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[Spirits of Rock and Sky] Designer Notes
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<blockquote data-quote="reason" data-source="post: 386964" data-attributes="member: 6022"><p><strong>what makes a good scenario, anyway?</strong></p><p></p><p>One of the fun things about building your own world is that you get to put in place the things that you think make a good scenario. My prejudices are probably already in evidence by the use of the word "scenario" rather than "adventure." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>So what do I like?</p><p></p><p>1) Character-driven conflict</p><p>2) Societies in which violence isn't always the answer</p><p>3) Scenarios that are described in terms of the changing relationships between the principal PCs and NPCs.</p><p></p><p>What don't I like?</p><p></p><p>1) Scenarios that are described in terms of static rooms, contents, treasures and monsters. (In this 20' x 20' room, there is a chest of 100gp guarded by two giant rock mice).</p><p>2) Combat for the sake of it, and combat as a solution to every problem</p><p>3) Lots and lots of crunchy one-shot rules (bah).</p><p></p><p>Here are a few examples of plot seeds that would expand into the sort of scenario that I can have fun with:</p><p></p><p>----------------</p><p></p><p>GIFT OF THE INITIATE</p><p></p><p>A Lesser Council of Susyan Lords and Councilors will soon be under way in Nekopis. There has been more ill feeling than usual in the cycles before this Lesser Council. An argument of public declarations has been underway between Maris, Lord of Nekopis, and Selt, an influential warrior who seeks a place in the Councils. </p><p></p><p>An elder Susyan Initiate of the Order of the Provider approaches the PCs. He wishes them to publicly deliver a weighty gift of wood from the Order to either Maris or Selt, whomever they feel best deserves it. The Initiate instructs the PCs to be slow in their deliberations so as to be sure of the final choice. </p><p></p><p>The etiquette of gifts dictates that the gifted owes an appropriate obligation to the giver. The use of the PCs rather than an Initiate is a screen of politeness that everyone sees through. Neither Maris nor Selt wishes to appear beholden to the Order, and each will attempt to convince the PCs to give the gift to the other. </p><p></p><p>Many other Lesser Susyan Councillors also have an interest in these events, especially if the PCs are not Susyan themselves. The wakes leading up to the Lesser Council should provide a good introduction to the influence of the Order on Susyan Tribal politics.</p><p></p><p>THE DEATH OF AU SEIS</p><p></p><p>Au Seis is dying. The old Wohken has sent two Second Lutnens of the Au Family to Tesam. He wishes Somaat to attend his Ceremony of Passing. Somaat is too old to travel to the far Great Pathway communities, however. The Lutnens are relieved; the Au Family has no fondness of Enierd. </p><p></p><p>Since Somaat does not trust or like the two young Lutnens, he requests that the PCs deliver a gift of inkberries to Au Seis. The PCs are to stand in place of Somaat at Au Seis’ Ceremony of Passing and lay claim to his skin. </p><p></p><p>There is a long, hidden story to the relationship between Au Seis and Somaat. Were they friends, enemies, lovers, or something less easily categorized? How is it that Au Seis holds the power to dispatch Second Lutnens to distant communities when he is not the Au Father? Why is Somaat sending the PCs rather than any of the willing Enierd in Tesam? </p><p></p><p>Au Family politics are deep, formalized and secretive. Grudges are held for generations and the smallest things can hold great significance. The PCs will find their seemingly simple task become ever more complex as they get closer to Au Seis. What is the signficance of the inkberries? Why do high ranked Au Family members prevent the PCs from seeing Au Seis? What will Au Seis ask of them when they finally meet? How can the PCs find the necessary political backing to attend the Ceremony of Passing, never mind claim the skin of Au Seis?</p><p></p><p>COMPETING VISIONS</p><p></p><p>Tumnil 221 and Tumnil 227 are Jentik sisters and rival artists. One is a bonecarver, the other a painter and scribe. Both have come to Tumnil to create a great work of art. Some unnamed but significant past event has led to hostility and competition between the sisters.</p><p></p><p>The Jentik Namekeeper in Tumnil is an elder Initiate of the Order. She is tired of mediating between supporters of Tumnil 221 and 227 among the Order and supplicants. The charismatic sisters seem to be good at stirring up trouble among the Jentik. They are almost epitomies of the worst aspects of Jentik nature.</p><p></p><p>A Jentik friend or companion approaches the PCs. She sympathises with the Namekeeper and wishes to ensure that the warring sisters quickly complete their visions of Tumnil and leave in peace. Each sister, of course, would like to use the PCs against the other. The PCs are likely to learn that the World holds no fury to equal that of a scorned artist.