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Stonetop RPG - Session post-mortems
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<blockquote data-quote="Ovinomancer" data-source="post: 8575936" data-attributes="member: 16814"><p>The GM made a complete hash of this. Luckily, the players were great and we managed to overcome.</p><p></p><p>On a more serious note, the PC creation process is interesting. There's quite a lot that can be done prior to session, and I'd recommend doing work before the session -- there are a number of questions you can answer and you can build the mechanical bits of your character prior. This saves time in session because there's a lot to do for character creation. We had 4 players, and we took 2 1/2 hours going around. As always, make sure you hold on lightly to anything you do prior to the session.</p><p></p><p>The process does a great job of grounding the PCs into the steading and setting and to each other. Multiple pressure points are created, and relationships are established both between PCs and the steaders, both positive and negative. Good stuff here, really makes everything come up around the PCs and provide ample room for pushing and pulling them.</p><p></p><p>I wouldn't say that the playbooks really establish hero tropes. They're a bit more along the lines of creating troubled characters in a tight spot. If you look at the playbook moves, for every clear hero-trope move there's one that cuts against or is orthogonal to that. It's kinda like how in Blades you aren't playing heroes but criminals? You aren't playing tropey fantasy heroes, but rather people that have had things happen that push them into positions of having to do something. I'm struggling to adequately explain it.</p><p></p><p>Take my character -- I'm not from humble origins at all. My background is literally auspicious birth! The Stormblessed was struck by lightning, and is an important personage in town outside of that (one of the smiths). So, not really the hero's journey kinda stuff. More like Blades in that we're going to try to get our little town up and running and do things the PCs want to do but the game/GM/setting is going to be throwing things at us that attack these goals. I see opportunity for heroics and villainy. </p><p></p><p>100%</p><p></p><p>So, this is [USER=6696971]@Manbearcat[/USER]'s thinking, and we've kinda talked about it. I'm not sure this is the way to go, but it's a reasonable place to start and adjust.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8575936, member: 16814"] The GM made a complete hash of this. Luckily, the players were great and we managed to overcome. On a more serious note, the PC creation process is interesting. There's quite a lot that can be done prior to session, and I'd recommend doing work before the session -- there are a number of questions you can answer and you can build the mechanical bits of your character prior. This saves time in session because there's a lot to do for character creation. We had 4 players, and we took 2 1/2 hours going around. As always, make sure you hold on lightly to anything you do prior to the session. The process does a great job of grounding the PCs into the steading and setting and to each other. Multiple pressure points are created, and relationships are established both between PCs and the steaders, both positive and negative. Good stuff here, really makes everything come up around the PCs and provide ample room for pushing and pulling them. I wouldn't say that the playbooks really establish hero tropes. They're a bit more along the lines of creating troubled characters in a tight spot. If you look at the playbook moves, for every clear hero-trope move there's one that cuts against or is orthogonal to that. It's kinda like how in Blades you aren't playing heroes but criminals? You aren't playing tropey fantasy heroes, but rather people that have had things happen that push them into positions of having to do something. I'm struggling to adequately explain it. Take my character -- I'm not from humble origins at all. My background is literally auspicious birth! The Stormblessed was struck by lightning, and is an important personage in town outside of that (one of the smiths). So, not really the hero's journey kinda stuff. More like Blades in that we're going to try to get our little town up and running and do things the PCs want to do but the game/GM/setting is going to be throwing things at us that attack these goals. I see opportunity for heroics and villainy. 100% So, this is [USER=6696971]@Manbearcat[/USER]'s thinking, and we've kinda talked about it. I'm not sure this is the way to go, but it's a reasonable place to start and adjust. [/QUOTE]
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