Session 16
Date: Unknown
Time: Unknown
Place: Outdoors - Camping



Pack Alpha
Elodoth Iron Master
Voice of the Pack
Played by Adam Betts
Read Marcus's Blog




Ithaeur Bone Shadow
Mind of the Pack
Played by Ben Harris
Read Eric's Blog




Irraka Iron Master
Wits of the Pack
Played by Chris Boyer
Read Deacons's Blog



Sacrificed his life to destroy Simmons
Died During Session 13
Former Pack Alpha
Rahu Blood Talon
Played by Alex Eichen
Read Nails's Blog




Healing Scar's GM
White & Nerdy
Eithan's MySpace


Moon Phase Info

Full Moon - Rahu
Gibbous Moon - Cahalith
Half Moon - Elodoth
Crescent Moon - Ithaeur
New Moon - Irraka

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Wednesday, December 28, 2005

Session 6. Trial by Fire

Eternal Balance uses the Essense Sphere from the Hub to reform much of the building after Magaloth’s attack, and the Healing Scars are taken to new quarters in preparation of the trial. Later that night Sky is awakened by Darwin, a small fellow closely resembling a harpy. It would seem that Darwin has been paid off by an unknown party to help the Healing Scars. With reluctance, he admits that he is posing as a servant of Magaloth and wishes to aid the Scars, specifically Eric Sky. Darwin tells Eric that Magaloth has the book and is going to use it to his advantage. He also confesses that there is a spy amongst them but does not know the identity of the traitor. Nails lifts up the winged man by his neck in a clenched fist, shooting him a menacing stare. Sky asks his packmate to release Darwin as there is no need to harm him… yet. All the while the harpy is quite nervous and afraid for his life in the wake of Nail’s fury. He begs for mercy and implores the Scars that only other thing he’s knows is that he thinks the traitor is an Ethros. If he is discovered helping them Darwin will meet a gruesome death at his master’s hands. He takes his leave and promises to return once more before the trial. They awake the next morning to find that they each have been given security key cards granting them access to the research and development library, a recreational center, and combat training levels. The trial will begin tomorrow morning. Killer of Lies has set up a holding cell in some confinement area in which they can speak to Rids-the-Pain later in the day.

Nails leaves and goes to the combat training room to meet up with Dirge, at his request. The combat training center allows the user the ability to physically manifest conflicts within the mind. The idea is that, by destroying the things that plague one’s mind, the fighter will find resolve. Dirge tells Nail’s that he senses the Uratha’s desire towards destruction. The Ethros spirit warns him destruction is not a simple act of “thrashing wildly.” A destroyer studies his victims and patiently plots his attack. When the time is right, he make his move, swift and sure. Nails empties his mind. The combat room fills with the undead army, David Simmons, Magaloth, and even Marcus Blair. Nails grips the Crashing Halt fetish and initiates his attack. One by one, each opponent falls. Strangely, with each kill Nails does not feel more empowered but instead experiences a great loss. Dirge calls off the simulations and the figures all disappear. Dirge proposes that Nails is not yet ready to let go off these things that infect his mind. As a destroyer he needs to wait until he understands them more. Dirge further admits this is just an old spirit’s opinion, and Nails can do whatever he feels is necessary. In closing, the Ethros warrior teaches him to conserve his energy, focusing it to be released at one specific moment. Dirge’s fighting technique, known as Mad Dash, is learned.

Eric and Tonya go to the recreational level to talk and catch up on things. Much like the combat room, the thoughts of the mind can shape the physical appearance here. Tonya’s thoughts shift to the railroad back in 1990 and the room takes the appropriate visage to fit her mind. While she cannot remember dying, she certainly feels something dark permeating to this area. Tonya talks about yesterday, of how she beat Magaloth and his army. It would appear that she sometimes is possessed by another, some entity known as Rain. Tonya has no idea how long this thing has been inside her or what its intentions might be. She has over time become very comfortable with its presence inside her and often goes by the name Rain, even when not possessed. In confidence Tonya admits that she fears the division line between her and this Rain blur more and more with each passing day. Lastly, Tonya confesses that she recently saw Sam, Eric’s twin brother, in London. In fact, Sam is the very reason she is in the realm. Tonya exorcised a spirit from a young boy that was being manipulated by Sam. Sam was toying with him and, through possession, was going to make the boy jump off of a building. Tonya foiled Sam’s plans and in retaliation he performed some sort of ritual that brought her here. Eric and Tonya both promise to find Sam once they leave this realm and put a stop to his deadly pranks.

But their conversation is cut short. A portal materializes and a reflection of Eric Sky steps out from the shadows. This copy is no reflection, but none other than Sam, Eric’s twin. Ancient words leave his lips as thick silver bindings twist and turn around Eric and Tonya, encapsulating their bodies in a matter of seconds. Sam Sky also has the book in his hands, and within its pages are the faithful recordings of the entire life of Eric Sky. Sam sneers and admits that infiltrating the pack and replacing him would have been less likely without this text. Now he knows everything about his brother in the several years since their separation. And thanks to Magaloth’s help, his plan will work perfectly. Several of Magaloth’s soldiers later appear from the portal and carry Tonya and Eric away, bound and tied. Sam returns to the rest of the Healing Scars, under the disguise of his brother.

