Solo RPGing

May. 5th, 2025 06:37 pm
lydamorehouse: (crazy eyed Renji)
 Last night I started a new solo RPG. It's called ALONE in the Wasteland: a Journaling Adventure to Find Your Character in a Post Apocalyptic World. So far, I'm enjoying it. To be fair, I'm only two rolls in and I had a bit of a false start, but, all the same, it inspired some really crazy science fictional dreams last night. 

I'm thinking about a way to suggest a panel on Solo RPGs at Gaylaxicon this year. One of the guests is an editor at Modiphius (Jim Johnson) who did a lot of work on Captain's Log, which is the Star Trek: Adventures solo RPG. I'd love to talk to other people who actually play these. I've played a number of them at this point. 
  • The Last Tea Shop (my favorite so far)
  • Flying Courier
  • A Faerie Court Visitation (which I tried to complete twice, and failed both times.)
  • Axe-Weilding Cleric
Most of them have been met with mixed success. I am, I'm discovering, picky. Part of my problem is that, as a writer, i want something that's more restrictive than a simple story or journalling prompt. Flying Courier was a disaster for me because it basically just asked you a bunch of questions and said, "Go." And, while I imagine that's absolutely perfect for most people, coming up with stories from full cloth is, in point of fact, my day job. So, I want something a little more structured. Otherwise it starts to feel less like play and more like work (for me!)

Meanwhile, I really wanted to love A Faerie Court Visitiation. The concept is very cool. Basically your hand has been pledged in marriage as a result of one of your ancestor's foolish deal with a fae creature. So here it is, however many generations into the future, and the promise has come due. The problem I ran into with this one is that some of the prompts were actually too specific.  At any rate, I like to be able to do the unexpected in my games, go where my heart wants to go.  Too scripted feels wrong, too. As an example, during my second attempt at this game, I pulled a Eight of Spades on what was supposed to be day 2 of this adventure. That card gave me the prompt, "After sitting through a long meeting in town at the faerie royal's side, you slump against a wall to catch your breath. Your eyes linger on the paintings and tapestries: perhaps there could be a passage behind one."  It was clear that the prompt wanted me to check behind the tapestries, but I didn't want to sneak behind the wall right now. As I wrote in my meta game colored pen: "It feels too soon in the relationship to be sneaking around."  Plus, it was a bit heteronormative? The author is careful to say "spouse" and "royal" and not be gendered, but was trying to play a young man, Finn, who got promised to wed a Faerie Prince. And Finn swooned/caught his breath a lot more than I would have thought he might as a dude.

Axe-Weilding Cleric also suffered from a sudden esclation that felt too early in the game. To be fair to that game, the point is to go crazy and chop people up, but I rolled the youth group and I was like.... mmm, yeah, I'll just end it here and not write up this particular carnage. I'd been having fun, previous to that at least, writing each journal entry as though I was in the confessional. 

The nice thing about Alone in the Wasteland is that the world has some boundaries, but they're not too prescriptive. So far, anyway. The prompts are a little "woo," being devided into Head, Heart, Hand, and Hope. But, whatever. 

I'm not sure how to distill all this experience into a programming item exactly, however. I'll put my mind to it. I mean, "What makes a Solo RPG Successful?" isn't terrible, though it lacks pizzazz. 
lydamorehouse: (Default)
 But the good news is that Shawn's recovery is proceeding apace. 

On Wednesday, she had her two week check-in with Dr. Herseth, the knee surgeon. Just even GETTING to these appointments is kind of its own challenge. Shawn officially graduated to a cane on Monday (according to her physical therapist), so that made some of our manuevering a LITTLE easier. But, there's just a lot of rigamarole to do to get her, her cane, and the walker (which we took in case she felt unsteady) into the car and then to get her, her cane, etc., deposited at the front door of the clinic. I still have to park, get the ticket, etc., and get to her.... and I swear to god that I walk ten steps to her one. 

