Our Forge: Out of Chaos game continues. We decided to wave a magic wand and advance the characters to what seems like a reasonable “next tier” of effectiveness, giving Robbie’s magic-using character Cyir Level 3 with his Magic skill and Sean’s roguish/scoutish Wrosk improvement throughout his repertoire of skills. We made this decision after coming to the realization that by sticking to the advancement rules as written, we would need to play for several years before Robbie’s character would have access to much more than one or two low level spells per session.
I wanted to run a few city-style sessions, and Robbie and Sean were willing to humor me. The material I am using is from the write up to Gabor Lux’s Khosura from Fight On! Magazine (the city itself is described in issue 9 and the catacombs and dungeons beneath the city in issue 10, with an additional dungeon “sub-level” from issue 1), along with his collection of random encounters for cities, The Nocturnal Table. In adapting this for Forge, I’ve simplified things quite a bit (mainly by stripping down the number of factions in play) and replaced the creatures/monsters with some of my favorites from the Forge rulebook.
I don’t have too much more to say about the game in general at the moment, but I did notice something while watching our most recent actual play video that I thought might be of interest as a topic for reflection/discussion: I don’t like watching videos of myself, in general, and I’ve found I have an even harder time watching videos of myself trying to GM. However, I was going over the most recent video for our Forge: Out of Chaos game to refresh my memory about some details to aid in prepping for the next session, and made an interesting observation.
At the very beginning, you can see me struggling to set up the scene, not quite getting on how I want to present the information, wanting to give enough context to provide grounding for meaningful decisions, as well as wanting to get flavor/mood/color details across, but almost completely at a loss for words (painfully repeating the same non-information over and over again). Then at around the 4 minute mark, I decided that what I was doing wasn’t working and should just start in with the scene: i.e., stop being abstract, stop providing context, and focus on what the characters are doing, where they are physically standing, which NPCs they are currently interacting with.
Everything started working at that point! I don’t know that I would generalize from this to say that one should always avoid more abstract scene-setting, but I think the video is a nice example of someone struggling with murk and then refocusing on the basics of the medium to de-murkify the scene.
The embedded link goes to the most recent session and here’s the link to the playlist.