During his other packmates absence, Marcus has been interrogating Killer-of-Lies in an attempt to gain more information about the trial. Killer tells the Elodoth that his master, Eternal Balance cannot be reached currently, but will try to attend the trial of Rids-the-Pain. Balance has left Killer to aid the Scars during this trying time. Killer-of-Lies also provides the lawyer with the Banishmentiary Procedures, the legal documentation of the ban that their totem has broken. The text is long and often redundant; Marcus pours over the words looking for some loophole. By this time Nails has returned as well as Sam. Nails is curious and asks Sky why Tonya has not returned with him. Sam quickly lies and informs Nails that Tonya has left to the physical world. She is going to search out Strikes-with-Courage and try to enlist his help. Nails senses something is out of place with his response, but cannot put his finger on it. Marcus Blair and Killer-of-Lies continue to argue over the nature of the phrases within the text. As a lawyer he finds fault in several of the document’s claims and does his best to explain these to Killer. As Marcus interprets the validity of the words within the ban, Nails grows more and more restless. The Healing Scars finally decide to go to the library to search for any leads. The library is huge; tens of thousands of books wrap around countless halls. Marcus Blair shifts through various documents but only finds more riddles. In his search he bumps into an Ethros spirit, named Words-Unwritten. Words is a knowledge spirit and would love to help the Scars, claiming he is an old acquaintance of Rids-the-Pain. Marcus goes over several parts of the ban with the spirit trying to find a loophole. Perhaps through their death (the pack was legally dead during the fight with Simmons) the contract is now null and void? Words does not believe this to be true and argues against the notion. Meanwhile Nails’s patience with their Alpha has worn thin and he demands that they end this nonsense and meet with their totem. Marcus declares that they cannot see him just yet and that they will continue his search. Nails persists and calls his packmate out. They are just moments away from battle when Eric (who is really Sam) plays mediator and convinces the two that a challenge for Alpha at the moment would be self-defeating. Afterwards, Sam whispers to Nails that he can always attack him later, and still be the victor. Nails agrees but is put off by his packmate’s words; that is a notion Eric Sky would never say. Words hints that their totem has done some serious wrongs to the Ethros and will not reveal any further information on the matter. He tells the Scars that they will have to question their totem directly if they want the answers. While Marcus further conducts his conversation with the knowledge spirit Nails stomps away and consults Dirge. Nails tells him that he is ready to see his totem. Dirge does some prying and tells the Uratha that a room has been set up and they can speak with him.

The Scars meet with Rids-the-Pain and he tells them the details of why he is here. Before he was a totem to the Healing Scars, Rids worked as a member of the Ethros. The Ethros clan is a collective of spirits who have deemed themselves lawgivers and lawmakers of the Shadow. Ethros have taken the responsibility to protect the spirits of the shadow by maintaining a balance. It would be important to note that the Ethros do not control the shadow as it is far too large to govern. Nor do the Ethros ever accuse a spirit that they themselves could not physically handle. This is why a jaggling can be persecuted for the smallest offenses while Incarnae are allowed to roam freely. The Ethros spirits are a political machine trying to set harsh examples in hopes that they will echo their law, creating stability within the Shadow. Their law is structured much like man’s law; trials are held to prove one’s innocence or guilt. If a spirit is found guilty the punishment is always death, and the guilty spirit’s essence is transferred to the hub of the realm. Therefore the Ethros realm grows more powerful with every guilty verdict. If found innocent, the subject generally is inflicted with a ban of some degree. As a judiciary member of the Ethros council, Rids-the-Pain corrupted the law for his own personal agendas. Many spirits were executed or endured unbearable bans that later lead to their destruction. Rids accepted bribes of power from rival spirits wanting to silence their enemies through the justice system. Eventually, Rids-the-Pain’s indiscretions were brought to light by several other Ethros and he was accused for his actions. The overwhelming evidence against him sealed his fate, but Rids had a few tricks up his sleeve. During his trail, he was able to twist the legality of certain issues, using ancient numina. To make matters worse, the numina he used to secure his freedom had been the very same powers he received as bribes. He manipulated the truth using old magic, placing the council under various charms and spells. Rids-the-Pain was found not guilty in the Ethros court, given his ban, and removed from the council. The whole proceeding was a slap in the face to everything the Ethros represent. To this very day the other members of the Ethros judiciary council have not forgotten Rids-the-Pain’s actions. They are all eagerly waiting the moment he slips up; then they will have their revenge. That is how and why the nature of the ban was broken during his sacrifice to the Healing Scars. It is a strange balance that Rids-the-Pain’s compassion to others would be his downfall. This is just one side to the Ethros’s sense of balance. Rids-the-Pain did some wickedly evil stuff in his time with the Ethros and suggests that maybe he doesn't deserve to be saved.