Regardless, we had a good appointment. We were first seen by Dr. Herseth's assistant, Ryan. Ryan removed the bandage that Shawn's been wearing since the surgery (impregnated with SILVER to repell werewolves!) This was the first time we got a good look at her scar. We both remarked at how neat the stitches were. Ryan perked up and said, "Oh, be sure to tell Dr. Herseth that." I asked, "Why? Does he not get a lot of compliments?" Ryan smirked and said, "No. He doesn't do the closing. I do!"

Ryan checked Shawn ability to straighten her leg (she was close to 1 or 2 degrees, with 0 being perfectly straight). This was up even from Monday, when the physical therapist officially measured her at 4. Then he checked her ability to bend her knee. She was at 128 degrees.  Later, when the doctor redid these tests he, being very Minnesotan, raised his eyebrows, paused, and then drawled, "Well. I was going to tell you that you should be working to make that 90 degrees, but I guess you're ready for more advanced goals." <--for my out-of-state readers: THIS is a Minnesotan doctor losing his ABSOLUTE SH*T over how good Shawn is doing, just to be clear.

On Monday, the physical therapist apparently said to Shawn, "I wouldn't go posting your flex of 128 degrees on social media... unless you want your car keyed."

Dr. Herseth said her knee looked like it was more like it was in week three or even four, not two. 

This would be cause for celebration, but Shawn is having really intense nerve pain. Dr. Herseth's only response was, "Yep. That's going to happen. It will get better." He also agreed that the only real solution for it at the moment was continued (if judicious) use of oxycodone. Shawn very much would like to get off the oxy, but, on the other hand, because of all of her other medications, she really can't take very many other drugs for pain.  She is keeping very careful track of when and how much she takes, however. I don't think she's a big risk for addiction. 

For myself, I've been very slowly getting back to normal. Mason came home on Monday. He's technically in the middle of finals week, but he only has papers due (no tests), so he decided to come home early for the holidays to help out.

With Mason around, I felt comfortable leaving Shawn last night to go to Wyrdsmiths. We are trying to meet in-person again (with limited success.) Even though a number of people insisted that in-person meetings were THE BEST and they absolutely hated how isolated they continued to feel on Zoom... we're lucky to get half the group to even show up when we host in-person. I feel pretty f*cking vindicated that I insisted that we keep our second meeting of the month on Zoom because sometimes that's the only one everyone shows up to. I mean, I get it? I am very aware that it is a pain in the butt to leave the comfort of your own home, in the dark, on a Thursday night, in the middle of winter, drive the car halfway across town, sit around for several hours and then have drive home, in the dark, in the winter. THIS WAS WHY I DIDN'T WANT TO CHANGE IN THE FIRST PLACE. I knew we'd have attrition! Yet, even though I was fully against returning in-person, I have dragged my sorry a$$ to each and every one of these in-person meetings. I find it deeply ironic that the people who insisted it was so f-ing necessary for their mental health that we do this, can't seem to show up to a single one. 

/rant

Moving on.

Tomorrow, I have not one, but two gaming sessions planned. Saturday morning, I'm gathering the Reprised Drunk Girls* for my attempt at a manor house mystery D&D session. We'll see how that goes. As noted often, I'm a novice GM and a murder mystery can be kind of complex. Though really, if my plans fail and the party quickly sees through what I think are oh-so-clever clues, the whole thing just becomes whack-a-mole and we roll for initiative, as it were. Currently, I am MOSTLY prepared. The manor house and all its clues are set (that part has been done for months), but there are still a couple of out-building maps that don't yet have potential monsters. And with this crew? I need to be prepared in case they just decide to leave the main building and wander the grounds.

Plus, I had to add an oubliette once they decided to capture the Green Knight instead of killing him. I'd complain, but honestly that's the part of GMing that I like the best. 

Then, at 7pm on Saturday, I will be a player in our ongoing Star Trek campaign. My flighty former-Chief Science Officer has accepted a promotion to XO and, frankly, I am uncertain if he is actually up to the shift to command staff. I mean, technically as Chief Science Officer he was always part of the senior staff, but XO is a whole new ballgame for Ro. I, personally, have been prepping for this by watching WWII submarine movies and practicing shouting things like "all hands on deck!" "man overboard!" and "what's the scuttlebutt?!" I'm pretty sure that's also about as much as my character knows about how to lead a starship crew, so WHAT COULD POSSIBLY GO WRONG?
lydamorehouse: use for RPG (elf)
 I talk too much as a GM is what I'm learning. 

