More Sisterly Bonds to the same Sister

More Sisterly Bonds to the same Sister

More Sisterly Bonds to the same Sister

There is something I still have to figure out: can one player give more than one Sisterly Bond to the same Sister?

This is something I am asking myself because it seems to me that, in a 4-player game (3 Sisters plus the Groundkeeper), the Sisters are left with just a little choice: they could only choose which of the other Sisters will get the first bond, and the other one will surely get the second one.

Monsterhearts 2: No roll bonus cap?

Monsterhearts 2: No roll bonus cap?

Monsterhearts 2: No roll bonus cap?

I know that in Monsterhearts 2 there is no more the singleton rule (p. 43, 1st edition), but in the first edition there also was another rule:

“No matter what, the highest bonus you can have on any given roll (counting both stat and forward) is 5” (p. 19.)

In Monsterhearts 2 I couldn’t find it, even if it seemed very important to me for the game system. Do you think it was left behind intentionally?

Goðar’s arm-rings

Goðar’s arm-rings

Originally shared by Daniele Di Rubbo

Goðar’s arm-rings

“Arm-rings were a popular decorative item, displaying wealth and status. The dragon head seems also to have been a popular image and has become associated with the prows of Viking ships, although no surviving examples have been found.”

“Temples and holy sites were important to trade and diplomacy as well as spiritual matters. Each holy place was required by law to have a silver arm-ring that was worn by the local chieftain, or Godi. The ring was used for the swearing of oaths for all manner of reasons, not least to formalize trade bargains. The Godi occupied a position somewhere between priests and nobles or chiefs, providing both religious and political leadership. They led the worship of the gods and appointed officials as well as making laws.”

(Martin J. Dougherty, Vikings: A History of the Norse People, Amber Books, London, 2014, par. 8.132-4.)

Wide roots (Matriarch’s move)

Wide roots (Matriarch’s move)

Wide roots (Matriarch’s move)

Dear Gregor Vuga, two sessions ago, we had some doubts about the Matriarch’s move Wide roots:

Wide roots: When you meet someone new, you can tell them how you’re related through someone dead, absent or lost and you gain a bond with each other (p. 95).”

We had played a one-shot demo several weeks before, but it was so good we decided to go on and play a real saga, with the addition of a new friend as a player.

He created a new character, a Wanderer, and therefore no one gave relationships to him and he gave no relationships to the others, in return, as the rules state (p. 106).

During the game, of course, the Wanderer met the Matriarch and the Matriarch’s player wanted to use Wide roots on the Wanderer but, just to be polite and considerate, he asked to the Wanderer’s player: “Is it ok if maybe we can be relatives?”

The Wanderer’s players answered: “I’d rather not” and the Matriarch’s player said “As you wish” in return, and he didn’t use the move.

Therefore, what happened in our game was not problematic at all but, nonetheless, some questions began to form in my mind.

1. Can one use Wide roots on another player’s character or it can be used only only on NPCs?

2. Have I really to ask permission to another player every time I want to use Wide roots on their character? Is not just having the move enough justification to say “I’m going to use it!”?

3. When the move says “related”, does it mean “family related” or can it also mean just “connected in some way”?

Downscaling powers in the Powers Profile and understanding when you have to Push

Downscaling powers in the Powers Profile and understanding when you have to Push

Downscaling powers in the Powers Profile and understanding when you have to Push

It’s something that happened to me and my group a few times in the last sessions: we have heroes who have a general power in the Power Summary (note: here I’m talking about the Power Summary, not of the Power Profile) and a declination of that power in the Power Profile.

For example, I’m playing Mighty Max (not that Mighty Max from the line of toys from the Nineties) and I have dumb and simple powers in my Power Summary: I’m super strong and super resistant. Nothing more, nothing less.

I have this power at Difficult in my Power Profile, “Tear down a wall made of bricks”, whereas my other powers at Simple level concern my super resistance, and not my super strenght.

During the game, I come across a wooden door, which has been blocked by the criminal I was following. I go straight for it and I say: “I punch it down with my super strenght!”

Then, the EIC asks me: “Have you that power in your Power Profile?”

And I answer: “No, actually not, but I can ‘Tear down a wall made of bricks’ at Simple.”

EIC: “Well, this is for sure a Simple power, compared to what you have written at the Difficult level, but you haven’t this power in you Power Profile, so you have to push, in order to do it.”