Marcus again asks about loopholes within the ban and finds little information to help his case. Rids explains to him exactly how the trial will proceed. There will be 3 witnesses total, 2 of which are called upon by the prosecution. A judge will preside over the hearing and a panel of jurors will vote on his guilty or innocence. If he is found guilty Rids-the-Pain will be terminated immediately. If innocent, the judge will place their selected ban on Rids and he will be free. Rids urges Marcus to look of the Articles of Old, ancient bylaws that might allow him to sway several elements of the case to their advantage. Marcus points out the there was a witness to Rids-the-Pain’s Banishmentiary document and asks if Rids knows who the spirit is who stamped the ban. Rids says that the witness was Words-Unwritten, and if still under Ethros contract, he would prove a useful ally in the courtroom. Marcus admits they have already become acquainted with the spirit and will do their best to persuade his services. The guards come for their prisoner, and the visit is ended. The Healing Scars will see their totem tomorrow morning.

Back at the library, Marcus presents his case to Words-Unwritten. Words is delighted at the mentioning of the Articles of Old and, as a scholar, he would love to aid them in trial, but it must be done in secret. Words-Unwritten decides he will hide as a fetish inside of one of the Ethros law journals. In exchange, he wants freedom from this place; Words is tired of the Ethros law and its duel natures. Words is a knowledge spirit, he wants out, to live his days in the shadow in a library or a museum somewhere away from this madness. Marcus Blair agrees to his terms. The Scars decide to make the best of things and get some sleep.

Later that night Darwin appears as promised and informs Eric (who again is really Sam Sky in disguise) that the traitor is definitely in the realm. One of Darwin’s wings has been broken; the harpy has gone through some painful lengths to enter the realm undetected. He gives Sky a gift, a giant pearly-white orb. Darwin tells Sky that it is a rare communication sphere, allowing its holder the ability to commune with whomever they desire. He warns him to use it sparingly, its magic is strong and the sphere’s power will fade fast. It is all he can give him for the time being but warns that the betrayer will be acting soon, if his information is correct. The harpy leaves and wishes all of them the best of luck. Sam uses the sphere, for a very short time, to contact Eric Sky. He sees the image of his brother bound and tied in a dark room. Sam tells him that his plan is going nicely and his friends will be dead soon enough. Nails, who is on the other side of the room, notices Sky’s actions and strains to listen in on his conversation. He can’t make out the words but adds this to his growing list of suspicions regarding Eric’s recent behavior.

The Healing Scars are greeted by another visitor that night. Eternal Balance has arrived from his trip and wishes the Scars the best of luck in the trial. Eternal Balance gives Nails the resurrection book. He tells him that it’s been calling his name. He doesn’t know the exact language of the book, but hints it is “mortal” written and suggests searching the physical world for its secrets. He tells Marcus to follow his heart in this matter, to feel out the truth. His totem’s situation is not that far off from his own; perhaps Marcus Blair can learn something of himself in this endeavor. He leaves, and the Healing Scars sleep off the rest of the night.

The morning of the trial finally comes. This trial will be held on the roof of the Ethros building. The elevator takes them to the highest floor. From there, they ascend a staircase to the roof. Rids-the-Pain’s trial is ready to begin. The Prosecutor is Forked-Tongue. The judge is a respected Ethros known as Piercing Whisper. The jury is made up of eight other lesser spirits, collectively called the quorum. Rids is placed in a cage in the center of the courtroom. Forked-Tongue pleads his case that Rids is truly evil and must be destroyed. He makes a special notion that the articles of old be used in such case, deemed by the severity of the client’s actions. He calls forth his first witness, Juror number 4. Juror 4 is a spirit who was accused by Rids-the-Pain and is forced to serve on an elected council as punishment of his ban. Marcus immediately objects; a juror cannot be a witness and a juror at the same time. The judge agrees and the juror is dismissed. Due to the void in the juror seat, Piercing Whisper declares juror 4’s position must be filled. After some debate, it is decided that Killer-of-Lies will take this position. Forked-Tongue is furious at the outrage and demands that the court stop twisting the nature of this trial. Tongue cites several objections, quoting various articles. As Killer-of-Lies takes the stand, Nails notices that something is shifty in the spirit’s manner. His packmate, Eric Sky, seems to be staring at Killer dead-on and whispering in some other language. What is really going on is that Sam Sky is using one of the ghosts in this realm to manipulate Killer-of-Lies. Nails knows something is wrong, far too many warning signs have flashed in his mind regarding Eric’s behavior. A court recess is taken. As Marcus consults with Words in his fetish, Nails and Sky retreat to the stairwell. Nails tries to trick Sky and asks him what the password is, stating that he and Eric made up a password in case Sam Sky ever infiltrated the pack. There is, of course, no password and Sam knows this all too well. He tells Nails this, but the Blood Talon still thinks foul play is afoot. Then it hits Nails: the orb. If Darwin is correct then that device that Sky has in possession could grant Nails the power to speak to anyone. What if he looked into it and wished to speak with Eric Sky? Would he see the man in front of him? Or someone else? Nails must find out and reaches out for the orb. Sam locks on to Nails’s arm with an iron-clad grasp and tells him that won’t be necessary. Nail’s predictions seem to be correct; this is not Eric Sky. The two begin to battle.