</p><p></p><p>THE THIRD PARTY</p><p></p><p>Fen and Daren are Usone half-brothers who dwell in Durern. Fen likes to run and compete in contests of strength, while Daril is dedicated to quiet, painstaking bonecraft. </p><p></p><p>The Ritual of Passing for Lor, an old Usone warrior, was held a cycle ago. Lor was well loved by both Fen and Daren. In younger cycles, the half-brothers would listen to Lor’s tales while sitting on an ancient, carved wooden beam. The half-brothers argued over claiming the wooden beam during Lor’s Ritual of Passing. The beam has great significance for both, and neither would compromise.</p><p></p><p>Lor’s partner, Rive, is an advisor to the Usone Chieftain. She now refuses to let Fen and Daren into her dwelling. Rive was angered and offended by the half-brothers, as were many of Lor’s direct relatives. She wants nothing to do with Fen and Daren.</p><p></p><p>Neither Fen nor Daren will take their dispute to the Chieftain. They don’t want to be the recipiants of Rive’s displeasure by proxy. Friends, family and companions tire of the bad blood between the half-brothers and in the community, however. Fen and Duren have grudgingly agreed to accept the judgement of a third party in this dispute. The only unbiased third parties in Durern are the PCs, newly arrived in the Usone community. Fairly settling a dispute amid the Enierd should certainly be a memorable experience for Wohken and Susyan PCs.</p><p></p><p>RELUCTANT LEGENDS</p><p></p><p>Onesen of Clan Usone was always somewhat different, even as a child. It was really no great surprise to his few friends when Onesen departed the Tribe for the Great Temple and the life of a priest. </p><p></p><p>Half a generation has passed since then, but Onesen has now returned to Durern. He wears the flax and wood-plated leather of a Recorder. His face is lined, and he looks far older than his age. Onesen recalls the legends and stories told only among the Usone. He has brought leather and ink to record the stories of his Clan. </p><p></p><p>The elder storytellers of the Usone want nothing to do with Onesen. They have no desire to see their words pinned to scrolls and taken from them to a temple of God-adoring fools. Some Usone want Onesen to leave again. Pesa is not one of them. She had always liked Onesen when they were younger. She is pleased to see him among the Usone again.</p><p></p><p>At least one of the protagonists is known to the PCs and desires assistance. The patient, spiritual Onesen would like assistance in teasing out the old, obscure legends for the archives of the Cult of Io Hejin. The storytellers of Durern would like Onesen to leave them alone. Pesa would like Onesen to stay and become more like he was before he left. She does not like to see him so aged and devoted to ink on leather.</p><p></p><p>What will the PCs do? Where do their sympathies lie? Who else will get involved? Pesa’s one-time partner, other priests of the One God, unruly apprentices and children of the elder storytellers could all play important roles.</p><p></p><p>--------------</p><p></p><p>Next post, I might talk about "Stolen Bones." That's a longer Spirits of Rock and Sky scenario that can involve a fair amount of violence and physical danger, but still focuses on relationships and people.</p></blockquote><p></p>
[QUOTE="reason, post: 386964, member: 6022"] [b]what makes a good scenario, anyway?[/b] One of the fun things about building your own world is that you get to put in place the things that you think make a good scenario. My prejudices are probably already in evidence by the use of the word "scenario" rather than "adventure." :) So what do I like? 1) Character-driven conflict 2) Societies in which violence isn't always the answer 3) Scenarios that are described in terms of the changing relationships between the principal PCs and NPCs. What don't I like? 1) Scenarios that are described in terms of static rooms, contents, treasures and monsters. (In this 20' x 20' room, there is a chest of 100gp guarded by two giant rock mice). 2) Combat for the sake of it, and combat as a solution to every problem 3) Lots and lots of crunchy one-shot rules (bah). Here are a few examples of plot seeds that would expand into the sort of scenario that I can have fun with: ---------------- GIFT OF THE INITIATE A Lesser Council of Susyan Lords and Councilors will soon be under way in Nekopis. There has been more ill feeling than usual in the cycles before this Lesser Council. An argument of public declarations has been underway between Maris, Lord of Nekopis, and Selt, an influential warrior who seeks a place in the Councils. An elder Susyan Initiate of the Order of the Provider approaches the PCs. He wishes them to publicly deliver a weighty gift of wood from the Order to either Maris or Selt, whomever they feel best deserves it. The Initiate instructs the PCs to be slow in their deliberations so as to be sure of the final choice. The etiquette of gifts dictates that the gifted owes an appropriate obligation to the giver. The use of the PCs rather than an Initiate is a screen of politeness that everyone sees through. Neither Maris nor Selt wishes to appear beholden to the Order, and each will attempt to convince the PCs to give the gift to the other. Many other Lesser Susyan Councillors also have an interest in these events, especially if the PCs are not Susyan themselves. The wakes leading up to the Lesser Council should provide a good introduction to the influence of the Order on Susyan Tribal politics. THE DEATH OF AU SEIS Au Seis is dying. The old Wohken has sent two Second Lutnens of the Au Family to Tesam. He wishes Somaat to attend his Ceremony