Because one of our players had to miss, we actually recorded the session. I watched a bit of it to make sure it was working properly. Since I'm still very much new at running games, I thought it was important, too, just to see how cringe I might be. Did I give people time to make decisions? Did I talk over anyone? Did I finish every sentence I started?

I can do better in all of the above categories and one other... probably more important one.

As I was telling a friend this morning in an email, the thing is, Shawn will tell you that if I have a really cool present planned for a birthday or whatever, my desire to spoil it is LEGION. There are so many times when I've nearly said, "Just take it now!!" when the present arrives, because I am so excited to see her reaction to it.

Unfortunately, I'm kind of similar as a game master. I understand that it is uncool to lead your players by the nose, but it's really hard to not want to put up a giant metaphorical ("theater of the mind!") neon sign up that says ADVENTURE BE HERE.

Of course, my players got their revenge, as it were. I have, like all newbie GMs so much stuff planned in the immediate vacinity, and my players are, instead, at the literal tran station LEAVING ALL MY PLANNED STUFF BEHIND.

Classic!

Ah well. Even if the game wasn't riop-roaring fun for everyone, it was a good distraction, I think? I heard from at least one player who had fun and was impressed with my audio-visual props. I'm still deeply unhappy with how some of the actual mechanics of TSL work in-game--fighting is such a mess--but the players are settling into their characters and the story has begun to unfold. 

Have you managed anything that feeds the spirit yet? Are you picking up any new hobbies in order to cope?

What's funny is that Shawn has, for reasons known only to herself, decided to learn shorthand. Apparently, this is something she really wanted to learn as a kid, but, of course, ieven already n the late-1970s it was quickly falling out of fashion. So, each of us is doing something that challenges our brains. I'm learning GMing skills; she's learning what is essentially secretarial secret code.

Tonight I have an organizing meeting with Indivisible. So, play last night, fight tonight. Seems like a reasonable balance.
lydamorehouse: (nic & coffee)
 Quick administrative note before I get into the rest of it: I've changed my policy about who I'm granting access to my locked posts to. I didn't have any problem that precipitated this. So, if you are finding yourself suddenly dropped, please don't imagine it's because you did anything wrong!  I've decided for simplicity's sake that I'm only granting access to folks who subscribe to me. I'm doing this in part because I discovered that I was following a bunch of dead accounts, all of whom still had access. I just figured that while I was there, I might as well make everything consistent. The chance that I will let you back in if you ask is incredibly high. In fact, if you'd rather not subscribe but still want see my locked posts, just drop me a request. I apologize for any disruption in your service, as it were!

==

Okay, so.  I can't believe it's already noon and I've accomplished next to nothing.

It's kind of been like this since last Tuesday, however?  

The specifics of this morning go like this. Shawn and I got up and were doing our usual things when we realized that we needed to get our car off the street by 7 am for the street sweeper. So, I threw some lunch together for her (I have been making bento for Shawn since we bought a fancy, double-decker bento box several years ago), and we rushed out the door without breakfast. We decided to stop at Brugger's and although we're enough of regulars there that the guys behind the counter start making my sandwiches before I order, I really need to change that order because my GERDS can no longer handle the Swiss and sausage egg sandwich. But, as I'm sure some of you can relate, 1) it feels too hard right now to ask them to change the order, and 2) honestly, the kindness of the gesture is worth the stomach upset. Like, I need small kindesses so much right now, you know? 

I got home and did some of my usual morning internetting, which no longer involves checking social media. I have largely given up being on Facebook, outside of using it as a place to post cute pictures or pictures of food I am making or have made. If you want to follow me on a social, I am at Bluesky: @lydamorehouse.bsky.social

homemade hot-cross buns (half-eaten tray)
Image: half-eaten tray of fresh, homemade hot cross buns

Then, my alarm went off reminding me to get ready to record my podcast with Ka1lban. I was also working on a new review for MangaKast, which I have not updated in well over a month, and so I didn't really notice the time go by... until it was almost a half hour past when he usualy shows up. I dropped a note to him in Discord, wondering what was up--but apparently he doesn't get notifications from that... and anyway, he hadn't been planning on recording today, anyway, unbeknowst to me. 

