So what kinda npcs do I need for wild like do each fae court need like a ruler and some knights and a queen ruling over all the counts and do the tainted need like a overload and some people to do their dirty work for them?
So what kinda npcs do I need for wild like do each fae court need like a ruler and some knights and a queen ruling…
So what kinda npcs do I need for wild like do each fae court need like a ruler and some knights and a queen ruling…
My Fae player wanted to be from the Autumn Court, so we came up with an idea that the Summer and Winter courts were the main ones, and the Spring and Autumn Fae would usually affiliate with either Summer or Winter. We haven’t gotten round to introducing the major powers though.
Cool so I’m thinking like each court has their own like leader and symbol but I will let my fae player create the symbols and the fae working
O so I’m prob better having like two main courts and the other two are minor ones with the demons I’m thinking of having like one demon overload
I suppose I was using the Dresden Files as a guide for the Fae Courts, Queens, Lords, Knights, that kind of thing.
I think this question would be beautifully answered to, by asking to your fae player, which is supposed to be the fae expert at the table.
If YOU don’t know, maybe it’s because you couldn’t come up with anything interesting to you. So, maybe, ask.
What if your player’s most secret dream was to have an oriental style fae court, with ministries, functionaires and diplomats, and s/he was too shy to tell it to the MC?
I made the mistake in my first game of creating too many sub factions within certain factions before players even got to the table. In some places it worked fine, but in others, it just felt like noise. I would recommend keeping one in the forefront (ideally whichever one your Wild players have a personal interest in), and keep the rest in your pocket until you need them. By the time you find you need a foil for the Summer Queen, it may make more sense to use a major figure from Power or Night or even another side of Wild (e.g., hell) than to bring in another whole faerie court and all their retainers.
What Jason Tocci said. It’s cool to have some ideas in your back pocket, but don’t go making up the whole world during the first session. It can be easier to keep the cast off any particular sub faction small
This conversation just made me realize that my group probably disliked the advancement system as much as they did because I made too many sub factions. When you spend an entire session dealing with warring faerie courts or a coup in the wizard council, there aren’t a lot of opportunities to mark other factions. Keep each faction fairly simple to start and it should give players more motivation to move between them and advance.
Thanks everyone in this community is so helpful I can’t wait to fun my first game next weekend