A group of us has been carrying on a Sorcerer and Sword game for 5 months. This has taken our characters through two sets of kickers, and at the conclusion, we decided to sit down for a conversation to reflect on the game and our experiences.
Rod was the GM, with Greg and me playing a courtly knight and a celtic shaman respectively. Rod provided a brief document outlining his world of Hybreasil. Here’s a piece from his description which will give you a bit of the flavor:
“The dominant culture of the big southern island, Gigondas, is courtly, French-influenced and Catholic, with some crypto-pagan eccentricities (one imagines medallions of St. John the Baptist with antlers growing from his head, or similar things) . The farther north from there you go, the more Celtic and tribal it gets, and the more the religion seems like paganism with a little Catholic spice, instead of the other way around. There are also tribes of fully pagan holdouts living in the fierce interiors of the northern islands, representing the “savage-raised” option for hero descriptors.”
Our conversation ranges freely over a number of topics including:
- How the description of setting feeds into the creation of characters and kickers.
- How the game yields a different experience when played by a more seasoned Sorcerer group.
- The key ingredient of player commitment to the experience at the table.
- The decision to bring the Sorcerer characters into geographic proximity.
- The possibility of large chronological jumps between kickers. Specifically we entertain the possibility of another set of kickers which would bring our characters to an end, and then afterward leaping back in time to play the characters with their “destiny” already established.
- Some of the ways in which Sorcerer rewards “devious” manipulation of rules (such as intentionally punishing one’s demon to increase the odds for other rituals or actions).
- The difference between player knowledge and character knowledge, which spins into a discussion of metagaming and the decision of when the GM withholds or reveals key facts and how this decision impacts the play experience.
- The importance of framing scenes and playing characters with strong motives and intentions.
- Playing demons who have the upper hand as a result of the Binding roll.
While we have temporarily agreed to set the game aside, you’ll see that we are all enthusiastic. In a few months, we may be returning to Hybreasil for more adventures.