Thursday, October 18, 2018

Demihumans: Session 2 A Multiated Alligator and Pseudo-Sentient Algae

Demihumans: Session 2
A Multiated Alligator and
Pseudo-Sentient Algae

I completed the second play test session of +Robert Bohl's Demihumans, and the game has produced some story lines that cut deep.

The game of Go has taught me to pay close attention to fuseki (a Go term referring to the very opening moves). As the Demiurge, I have been deliberate in the world building and the set-up of the enclave--both because I want to get the game right and because I know that work will pay off royally in the development of compelling story lines.

So, in our three-hour session yesterday, we didn't get the actual stories rolling until the very end. We had a new player (and thus a new character) to add to the mix, which took some time. Also, in our first session, we had not yet gone through the boons and complications of the enclave. This actually turned out to be fortunate, as Rob was doing some further tweaks of those options, which we were able to incorporate into our game play.

I also made some clarifications of the rules, and the traitor made a few modifications. A note: While not required, the traitor should probably decide if she wants to play as a human or if she wishes to work with the moves another rulebook. If the latter, then I would suggest going all-in.

After those preliminaries, we took a break, and that left about 1.5 hours to begin our tale in earnest. If you are planning to run Demihumans in some type of campaign mode (as we are), I would suggest a 3.5-4 hour opening session, and alert the players that that initial session will be devoted to the world building, character creation, and enclave creation.

In terms of the opening developments of our first tale, real fireworks were lit. They botched their opening Commonweal roll out of the gate, so they knew there would be some difficulties to face.

I had the sun rise on the enclave of Bligeton on an early work-week morning. Each player explained what their characters were doing, and this then allowed me to group the Company together in pairs.

Here is what happened:

The dwarf and troll ran into a brutally desecrated body of a giant alligator (dark magic is in play for the enclave). The troll, who has empty eye sockets, licked the carcass in an "assess the situation" move (rolling a 7): It picked up on the dark magic, but doing so also negatively affected a pulsating, glowing algae she keeps in a cavity in her jaw. It is her precious thing (I can't believe the player didn't think through that lick)! The algae is some type of pseudo-sentient life form (think Jeff VanderMeer's Southern Reach wierdness), and has responded in odd and unexpected ways to a troll "fruiting bodies" move and an elven "mind whisper" move. The player (my daughter) initially thought the algae idea to be a humorous addition . . . but it's turning out to be much more serious and consequential.

The traitor and elf were approached by an orc (demiurge npc) orchid hunter. Orchids are being harvested and used by the humans because they contain remnants of magic. The "hunter" had a deep-seated animosity for the humans, and, with the help of the traitor and elf, he's planning to secretly destroy orchids on his next expedition and hence make the area much less valuable to humans. The traitor and elf have agreed to help. (The elf has not yet realized the devil's deal he has made, since he has agreed to destroy precious magic in the land.)

The traitor was in a bar when a halfling adolescent went through a seizure. The traitor (using "assess the situation") noticed flecks of some viscous purple substance in the sputum of boy, and he's now taking the halfling (still unconscious) to the company's gnome (who manufactures drugs) and is being followed by the adolescents' companions. This story line is working into a want of the tribe which involves illegal fencing.

There's some rich world building and character creation going on: This is a game that involves a lot of opening thought. But I think I have this thing firmly on the rails. I was impressed that those story lines developed in the span of one and a half hours. As a Demiurge, I am swimming in a bounty of ideas that are sure to result in heroism, tragedy, and deep play.

Stay tuned for next week's developments!

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