of Passing. Somaat is too old to travel to the far Great Pathway communities, however. The Lutnens are relieved; the Au Family has no fondness of Enierd. Since Somaat does not trust or like the two young Lutnens, he requests that the PCs deliver a gift of inkberries to Au Seis. The PCs are to stand in place of Somaat at Au Seis’ Ceremony of Passing and lay claim to his skin. There is a long, hidden story to the relationship between Au Seis and Somaat. Were they friends, enemies, lovers, or something less easily categorized? How is it that Au Seis holds the power to dispatch Second Lutnens to distant communities when he is not the Au Father? Why is Somaat sending the PCs rather than any of the willing Enierd in Tesam? Au Family politics are deep, formalized and secretive. Grudges are held for generations and the smallest things can hold great significance. The PCs will find their seemingly simple task become ever more complex as they get closer to Au Seis. What is the signficance of the inkberries? Why do high ranked Au Family members prevent the PCs from seeing Au Seis? What will Au Seis ask of them when they finally meet? How can the PCs find the necessary political backing to attend the Ceremony of Passing, never mind claim the skin of Au Seis? COMPETING VISIONS Tumnil 221 and Tumnil 227 are Jentik sisters and rival artists. One is a bonecarver, the other a painter and scribe. Both have come to Tumnil to create a great work of art. Some unnamed but significant past event has led to hostility and competition between the sisters. The Jentik Namekeeper in Tumnil is an elder Initiate of the Order. She is tired of mediating between supporters of Tumnil 221 and 227 among the Order and supplicants. The charismatic sisters seem to be good at stirring up trouble among the Jentik. They are almost epitomies of the worst aspects of Jentik nature. A Jentik friend or companion approaches the PCs. She sympathises with the Namekeeper and wishes to ensure that the warring sisters quickly complete their visions of Tumnil and leave in peace. Each sister, of course, would like to use the PCs against the other. The PCs are likely to learn that the World holds no fury to equal that of a scorned artist. THE THIRD PARTY Fen and Daren are Usone half-brothers who dwell in Durern. Fen likes to run and compete in contests of strength, while Daril is dedicated to quiet, painstaking bonecraft. The Ritual of Passing for Lor, an old Usone warrior, was held a cycle ago. Lor was well loved by both Fen and Daren. In younger cycles, the half-brothers would listen to Lor’s tales while sitting on an ancient, carved wooden beam. The half-brothers argued over claiming the wooden beam during Lor’s Ritual of Passing. The beam has great significance for both, and neither would compromise. Lor’s partner, Rive, is an advisor to the Usone Chieftain. She now refuses to let Fen and Daren into her dwelling. Rive was angered and offended by the half-brothers, as were many of Lor’s direct relatives. She wants nothing to do with Fen and Daren. Neither Fen nor Daren will take their dispute to the Chieftain. They don’t want to be the recipiants of Rive’s displeasure by proxy. Friends, family and companions tire of the bad blood between the half-brothers and in the community, however. Fen and Duren have grudgingly agreed to accept the judgement of a third party in this dispute. The only unbiased third parties in Durern are the PCs, newly arrived in the Usone community. Fairly settling a dispute amid the Enierd should certainly be a memorable experience for Wohken and Susyan PCs. RELUCTANT LEGENDS Onesen of Clan Usone was always somewhat different, even as a child. It was really no great surprise to his few friends when Onesen departed the Tribe for the Great Temple and the life of a priest. Half a generation has passed since then, but Onesen has now returned to Durern. He wears the flax and wood-plated leather of a Recorder. His face is lined, and he looks far older than his age. Onesen recalls the legends and stories told only among the Usone. He has brought leather and ink to record the stories of his Clan. The elder storytellers of the Usone want nothing to do with Onesen. They have no desire to see their words pinned to scrolls and taken from them to a temple of God-adoring fools. Some Usone want Onesen to leave again. Pesa is not one of them. She had always liked Onesen when they were younger. She is pleased to see him among the Usone again. At least one of the protagonists is known to the PCs and desires assistance. The patient, spiritual Onesen would like assistance in teasing out the old, obscure legends for the archives of the Cult of Io Hejin. The storytellers of Durern would like Onesen to leave them alone. Pesa would like Onesen to stay and become more like he was before he left. She does not like to see him so aged and devoted to ink on leather. What will the PCs do? Where do their sympathies lie? Who else will get involved? Pesa’s one-time partner, other priests of the One God, unruly apprentices and children of the elder storytellers could all play important roles. -------------- Next post, I might talk about "Stolen Bones." That's a longer Spirits of Rock and Sky scenario that can involve a fair amount of violence and physical danger, but still focuses on relationships and people. [/QUOTE]
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