The EIC was I and his answer is what I’ve answered to my players every time they asked me to do something that was not written in their Power Profile, even if they can do that for sure, having a far more difficult power at a higher level in their Power Profile.

The question of my players is: “Why cannot we simply assume that we can do that action and write the power at Simple in our Power Profile, instead of pushing?”

Therefore, my first question is: is my understanding correct? The second one is: what would you answer to them?

Worlds in Peril’s moves explained through Daredevil

Worlds in Peril’s moves explained through Daredevil

Worlds in Peril’s moves explained through Daredevil

I’d like to point at you this article by my friend Luigi Briganti, which analyses Worlds in Peril’s moves through the lens of Marvel’s Daredevil’s season 1 and 2.

The article is in Italian but maybe Google Translator is doing another miracle, who knows?

Beware: this article is full of spoilers, both about season 1 and 2.

https://giochiattornoalfuoco.wordpress.com/2016/03/25/le-mosse-di-worlds-in-peril-spiegate-da-deridevil/

An article about the architecture of superheroes powers in Worlds in Peril by my friend Luca Maiorani.

An article about the architecture of superheroes powers in Worlds in Peril by my friend Luca Maiorani.

An article about the architecture of superheroes powers in Worlds in Peril by my friend Luca Maiorani. It is in Italian but, you know, maybe Google Translator… 😉

About time travel as a power

About time travel as a power

About time travel as a power

During the last session we started character creation. One of my players chose time travel as a power for her character.

Have you any suggestion to deal with such a power during the game? I mean: time travel always implies more than one timeline and this could be difficult to deal with.

I would only like to hear if you had superheroes with time travel powers and how did you managed them.

Concerning hólmganga duels

Concerning hólmganga duels

Concerning hólmganga duels

[This was originally a comment on this post (https://plus.google.com/112509706035121254690/posts/G2Nvyamvmzv). I’m coping it here because a main post is easier to find.]

Well, one cannot say that the rulebook does not speak about this topic (see pp. 130-131):

– – –

Hólmganga duels

Duels were a way to resolve disputes and court cases or most commonly a way for a man to avenge his honour. If a man or their family was insulted, he could (and usually would) challenge the insulting party to a duel. Hólmganga translates as “island walk” and it might mean the duels were originally fought on islets. The more common and well-documented way is to stake out a piece of ground with a large cloak or hide (or perhaps hazel rods). The demarcated area was square and about three meters on the side. Each man had three shields they could use. If a shield broke, they could replace it until they were left without protection.

Duels were originally fought to the death, but having both feet outside the marked area (willingly or not) counted as a loss as well. Over time, the duels became more symbolic and less brutal. Berserks or professional duelists often abused the earlier, less-regulated form of duels as a kind of legalized robbery or murder, first laying claim to something and then proving their ownership through this ritual practice.

You can run a duel with the rules as they are. Use the ‘accept a physical challenge’ move to resolve blows and other manoeuvres and the armour move to take the three-shield rule into account. Additionally, you can tweak things a bit with the following move.

When you endure grave harm during a hólmganga duel, you can decide to step or fall back out of the square and lose the duel. You endure no harm if you do so.

– – –

In our Icelandic saga, +Talisa Tavella’s shield maiden fought in two duels and +Nikitas Thlimmenos’ man fought in one duel.

One of the first issue you have to deal with, when it comes to hólmganga duels in your Sagas of the Icelanders game, is how much importance you should give to weapons, armours and other warrior-stuff.

This is important, since you have some additional moves on the pp. 127-128, which revolves around weapons in detail. Of course, you are not forced to use them, as the rulebook says (p. 127):

– – –

The following moves are not considered core to the game, but you can add them to give weapons and armour more significance in your play.

– – –

In our saga, we choose to not use them, because it would have put an extra weight and narrative relevance to weapons, which we didn’t think necessary. Of course, you can choose otherwise and, in that case, remember to also apply those rules.

So, we have these two people (usually two men) on a relatively narrow piece of land, who are armed with some kind of weapon (a sword, an axe, a hammer, a spear, etc.) and three shields. And you have to manage that situation with nothing more than the basic moves and that additional move for “when you endure grave harm during a hólmganga duel”.

To show oneself on the land of the duel without appropriate weapons and/or without one or more shields (remember you need three shields) could likely cause your character to have his honour in question (if he is a man). His opponent could likely refuse to fight against a man without proper weapons and armour (otherwise his honour would be in question, too).

