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#1 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Quote:
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#2 |
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Join Date: Jul 2009
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Thank you Douglas!
I have another question: Previously, I have run games with mysteries in them, and sometimes I have struggled to convey the whole story to the players. They have left without a clear picture of what was going on. This happened with Hall of Judgment, where after defeating the demon the players were wondering what the place was actually about, and why the demon was there, etc. Here's my conundrum with Citadel of Norvörn: Could someone give some pointers on how to let the player characters know about Orm's (or his grandfather's) deal, the breaking of it, and the consequences? I have set the game up so that they will find out slowly about the creeping alfar threat, and also the connection between the bandits in Veiddarlond and Gunnulf. But I haven't really figured out yet how should the players learn about Orm's deal, and what that entails. It is an interesting story, and I don't want to leave my players hanging. Any advice on this front? |
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#3 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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There are several possibilities here, I guess. Probably more than I can think of. One is "the guy or one of his aids wrote down some things, like a diary" Another is a general set of Hidden Lore (Faerie) or something like it that will give the "rules" for such an exchange. How the binding of the grandfather can pass to the children. That breaking a vow with the faerie gives that faerie power over all of the things you consider to have influence over (especially your land and family). A good way to bring that out is to have skalds (bards) sing songs of faerie tricks and betrayal in taverns, or have the party overhear a mother or father singing songs or telling tales to children. They would serve the same goal as the "real" fairy tales in our history: warning that misdeeds and bad judgment have consequences. Having different songs come up that each give a moral lesson about making and breaking deals, how a stalwart and honest person can be killed but never taken by faerie, never make deals, that spoken three times must be true, did I mention never make deals? That sort of thing would be a good way to seed the ideas without stopping for "and now it's time for GM exposition"
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#4 |
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Join Date: Jul 2009
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Thanks again Douglas! Very cool stuff about the skalds and songs. I need to use them more in the campaign!
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#5 |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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A 16-page book on Skalds/Bards really ought to be on my Wish List of things to write for Nordlond. They're too important to have as a generic bard.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#6 |
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Join Date: Nov 2008
Location: Yukon, OK
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I'd be interested.I mean I bought all your stuff already so thats not much of an incentive but still...
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#7 |
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Join Date: Nov 2011
Location: Lancaster, Ca
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#8 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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They should be more martial than your average DF bard.
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When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ... Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#9 |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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That definitely needs to be one of the different flavors.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#10 |
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Join Date: Feb 2005
Location: Sunny Saskatoon
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I just finished writing this exact question as an email to you before I searched here.
Here is a follow up question... WEALTH Roll (WeRoll) is 2d-7 (5 max) mods of -1 to +3 (4-8).
INFRASTRUCTURE Roll (InRoll) 2d-7 (5 max) mods of 0-4 (5-9). Modify the Infrastructure roll as follows:
Since the table shows 18+ should we be adding the 3d-3 to this roll as well? |
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| Tags |
| noršlond, nordvörn |
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