Meanwhile, Marcus and Words are doing their best with the short recess to form a strategy. The lawyer must choose a witness. Words recommends calling Rids-the-Pain to the stand. And Blair should seriously consider using the Articles of Old. Words tells him when things get ugly to call forth Article 2. There’s not enough time to explain but to trust in the text, and himself. Words says that as an Elodoth, the Uratha and he will be a perfect match for the events to come. Words-Unwritten imbues himself back into the book and their recess ends.

Before Nails can land a blow on his opponent, Sam uses a nearby specter to possess the Urathan warrior. Nails has lost control of his body. He desperately fights Sam Sky, and actually manages to break free with awesome feats of stamina and strength. But, as soon as he shakes off one ghost, Sam simply calls forth another one. The excess of ghosts in this realm relate to all the trials that have taken place. In the Ethros realm, when a spirit is executed sometimes a “ghost” can linger. This strange happening is specific to the realm itself as such a thing never happens elsewhere in the shadow. With hundreds of these ghosts at his mercy, Sam has the ability to manipulate all of them with chilling effects.

Rids is called up on stand, and before a single question can be asked Forked-Tongue objects. The prosecution Ethros calls that this trial be ended immediately. The judge, Piercing-Whisper, seems to be in a sort of agreement. Marcus, backed into a corner, calls that the council recognize Article 2 of the Old ways in Ethrosian parliament. A hush engulfs the courtroom. The judge grants the request and lays out the guidelines. Piercing Whisper recites that Article 2 is a spiritual duel where defense and prosecution simplify the case at hand into raw spiritual energy. Essentially the argument is a manifested verbal fistfight. Their words become their blows. This confrontation will continue until one is rendered unconscious. They each take their positions across from each other and prepare for the duel.

Elsewhere, the real Eric Sky and Tonya are still bound and trapped inside a room. After seeing his brother through the sphere, Eric is determined to find a way out of the place and back to his friends. He manages to loosen the gag around his mouth. Fortunately, Magaloth’s guards left some time ago. Their prison is a small cube, with no apparent entryway or exit. He must think of something. He calls out to Tonya. She replies in a mumble as her mouth is still gagged. Sky asks her to give into Rain, to do everything in her power to let that part of her body take over. Perhaps Rain can offer a solution from this. Tonya nods and meditates. After some time both are about to give up when she finally changes. Her body hues to a shade of silver as her eyes loose pupil and become pure white. Tonya’s shackles melt away into nothingness. She has become Rain once more. Rain speaks to Eric and tells him that she cannot break his shackles, as the laws that govern her forbid such a thing. She smiles and tells the Uratha that she will return in a short while, as there is an old friend of hers that might be able to remedy this situation. Tonya/Rain disappears in a brilliant flash of light.

With Article 2 declared Marcus Blair and Forked-Tongue engage in battle. Forked-Tongue lets loose a fury of words that manifest and bash into his opponent. Each phrase strikes into the Uratha comparative to a well-placed blow to the head. Stringently, Marcus holds his ground. He calls forth his own attack, but the Ethros spirit appears completely unaffected by his blast. Tongue strikes another blow, this time Marcus does a bit better in preparing for its sting. Bruised, but not beaten, he holds his book (with Words-Unwritten) and begins to chant. The book and he become one; Marcus and Words have somehow joined. This new entity glows in a cover of flames. Marcus and Words hover above the ground in a ball of fire. In first tongue, he boastingly declares that he is Spitfire. That name carries some unforeseen weight as many other Ethros spirits cower. The words that leave Spitfire’s mouth burn into a spear that races towards Forked-Tongue. The fire-spear finds its intended target, burning the spirit alive. Forked-Tongue has been defeated in battle. By this time, Sam Sky and Nails have shifted their own battle from the stairwell to the middle of the courtroom. Upon witnessing the events of Marcus becoming Spitfire, Nails finally manages to break free of Sam’s possession and makes his way to alongside Spitfire. The fiery image of Spitfire fades as Marcus and Words-Unwritten separate into their respective selves.

