In order to show my working out I am planning to discuss two older examples of my GM prep. Both are for game sessions that I felt especially well prepared for and resulted in, for me at least, some memorable games.
The first is part of the campaign in which I returned to running Dragon Warriors for the first time since childhood. Originally conceived as a one shot, it finally resolved 5 years later. In this period of the campaign the PCs were sailing to the Holy Land from Ferromaine and had stopped off for supplies in Molasaria.
I didn’t really expect much to happen here but threw out a little hook about the local headman’s wife and daughter being missing. To my surprise (although perhaps I should’ve known better) the PCs decided to pause their voyage and head into the ominous Molasarian woods to seek them out.
These notes are pretty basic and I backed them up with some text on my iPad. Essentially I estimated that Molasaria was roughly equivalent to Bulgaria, at least in terms of folklore so I incorporated as much Bulgarian folklore as I could. I make no claims as to authenticity and some of what I used was general Slavic folklore from surrounding regions. All woods in my Legend based games tend to have a least a bit of the Mythago Wood feel to them. Woodlands have memory, and because in Legend they are magical places, that memory can be drawn to a sort of life or you can become engrossed in it. In this case, probably the wolves and some ancient horse-nomads (the ancestors of the modern Molasarians.) The other, more faerie inspired creatures have a different relationship with the Wood and its collective memory. Being incredibly long lived, they can exist in its past and present simultaneously.
The Hala was a lovely piece of Bulgarian folklore that I immediately fixated on. Essentially a bad weather demon that can manifest in numerous forms, the Hala presaged the coming snows of winter. The local NPCs laid it on thick how dangerous the Hala was and that it came only at night. The PCs treated it with a healthy respect, probably due in part to some recent character deaths, but also due to the strong implication that the Hala played for keeps.
Other things that caused my great amusement were the knight whose armour turned out to contain only worms and maggots; and the old woman who changed identity with the fall of night and the breaking of dawn.
This took two three hour sessions to resolve and included the PCs dealing with grey skinned dyavol in a shadowy mockery of the village; and slaying the local priest in a church, continuing their modus operandi of killing people in houses of worship.
No comments:
Post a Comment