If you fight an opponent who comes to the duel without proper equipment, a goði could be persuaded to declare your duel illegal and blame you for the unlawful murder of another person (resulting in full outlawry). If you come to a duel without what you need to fight it, the people who came as witnesses could consider the duel lost by forfeit by you, even without any blood is shed, and of course your honour will be in question (all the dales nearby would speak of your bloop).

If you are a woman, one of the first issues is to convince someone else to accept to duel with you (if he is a man, his honour would be in question, unless you convince a goði to decree that it is fair to duel with you – and good luck with that!). If you come to a duel land without proper weapons and shields, you honour would not be in question, but your opponent would never fight against you (if he is a man of honour; otherwise he could kill you outright and face the consequences, likely full outlawry) and the duel would be won by forfeit by him. Of course, the people around would say that you were just a woman and you should have not engaged in such things as a duel.

But, let’s say both of you are in a duel with your weapon of choice and your three shields. You should face this situation like any other situation in the game. Start with a soft move:

“Vigdis, the boy in front of you is young, but it seems he can handle a sword: he makes rapid steps towards you and tries to take a blow to you with his sword. He aims to your belly. What do you do?”

“Oh, gods, I won’t kill him: he’s just a boy and he doesn’t know how wrong it was for him to defy me. But I know he did it only to keep his and his father’s honour. I deflect his blow with my spear, when he is very close to me, and, with all the weight of my body, I try to throw him beyond the hólmganga sacred boundary with both of his feet.”

“Ok, it seems you are tempting the fate.” [Vigdis is a shield-maiden and cannot accept a physical challenge.]

“So it seems. Whoops, I rolled an 8.”

“Well, you do it, but the Fates take a bond with you. The boy is clearly overconfident and cannot believe it, when you block his sword with your spear. After that, it’s just a matter of lever and force: you make him lose his balance and end with both of his feet beyond the duel boundary.”

“Hurrrah for Vigdis the White, the shield-maiden!”

“Hurrah for you! It seems no man, from now on, will take lightly the choice of duelling with you. Oh, and we should not forget that: how do you think the Fates are going to take a bond with you?”

“Well, it was that morning. I went to Helga, the seiðkona, and asked her how could I won the duel with the son of Koll. She told me I had to catch a hare and sacrifice it to the will of the Three. I did it and, now, I guess I have their attention.”

“Interesting! That’s something we could build on during the following scenes. Maybe you could change one of your relationships to one with Helga, at the beginning of the following session.”

“Hey, I already have one!”

“Whoops! I should take a note!”

And so on.

We had a duel between Vigdis, a shield-maiden, a female PC, and Hrolf Kollsson, a young male NPC, son of a former huscarl, now dead by the hand of Vigdis.

Here you can also see that you can resolve a duel with a single move. Just remember the moves, in Sagas of the Icelanders don’t imply nothing about the detail of the actions of the PCs. In Apocalypse World this was explained plainly. I cannot find something similar also in Sagas of the Icelanders, but I really think this apply to this game as well (Apocalypse World, pp. 121-122):

– – –

Elide the action sometimes, and zoom in on its details other times. Play out a battle in precise and exacting detail, but in the middle of it say “so they keep you both pinned down there until nightfall.” Sometimes pick one session up in the moments where the last left off, other times let days or weeks pass in between.

This goes for moves, too. Making a dash under fire might mean crossing 3 meters of open ground in view of one of Dremmer’s snipers, it might mean crossing 100 meters of broken ground with his gang arrayed thereupon, it might mean crossing the whole damned burn flat with Dog Head and his grinning-dingo cannibals in pursuit. Let the moves expand and contract in time, all through the range from their smallest logical limit to their greatest.

– – –

So, what are you going to do? Are you playing detailed duel, breaking shield after shield, until someone dies first or is put out of the area of the duel with both of their feet, or are you watching the duel with a bird’s eye view.

A duelling male could accept a physical challenge to resolve an entire duel, but he could also make the same move, trying to shatter his opponent’s first (or last) shield. Always clarify the circumstances of the situation in the fiction and what the character is doing which triggers his move.

You, as the MC, should be aware of these choice you have and always ask yourself: “What can I do to be a better fan of the characters? How can I make the players’ characters’ circumstances worthy of a saga?

That’s the secret. Nothing more. 😉