A wooden gavel smashes down as Piercing-Whisper calls for order. She declares that Article 7,541 bears truth to this Article 2 defiance by Spitfire. No one should be killed during Article 2 and thus 7,541 must be invoked. Marcus Blair, the accused, and the entire representative party must be eliminated immediately. But the judge is broken off before she can say anymore. There is an objection from one of the spirits in the audience. Eternal Balance now has words of his own to speaks, and declares no such article exists. Whisper demands that he is to remain silent or share their fate as well. Balance declares that this trial is as much of a shamble as Rids-the-Pain’s first one, except this time the fault lies within the council. He will not stand idly by and let such events take place. Eternal Balance sheds his Ethros shell and shows his real spiritual form, that of a mighty griffin. Echoing their leader Dirge and Killer-of-Lies rise to defend the accused. Both also change to battle, Dirge a bear spirit and Killer into a razorblade murder spirit. Piercing-Whisper welcomes the challenge and a civil war erupts. The Judge grows into a massive oak tree as a horde of Ethros gunmen take her lead. Marcus attempts to pry open the bars with his sword but is unable. Eternal Balance tosses him his own blade and tells Blair that he has earned the right to wield it. The swords tears through the metal and Rids-the-Pain is freed. He also takes warrior form and joins his companions.

After waiting for some time Rain returns to the dark room and tells the Eric Sky that her mission was a success. She has brought back a weapon, a long black whip. With one snap his bindings are broken and Eric is freed. There’s not much time, as Rain cannot control Tonya much longer. She tells the Uratha that the whip is a gift from Shadow-Wind and that it will temporarily allow him to enter the Ethros realm. She does insist that its true purpose is not for reality travel, but it has been blessed to do so on this occasion. Rain slips away as Tonya regains control of her body. Eric Sky wastes no time and cracks the whip into the darkness. It viciously snaps and tears a small hole in the air. On the other side, he can see the rooftop of the Ethros building. It is a trial of some sorts, but complete madness has broken out. Two divisions have formed, one around a giant tree spirit, the other around a griffin. On one side he spots his packmates, Marcus and Nails, preparing for the massive attack. His treacherous brother is on the sidelines, waiting for the victor to emerge so he can take his appropriate place. Eric grabs Tonya by the hand and the two enter the tear and emerge in the middle of the battleground.

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Wednesday, December 21, 2005

Special Day

This may be a bit off topic for the blog, but I feel I’ve reached a place where I can brag about my marriage. As of today, Brandy and I have been married for four years! Sweet Jesus, that is a long time! Even though she doesn’t read this blog (probably a good thing, she makes fun of me enough as if is) I just wanted to say that it has been a privilege being her husband through good times and bad.

Here’s my lame ass excuse to relate this news to gaming. Finding a girlfriend who supports your roleplaying is no easy task. Most women throw red flags and treat the roleplaying process as if were a cancer to the relationship. Some even go so far as to threaten breaking up if one doesn’t cease said action immediately. I know this; I’ve been there before. And I’m very happy to say that I’ve found someone with whom I can compromise all these things with. Brandy is my voice of reason; she supports my imagination and creative process more than anyone else. On the flip side, she is also never afraid to tell me when I’ve overstepped my bounds regarding family issues. But the difference between her and any other woman I had a relationship with is that she doesn’t nag me about it. She respects me deeply, and in return I do my best to return the favor when it comes to things that she wants. Compromising is never easy, but when you’re with the right person the things you gain in comparison to what you might loose easily outweigh.

I am a very lucky guy, and I’ll leave it at that. The session summary is going well, but for obvious reasons I won’t be working on it today.

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Tuesday, December 20, 2005

A Little Progress

Session Six wrapped up nicely last week. The practice of "free will in roleplaying" challenged me once again to make changes in my original storyline regarding the Sky brothers. This is not a gripe of course. As I explained previously, twisting events and manipulating character's decisions is far more damaging to protect one’s original storyline. And, as a bonus, my "skills" (call them what you will) are put to the test to write new plotlines into future sessions to compliment said changes. Now, as I write the new session summary, I am reminded of several challenges in its proposed documentation.

For starters, the length of content is almost too large to be shown in a summarized format. I feel that by narrowing several events on paper, they are not getting their due weight and credit. The creation of the individual character blogs should balance this out, allowing packmates to write about their accomplishments in greater detail and, most importantly, from their point of view. Also I have been incredibly busy with work. Realistically, I would estimate that the session summary will be posted no later than Friday of this week. I’ll do my best to post other off-topic posts to fill in that gap. My only real gripe about the session is the way I handled bringing Eric Sky back. Ben, I promise I will write something to add to the dealings with Rain, the meeting with Shadow Wind (Old Man Diaper), and the events that lead to her giving you the whip. A lot more happened there but due to time constraints (it was already 4 in the morning) it was cut short.

Now for a question: What do you think the name of this session should be? I’m having a bit of writers block regarding this. A title like "The Ethros Trial" just really doesn’t do it justice, as the trial was only one part of the session. There was also Sam Sky, the book, the new weapons, etc. I would love to get some feedback on this one.

EDIT: After looking this over I suddenly realized that I might be coming off as a bit despressed about these events. Honestly, I'm pleased as punch with how everything is turning out so far! I'm just being a little hard on myself because I want to continue the level of quality with each new gaming experience.

