I continue to play Sorcerer with three players from The Gauntlet, an online roleplaying game community. We are now through five sessions (plus a session zero) of our โDemons are Social Media Junkiesโ campaign. For reference, here are the links for our most recent gatherings:
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Session 4: https://www.youtube.com/watch?v=yr0-SgxHV8s
Session 5: https://www.youtube.com/watch?v=J2T1buuVAgY
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Iโd like to focus this actual play report on two topics:
- The flexible nature of the Demon Abilities, using Hint as a specific example.
- Players grappling with the idea that the GM wants them to do something (when the GM is in factย simply offering opportunities for the players to do with as they wish).
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I have three players whose characters know each other, but are unaware of their identities as sorcerers. For sessions 4 and 5, I used a heavily modified version of the โTraining Scenarioโ in Sorcerer. The characters were each invited to a classy party at the mansion of a reclusive, behind-the-scenes executive producer named Richard Barfield. Barfield is known for brokering deals between entertainment companies, but he is mysteriously absent from his own party.ย
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Taking a Hint and Running with It
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Shawn is an Apprentice Sorcerer who has bound a Possessor Demon named Aaron. Aaronโs need is to influence people to believe and to act in irrational ways. When choosing abilities for his demon, Shawn selected Hint, with the idea that this ability could be used to implant suggestions (or hints) in the minds of others. Being relatively new to the game, I had not fully drilled into this ability, so didnโt know enough to warn the player away from this choice. Iโm wondering if my ignorance about Hint was actually fortuitous–either that or I was just being daft..
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At the big party, Shawn was looking for an opportunity to satisfy his demonโs need, and the issue of using Hint came up. So we read the book, and it was dawning on us that the original intent of Hint was to have it serve as a type of divination: The target would typically be the sorcerer or another player character, and it would be used so that a character could get some truthful information from the GM.ย
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But Shawn wanted to do something very different with the ability. He spied a young celebrity couple which had recently reconciled after a period of conflict. The relationship had been in the tabloids. He would walk up to the couple and engage one of them in a conversation. Meanwhile, the demonic Aaron would set to work and use Hint on the other half. But he would use the ability to implant a false idea–namely that Shawn and his interlocutor were engaged in heavy flirting with the intention of making the other partner insanely jealous.
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We rolled Aaronโs Power vs. his targetโs Will, and Aaron succeeded, so we interpreted this to mean that some hallucination would be involved, and that this hallucination would reinforce the idea of heavy flirtation. The target succeeded in the second roll [and also a subsequent Taint was ineffective]. But since the targetโs Will had been overcome by the demonโs Power in the first roll, I ruled that the Hint had some impact, and that the target was overcome by jealousy, creating an embarrassing public scene caught on Aaronโs smartphone camera.
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This sequence raises a more general point about other Demon Abilities (and, even more generally, about how other games conceive of spells and other supernatural influences). I like the fact that Sorcerer demands work from the player and the GM to define the details of most of the demon abilities in actual play situations. This is especially the case when abilities get used in tandem, but even when used individually, there are delicious possibilities available.ย
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Iโm sure some would take issue with the way Hint got used in this case, but I would point out that the usage did not violate the strict stipulation against mind control: The target was already susceptible to the suggestion that his partner might cheat on him, and the Hint was used as a communicative ability to implant an idea that would amplify those pre-existing doubts. One issue is whether the demon using Hint in this way could also use it in the more normal prescribed manner: Iโm tempted to say โnoโ since these two types of Hints are so different in intent and operation.
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What Would the GM Have Me Do?
