids, niece and nephew. There's one bit of context I need to bring in - multiple sessions back one character arc had our drow rogue heading for "the tallest peak" due to a vision (from Eilistraee), which was going to be heading north into the tundra and the land of the dragonborn tribes. One of the other players, the eladrin bard, mentioned how she really wanted to do urban and had no interest in more long cross-country quests, which we had been doing already. So we reworked it that the sailor knew that the [I]actual[/I] tallest peak was down the coast. Fast forward to this session. After a show side adventure, they have arrived in a moderately sized city. The players have been telling me that they want to have a homebase that they adventure out of so I made the city and the surroundings interesting and dynamic. But first thing they wanted to do was take some downtime - the barbarian and the sorceress/warlock wanted to compete in the illegal pitfightings, the bard to play, the rogue to enroll the brass dragon wyrmlings in school. (There was also a snafu where at the end of last session they talked about getting a nanny for the brass wyrmlings and I prepped for that, and at the actual session only one of them wanted to do that. Oh well.) So we go through, I'm handing out rumors and contacts, doing short montages with everyone, resolving the mechanical parts of the downtime. After a week they're looking at a questboard and following up getting information on one, having just settled in, rented a house for a month, found socialization for the brass wyrmlings, got some contacts and rivals moving ... and the rogue wants to follow the vision she had. Which is still a bunch to the south. The player was really apologetic (the character was a bit as well), almost breaking down because everyone was into the whole city and so was she - but she couldn't leave this hanging. So we suddenly pivoted into trying to find a ship (this is the northernmost city and it's mid winter), chartering it, and preparing to head out. It needs two days to prepare, and a plot I had that the rogue had intersected germinated. And that's where we ended the session. So not so much was done, but lots of color and foundation work for the city. We have a clear idea of what we're doing next session (including a little bit of urban adventure that the bard was asking about before the ship leaves), and then a quest to fulfill a vision for a goddess. Should be fun! [/QUOTE]
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