Character Overview:
Rusty Tincanne - Born Clansman-- > [insert skill here] --> Husband --> Adventurer.
Ffilz - Born Noble --> Ardent --> Axe-bearer --> Graybeard
Mynameisart - Born Clansmen --> Tinkerer --> Husband --> Trader (or Bard concept?)
Craigers07 - Born Noble --> Ardent --> Axe Bearer --> Foot Soldier
Spectreman17 - Durgar (last guard of the gates). Born Guilder --> Hauler --> Banner Bearer --> Banner Bearer
Verrain - Born Noble --> Ardent --> Rune Caster --> Crazy Witch
Craigers07:
Thrim needs to buy a relationship with his parents (who he swore his oath to)
ffilz:
What Oath did he swear to his wife or son before the Fall?
No sheet from Rusty Tincanne.
Read previous feedback:
viewtopic.php?f=289&t=6986&start=80#p339152
No sheet from Mynamesart.
Are you still in? No posts since Dec 4. I'll send a PM.
Current BITS Direction
From your sheets I see...
- Dvalen needs to seek Radigast for a scene. Aiming into Khazad-Dum's Hall of Records.
- Durgar needs survivors to protect and opportunity to be heroic.
- Thrim needs to defend survivors, find a permanent home, advance in military rank.
- Khûdrarn leading son to safety, keeping him safe.
No gangs or crews. No squires/henchmen.
Entourage Includes:
- Darbur (significant, hateful of Durgar)
- [Thrim's Parents]
- Throfroin Grayshield (minor, son of Khûdrarn)
- Gorya Goldstein (significant, hateful of Khûdrarn)
Current Interpretation/Game Direction:
[Rusty's PC] (the traveling adventurer) knows Dvalen (the sagey old runecaster). He has led you there for inspiration on where to go next. You've fled west to escape the Lonely Mountain, but the larger group is still arguing about where to go next. You're seeking good ideas and we begin on the eaves of Mirkwood when you reach Dvalen's leaky shack.
You're a small group and it looks more like an "adventuring party" than "leading the masses" (Nobody paid for gang/crew to have groups adventure with you). We'll play that you're the motivated advance-party trying to figure things out by staying ahead of the bickering mass of "significant people" coming behind you. Your actions will have implications on those coming behind and you can go interact with slower-moving refugee camp as desired, but we'll focus play on your immediate situation.
The anticipated direction is:
- Cross Mirkwood safely to get to the other side.
- Seek Radigast in the woods; Find a safe pathway for the entourage to follow; deal with implications of the Necromancer and "Fear of Mirkwood" as a dangerous place to cross
- Once through Mirkwood: advance to the gates of Moria, brave the depths within, find the Hall of Records
- Decide if/when you're bringing the Entourage through Mirkwood, and/or find a safe place to park them until you can make it safe (on either side of the Forest)
- Determine if it is safe to bring the Entourage to reclaim all or part of Moria; how to keep them safe until or during the attempt
Good?
If so, I think the "I will find a permanent home for my people" beliefs are good. You can then add an action statement after it addressing the nearer-term actions on the above list. That makes them achievable in each chapter of the story (and guides what I put in the actual chapters).
An interesting aspect is that your entourage is full of people who have failed the entourage and who significant people in the entourage actively resent. You're not being "sent forward" by them as much as you're trying to do right by them in spite of your relationships.
- You're mostly fallen/dispossessed dwarves. Those you care about behind you are Significant (i.e. more important than you and leaders of large groups) and don't like you. It makes sense that you're staying out of camp - it isn't a happy place for any of you, day to day.
- You're a loyal bunch, though, and won't leave the camp behind. Each of you has beliefs related to what the camp does, where it goes, or what it thinks of you.
- The story is about you - the entourage will be largely dependent on you to determine what they do (they'll be a bickering and deadlocked bunch, given who you put in their midst!)
- When you do good and find a solution, you'll have to struggle to convince them to accept it (given relationships). So, each "Adventure" segment will be followed by a "return to the camp" segment where you try to fulfill your social beliefs (which most of you have, wanting recognition/renown/etc) by convincing them about what you did.
You also have some interesting intra-group dynamics that might come forth.
- Dvalen believes Durgar has a greater fate - that will evolve awesomely on its own.
- Thrim seeks military advancement; he needs to convince Khûdrarn as the only senior Military in the party, or convince the NPCs back in the entourage (and thus challenge Khûdrarn for military leadership in the party)
- Khûdrarn is tired and central to the other soldier PCs, but he cares more about his son (who will therefore be close at hand); what beliefs does he have to relate to other party members?