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Wednesday, December 14, 2005

Free Will In Roleplaying

Heather Grove does an excellent job of concisely explaining various roleplaying techniques. Discussed below are the concept and illusion of free will, subtle scripting, communication and/or lack thereof between GM and players. I have provided several excerpts of hers along with a few of my own notes to further the discussion of our recent Q&A session.

Following excerpts are from: "Free Will in Roleplaying"
Copyright 2000 by Heather Grove. Currently printed on the Burning Void roleplaying resources page.

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The Appearance of Free Will
What a lot of people don't realize is that it's more important for the players to believe that their characters have free will than it is for them to have free will. As long as the guiding hand is invisible - as long as you trick your players into making the choices you want them to make, seemingly of their own free will - they'll never know the difference. You just have to be ready to throw that guiding hand out the window if your players are bound and determined to do what you don't want them to do. Better to let them lose the quest or end up in an entirely different plot than to make them think that their choices don't matter.
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I am notorious for these type of traps in my own games. The guiding hand theory is always deep in my mind when my own group meets a challenge. Alex brought up a great example with his character Nails a few sessions back. The Healing Scars, through some crazy means, traveled through time using a locus to the year 1990. Instead of dealing with the immediate problem on the train, his attention focused entirely towards David Simmons, his arch enemy. In this current time period the young man would only be a small child, making him an easy target to kill. His original line of thinking completely caught me off guard and forced me to think "outside the box" in order to contain the validity of my script. On another note, paradoxes (time travel) are best left undone in a game because it almost always complicates the situation. I knew quite well when using this type of plot device that handling the whole ordeal woulf be "tricky" at best.

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Subtle Scripting
Not all forms of scripting are blatant. Some are subtle and insidious. The GM might use narration to slip in hints about how the characters must feel. For example, "as you near the corner you see a bloody footprint. It fills you with fear." Such comments are subtle and you might not even realize that you're making them. They're important to avoid when possible, however. Telling a player how her character should think and feel is one of the worst forms of control. (For a particularly bad example of this form of scripting, see
our review of "Supernumerary.") The example above isn't a terrible one. It's worse when a GM tells the characters something that directly affects their actions. To pull on the example in that review, you really shouldn't tell a character: "While your suspicion of the android is evident even to him, you cannot deny the necessity of his proposal." In this example the GM blatantly scripts actions as well as feelings: he has decreed that the characters should find the android's proposal necessary, which will have a huge impact on their actions. Mind you, some such comments may be appropriate - maybe a wizard cast a spell to make anyone who saw the afore-mentioned bloody prints feel fear. Or maybe the character has a premonition that takes the feeling of a shiver of fear. "It fills you with fear" does not automatically mean that the GM is scripting. And admittedly, it can be hard to notice when you're saying these things unintentionally. But when possible, you're always better off tailoring your description to evoke the response you want, rather than simply stating the response. In the example of the bloody footprint, you might instead say the following: "You near the corner of the street. The lamp has burned out and everything is a blur of shadow. You can barely make out the shape of a footprint on the ground, but as you get closer, you note rivulets of a dark red fluid trickling out of the footprint. The shadows seem to press closer, and you hear a rustling sound off to your left in the bushes..." You get the point. Use concrete, physical description to convey the feeling you want the character to feel.
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I'm going to use Nails again in an example. When reading the resurrection book I scripted that Alex's character would feel fear from Magaloth's intentions towards the Ethros realm. What took place was exactly the opposite, Nails connected with the spirits lust for destruction, and rightly so. It is very easy to generalize feelings produced from certain events and not give them their due weight in regards to personal experiences. Luckily, Alex caught this remark in the session summary and the error was corrected.

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Communication
One way to avoid the apparent need for scripting is to communicate with your players before the game to make certain that you're all on the same wavelength. If some of your players hate politics-plots and that's what your whole story arc is based on, you're going to have a problem, and you may end up feeling as though you have to push people into following your plot. If you talk to people ahead of time you can make sure that everyone's interested in the same kind of game, and muck with the plot if they aren't. In addition, pay attention to what the characters say when they talk amongst themselves during the game. If they talk about their feelings and suspicions regarding events, they may provide you with plenty of information to allow you to tailor the events to them. When it comes down to it, running a game that isn't scripted can be challenging - that's why a lot of people avoid it. But it isn't as challenging as people think. It avoids a lot of potential friction between GM and players, and it can result in a game that's more fun for all. Besides, nothing quite compares to seeing the wonderful, unexpected plots that your players can make out of your game.

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The Ethros realm is a "cut and paste" example of how I've used communication to determine how to tailor the story. While the bulk of the plot is socially strained towards Alpha packmate Marcus Blair, I have kindly balanced other twists (the thinking trials of the Five of Seven, the brute force necessary to accomplish the last two) in the game.

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Tuesday, December 13, 2005

White Wolf Website Hacked

It's a very scary world out there. This is quoted directly from their main page:

Dear White Wolf Users,

Like many other well-known companies of the last few years, White Wolf was the target of an attack by international hackers this weekend. These hackers are now attempting to extort money from us with the threat of posting user data to the internet. We have no intention of paying this money, and are in contact with the FBI in an attempt to bring these criminals to justice.

