Struggling with Chosen’s fate
I just started running a MotW game for a group of 3 players, and we just got through the first session which ended up (expectedly) being just character creation and some world building. I’m trying to plan out an arc and general direction, and while I have a LOT to work with, but I’m struggling a little with the Chosen’s fate as he selected it. He is fairly vague about the details too, so I was just hoping to get some examples of how one might use the Chosen’s fate. Many of the options I could figure out, but those he chose for some reason are just not congealing into a cohesive plot or direction for me.
So he’s chosen for his heroic fate tags: Visions and Mysterious Inheritance. His Doom tags are: Sympathizing with the Enemy, and The Source of Evil.
Now many of the other tags are things that can be done TO him, and those I could manage, but his doom choices are sort of things he needs to choose to act on. I’m trying to figure out how these might manifest in play. As a side note, he also has Destiny’s Plaything (visions at start of each mystery about the mystery), and Dutiful (if fate rears its head and he acts according to one of his fate tags, mark experience, and if it’s heroic tag, +1 forward)
Visions is easy, once I get the focus of the larger arc of his fate I can probably easily find ways to throw those at him… though what does acting on that tag entail… maybe just following up on something he saw in the vision?
Mysterious Inheritance seems like it makes sense, but I still seem to be struggling slightly… he’d thought maybe his chosen weapon might be an aspect of that, but I wasn’t sure if that would cripple the class, not having access to that until his fate was manifested in some way… narratively that makes a lot of sense, and is a very likely direction we might go… but how would he act according to that tag.. once he gets the weapon, would every time he uses it in response to fate manifesting get him a +1 because he used the weapon from the tag in response to his fate manifestation? We also thought through having the inheritance be some other item that is somehow contextually important, and since it might not specifically be a typical weapon, that one is a little more clear on how I would use it in the above cases.
The Doom tags are causing more issues. I’m not entirely sure how to work sympathizing with the enemy in. I’m sure I can figure something out, I have some ideas, but seeing some examples of how others have used it might help. I was thinking I could try motivating him in situations where maybe there was some aspect of being able to sympathize like a hunter might manipulate another hunter, but then that implies he might get 2 experience marked when he does this (1 for following up on the manipulation attempt, and 1 for acting on his fate tag due to the Dutiful move)… I thought maybe the +1 from acting on he fate tag might be the draw itself, but since he did use one of his move selection on dutiful, it seems like I’m punishing him for that (since it implies I would have created the same reward even if he hadn’t selected that move to draw him toward the doom tag).. so maybe marking 2 is ok, since part of that was because of his move selection… but am I totally missing the point of how I could make use of this in general?
And the source of evil… I can see this implying that in his attempt to meet his destiny, he may become a key part of it, on the wrong side… paired with sympathizing with enemy, that makes sense… but then this is the first point where I realized maybe the fate is multi-headed, and it’s direction is based on choice… at which point, I started thinking I might be using the heroic vs doom tags wrong… in reality, I think I realize it’s just nuanced and purposefully vague, and I can do whatever seems to make sense for the game and narrative, but as I said, it’s just not quite gelling. So maybe his visions and inheritance are trying to guide him to defeating some big bad as his fate, but the doom is trying to lead him down the path of siding with and ultimately becoming the very thing he’s trying to stop? So maybe every battle using his chosen weapon (if that ends up being his inheritance) could be two-fold, a battle between the chosen and evil, but also a battle between the weapon and the chosen, or between the chosen and himself.. maybe the weapon is powerful and necessary to defeat ‘evil’, but also attempts to corrupt the chosen.. actually, writing this out has helped, as that last sentence JUST became apparent, and started shifting things just enough that I think maybe they are falling into place in my head…. hmmmm… Thanks for letting me throw text at you, even without responses I think it helped!
However, I’d still love to hear ideas on other ways I could go, ways to use or bend this, etc.
-James
One of the best things to do may be to run more mysteries and build on the results.A monster your player finds sympathetic can be promoted to the group’s nemesis and you can gain more player input.
Mark Tygart Thanks… yeah, my plan is to build on it as we go, but I really want at least a vague handle on the overall direction I want it to lean and possible ways it might play out so I can start incorporating pieces in the narrative, arc/mystery comp, visions, and other foreshadowing. I definitely need to leave it vague to fill in the blanks as we go, but I would feel more comfortable being able to imagine at least a couple ways it might play out so I can weave it in more cohesively.
James Meyer It will emerge from play but you can always copy your favorite pop culture trope and mix and match…Sci Fi Lord of the Rings: make Sauron an evil alien overlord, the ring an alien probe that rewrites your DNA granting powers but slowly turning you into the alien and your player is a genetically modified human psi chosen to by fate or the Force to kill his best buddy who has the probe!
I mean you’ll have to develop as you go but those tags scream “lost descendant of the evil one” or “reincarnation of the bloody hand”.