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All the characters came to the big party at the Barfield mansion under different pretexts. One was serving as security; another was there to provide entertainment; and a third was there as a young minor celebrity. The players knew that the party might offer opportunities for the characters to recognize each other as sorcerers, and I allowed them to observe events that put them into the orbits of other characters. In some cases, those orbits were quite close. Chuck saved Dylan from the clutches of two demon thugs, but neither of them were fully aware of the demonic identities of those thugs or of the sorcerous identities of each other. They did note the sharpened teeth of the thugs, but they assumed that maybe that was just some strange practice or oddball cosmetic choice. And Shawn (a somewhat naive member of a new age cult) was able to see Dylanโs demon running off to help after a rather vicious bludgeoning assault of a party guest . . . but Shawn wasnโt understanding the import of all this (though, of course, the player of Shawn was).ย
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At one point, Shawnโs player asked me if I wanted his character to do something or to move in order to be part of a dramatic scene in progress and thus to force some type of revelation.ย I was adamant in insisting that I really didnโt need his character to take any specific course of action and that he should play the character as he saw fit. So Shawn stayed at the soiree, mostly taking note (with wide eyes) of a sequence of puzzling events swirling around him.ย
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The characters are now in the process of leaving the party, and the air is laced with dramatic irony.ย The characters are still in the dark about what exactly was going on . . . and they still do not realize the identity of the others as sorcerers. So the flood waters continue to rise, and the suspense for the players is mounting! At the end of the session, the players were excited about what was in store. After some high action scenes, they are looking forward to some โhanging outโ time where the characters will begin (perhaps) to piece some things together. That will potentially lead to some humanity-shattering revelations. But this is still only potential.
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When it comes to aesthetics, Iโm a fan of the slow burn build-up, so this gradual development is my jam. During the session, Shawnโs player (who was asking if I wanted or needed Shawn to act in a prescribed manner) was perhaps thinking of other games (or GM styles) which involve shunting characters down prescribed narrative paths.ย
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My answer to the question โWhat would the GM have me doโ is โAs you (and your character) wish.โ Many of us were thinking that the play session would involve major revelations and that sorcerer characters would pick up on the demonic powers swirling around them.ย
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That didnโt happen.
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The end result was an action-packed session ending with plenty of future developments waiting in the wings. The conclusion of session five wasnโt planned, and itโs all the more exciting and satisfying because it wasnโt forced. As a GM for Sorcerer I see my role as one of constantly reviewing and revising the character diagram, and using that to create situations filled with potential for the characters. The operative word is potential. Itโs ultimately the players who must make the decisions to activate those fireworks.
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I was worried that the players would be disappointed with the session as I worked through the mechanics and tried to figure out (partly on the fly) the Hint move. The fact that there was an almost palpable deferral of major revelations was also weighing on me.ย
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But my concerns were not justified: During the debrief of session five, all three players were excited about where the next session would lead, and they quite enjoyed the fact that their characters were brushing up against each other yet not making the connections. [Side note: The same may not hold true of the characterโs demons: I will be making some rolls to determine how that side of the equation works out.]
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2 responses to “One Crazy Party: “Demons are Social Media Junkies,” Sessions 4 and 5”
Who wants who to do what and for what
I’d like to investigate this part. First, yes, it’s a definite phenomenon, which I’ve talked about a bunch of times across different videos, posts, and older material. Second, I want to take the potential events one step further, if you (or I, anyone) actively tries to correct it. The usual phrasing is, “really, go ahead, you can do anything.”
As a teacher, you are certainly familiar with that phase of a learning curve when people try to adjust the new information or claim into a recognizable form, using material they are not yet prepared to let go of, resulting in some strange twists.
I haven’t made it through the substantial video yet, and I’m not inclined to take a diagnostic approach anyway, so I’m not claiming anything specific about any of the people playing. I am a little bemused at five sessions of Sorcerer proceeding at a fairly measured pace; it’s not impossible or bad, but it’s distinctive.
Question: what Humanity checks or gain rolls have occurred?
I haven’t had too many
I haven't had too many Humanity Checks so far. A number of reasons exist for that, some having to do with the in-game fiction and others having to do with the game context:
Inside the fiction. . .
Outside the fiction . . .
The game is humming so far. I was especially happy that, at the end of our last session, is was clear that everyone was finding the game deeply satisfying. I had worries that my handling of some of the mechanics was impacting the fun factor of the game, but it turned out that those worries were unfounded.