We are choosing to make this public so that our users and fans can take any precautions needed to protect themselves. We are recommending that if you have used your White Wolf user password as the password for any other services you use on the internet, that you change them immediately.

These hackers were able to exploit a flaw in our software and access user data, this data included usernames, email addresses and encrypted passwords. As far as we can ascertain, they were unable to access any credit card data (nor have they claimed they did). However, it is possible for the encrypted passwords they accessed to be decrypted given enough time.

In addition, the site will be down for the next few days while we evaluate some of the software we are using and take appropriate action to help prevent future attacks.

We appreciate your patience and concern while we work through the details of this process.

In addition to this posting we will be emailing our userbase with this information. For correspondence regarding this, please direct all queries to wwaccounts@white-wolf.com .

-Like they said I urge everyone to change their password information if they had an account through White Wolf. I don't know if DrivethruRPG.com was also hit but I'm going to do some more research.

Stupid hackers and their stupid hacking.

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Monday, December 12, 2005

Understanding our Game, Part One

The session summaries are the “meat and potatoes” of this blog. While it may not be very entertaining for outside visitors, the players and I benefit from having our stories etched in digital stone. As our game grows into multiple story arcs and countless meta-plots a sense of direction is greatly needed. The sessions summaries are summations; they do not record every single event in a session. They do manage to capture the core elements of the story at hand.

Let me say that it is very exciting to receive positive feedback from several White Wolf gamers about the presentation of our game. I have posted answers to a few questions here in the blog. Gamers feel free to keep emailing me (eithansmith@gmail.com) with new questions. I had an enjoyable time answering this set.

1. Your stories are very indepth but I was wondering why are specific rolls for actions not recorded in your session summaries? Just wondering.

While the White Wolf’s system plays an important part to our Healing Scars campaign, I don’t feel that it is necessary to record individual rolls in the summaries. Doing so might cheapen the value of these tales, by pulling them out of the narrative fantasy into a mix of techno jargon and complicated rules. As a storyteller I constantly challenge my players through simple, extended, and contested rolls, but I do not feel that the specifics of these dice challenges require exact documentation inside of our story. If anyone wants to know the specifics of a certain roll in our game, I would be more than happy to keep a separate log of these numbers. Until the desire for such a thing emulates, expect to see more of the same from these writings.

2. I'm nitpicking here but you have individual sessions listed in the summaries, but nowhere does it list chronicles. Are these sessions all part of the same chronicle or do you even use chronicles or stories to segregate your sessions?

To answer both questions: no. I detest White Wolf’s style of grouping gaming sessions together. I have always tried to compare our session format to that of individual episode of a TV show. Each session I write about is very close to that standard in length of time, character development, etc. So, one could assume that about 15-20 sessions equal an entire season. And you could take this a step further and state that each season could be a “chronicle.” Of course that requires a lot of “assuming” and “standards,” two things that I never really cared for. They are many reasons that I like the episodic formula. It is very easy to write stories in this format; I have countless examples of plot development at work to pull from on the television. Considering how popular television shows are, I take the good out of this format and apply it to roleplaying. There is no perfect way to group the sessions of the Healing Scars group. I enjoy this complexity because I think it parallels real life; such events in your world cannot be easily split into categories and often change depending on one’s point-of-view.

3. I am a GM for white wolf and have been for a while and I have this problem. How concrete are your stories in writing? Basically what I mean is do you allow your characters to deviate away much from what you are writing?

It really depends on the story I’m writing. For the most part, I write my stories in a loose outline format. One trick I use is that I write down a few themes I want the story to hold to before I start writing. So while I’m crafting my story, the themes are always there and can easily fit into my writings, thus adding more complexity and realism to the game. Characters can, and often do, deviate completely from my proposed storyline. But, unlike most storytellers, I enjoy this when it happens. Ninety-nine percent of the time, the reason someone moves away from the story is due to a major flaw in the logic of where I initially wanted the story to go. That doesn’t mean that I don’t like to TRY to control the outcome of certain events. The difference is that I never force such a thing; I merely test the group with certain challenges and hope for the best. If it doesn’t work out to my design, then it is my fault entirely and I work twice as hard to recorrect my mistakes.

4. Nice site and thanks for the comment on my page. I have a question for you. I was just wondering about what you use (GM stuff) to make the Werewolf:the Forsaken game more fun?

There are way too many to name. In fact, expect me to devote a few posts here in the future talking about just that. One excellent technique (a personal favorite of my old GM, Jarrett H.) is to insert various meta-plots that run outside of the session’s plotline. Character meta-plots are priceless ways to really make players feel at home in your world. One example of this, from my game, would be Nail’s confrontations with David Simmons and the Destroyer Wolf. While this is an important part of the story it runs completely separate of the central plot of the sessions. Without good meta-plots characters loose individuality and often get lost in the tasks assigned to the entire pack/group.



More questions to come! The dark spiral is a great community and it's given many opportunities to meet great people. Gamers, players, whomever: post your questions here or shoot me email. I will answer new questions in Understanding our Game, Part Two.

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Wednesday, December 07, 2005

Character Blogs

I’m moderately pleased to announce that the individual character mini-blogs (call them what you will) have been published. Currently all three blogs have the same look and feel but, with some excellent user input, I hope for that to change. These are your blogs so let me know how you want them to look and I’ll do my best to reflect that.

To use these blogs the players first responds to the blog invitation email I sent days prior. Last I checked Adam and Ben have accepted, leaving Alex the only one who hasn’t responded yet. By responding you will become a moderator of your blog. From that point forward, you can add, delete, or edit posts at your whim. Moderators also have the power to change the template design of their blog. If you have little to no experience in web development, I would kindly suggest leaving this section alone. If you want anything changed “style-wise” I am always an email or a phone-call away.

The first post in each blog was just a test post to check its functionality. It says something to the effect of “This is a test post for the character, yada-yada.” Once in control of your blogs I suggest deleting that post and adding something more relevant. The exact process of how much experience to award for posting in the blogs is still up for debate. If anyone has any ideas let me know; I welcome comments and suggestions.

To view your blogs, click on the links below. And, for the extremely web-savvy, anybody can click on the newly created links in the pack section of the sidebar (on the right of this page) to check the blogs out. Just look for the open book icons and you’ve found the links. I also linked your blogs to your character’s names that appear on the sidebar. So if you click on the “Eric Sky Ben H.” image you will be transported to the blog as well.

So there you have it, three different ways to access your character blogs. I think, in this case, repetition is a good thing. As always, just direct any question to me and I’ll answer away.

Eric Sky’s Blog: http://eric-sky.blogspot.com

Marcus Blair’s Blog: http://marcus-blair.blogspot.com

Nicholas “Nails” DeWinter’s Blog: http://nicholas-dewinter.blogspot.com

Technical Note, for the Techies: The Healing Scars blog, and your individual character blogs, have been coded using CSS and XHTML. Though I detest the notion of using JavaScript, several scripts I run (web stat counter, moon phase, etc.) contain JavaScript code. If either the Web Stat Counter or the Moon Phase script do not appear to be working, you might have to change your browser settings to allow for JavaScript. The blog “style layouts” function universally in standard web browsers, including Internet Explore, Firefox, and Netscape. I have not tested our code in any of the other “gecko-based” browsers but will do so in the very near future. Also I recommend viewing these blogs with a screen resolution of at least 800 x 600, preferably 1024 x 768. With anything less than 800 x 600, the tables get a bit cluttered. News junkies should take pleasure in our site feeds, published in Atom and Feedburner. I am also adding an XML feed, when I have the time. That is all. Mumbo jumbo tech talk over.

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Monday, December 05, 2005

Music Artist: Blockhead

I’m going to go out on a limb here and state that Blockhead is perhaps the greatest “mood” music I have ever had the pleasure of listening. My Werewolf players might recognize a song or two, as his stylings make up some of the background music I play during sessions.

I have always believed that the sounds used during a session are as equally important as the story itself. Music is a wonderful spark to the imagination, often the necessary push for a player to leave our world to enter the World of Darkness or whatever game one might play. Great story elements can literally fall flat with players if the mood and setting are not in the right place. It is a careful game of "give and take" in which no Storyteller is perfect, but I pride myself in the thinking that I come pretty close to inspiring characters to play their best each session.

Blockhead is not a conventional artist. Casual listeners might take his music and lump in into a techno section or perhaps the “pure moods, Enya, feel-good” category. It is synthetic by design but the output of his songs is hardly digitized. The closest artist I would even consider comparing him to is Moby, but even that is a stretch. He has a unique ability to take a harmlessly simple beat and twist it by breathing the surreal life of a city throughout. Blockhead actually finds insult to the mere claims of being a techno artist. In fact, he claims that his roots are in hip hop. At first I was surprised by this notion but the more I grew accustomed to his style the more it seemed to make sense. Like hip hop, his music is very raw and exposed. There's a simple beauty, and an equally harsh reality, to each of his songs.

My personal favorite is "Insomniac Olympics." The song even hosts a fan-submitted "flash music video" of a gunfight gone wrong; the vid really hits the core feeling of the track. Most techno music is distorted; it is meant to immerse you in some robotic future that lies shrouded in fantasy. And while that style of music is great under certain circumstances, it does very little to encourage characterization in the WoD. Blockhead's music does quite the opposite; he puts the listener in the present-day streets, confronting a harsh world of drugs, sex, and sin. This is dark ambience at its best, an easy choice for a soundtrack to Werewolf the Forsaken or any other World of Darkness setting.

"Insomniac Olympics" Music Video, via AlbinoBlackSheep.

Blockhead’s Webpage, via NinjaTunes.

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