This is where things start to feel very abortive, you know? Like, I'm all prepped for something that just isn't happening. 

I'm a little worried that something similar is going to happen tonight as well. I'm supposed to be running a Thirsty Sword Lesbians game at 7pm for a new group that I've assembled. I am embarrassingly prepared.  Like, it's a cyberpunk setting and I made two little mini movies of "found footage" for this group (if they follow the right clues!!) This is part of what I did to occupy my time while we were waiting for the news last Tuesday night, so I mean... it wasn't like I could concentrate on anything else. 

But this morning one of my players, [personal profile] haddayr , emailed to say that she's feeling too sick to fully participate. She's going to try to listen in, but no garuntees. This is our very first session? Players (at least the first one to respond, anyway,) made it clear that they are willing to go ahead without her, but... given how today is going so far, I'm sort of waiting for the other shoe to drop. 

To be perfectly clear, it would be okay if it did. I have learned from my other online groups is that it's always best to have at least two dates arranged ahead of time. So, if we have to cancel this time, we KNOW when the next session is supposed to be. It's already on the calendar. 

It's more that this has just felt very typical of almost all my days since last Tuesday. I feel very much like I can't get my feet under or, when I do, it's for something that is no longer happening or gets postponed or just doesn't work out for whatever reason. 

How are the rest of you doing?
lydamorehouse: (Default)
Today we have drizzly rain here in Saint Paul. Of course, today is the day that NOT ONLY is everyone at work at the Energy place at the end of the block, but ALSO my glove compartment has decided to lose its ability to stay shut. It is currently (probably) being held together with the medical tape I was able to find in the first aid kit. I may be in danger of losing my butch credentials, because I failed to have duct tape in the trunk.
 
Then, I managed to spill coffee all over myself after I had walked the block and a half home in miserable drizzle.
 
Pretty good start so far, I'd say. :-P

At least Willow has curled herself up in my lap in a way that it is still possible to type. There are good things. Cats in laps are definitely on the top of that list.
 
So, yesterday, Mason was supposed to go over to his uncle Keven's house to do some work around the yard, but it had rained BUCKETS on Wednesday night. Keven apparently lost power, plus everything he'd wanted Mason to do was sodden. Thursday was payday so Mason and I decided to be mischievous--something we haven't done together since he was probably 12--and go on an adventure hike to Minnehaha Falls. Mostly, what we really wanted was a chance to have lunch at Sea Salt. I can't remember the last time I've seen The Falls so huge. From Sea Salt you could see the spray coming off it.  It was raging!!


Minnehaha Falls


Mason and I did the hike out to that point on the Mississippi, but we couldn't go our usual way because much of it was completely washed out. Still, we had a lovely time talking about role-playing games and what we like about certain kinds and what Mason, in particular, finds annoying about "tweecore," which has, of course, hit TTRPGs in the same way it did fantasy novels. (Basically, Mason wants stories with strong plot and that usually requires conflict, which he sees a lot of twee settings as intentionally trying to avoid. He's not wrong, but we argued the value of low-key low stakes stories and why we sometimes crave them.)
 
Interestingly, I'm planning to run a tweecore game at ConFABulous this year. I bought it several years ago when Lumberjanes was really popular because it is, in part, based on those comics. The game is called Camp Flying Moose and it's basically magical summer camp.

I mean, WHY NOT, right? 
lydamorehouse: use for Star Trek RPG (star trek)
 I am just waiting for payday to send off my newest Star Trek Pride quilt. This one is for[personal profile] bcholmes, our ship's captain. The important thing to know about BC's character is that Captain Taryn is inordinately fond of our shuttle craft(s,) but one in particular, an Argo-class shuttle we call the "Grace Hopper." I wouldn't say she'd quite sacrifice our crew for this, but... there have been a few close calls. ;-) !!



close-up of the shuttle craft panels
Image: close-up of the shuttle craft panel

This was done with the heat transfer sheets and I'm both pleased with the results and also worried about how quickly they might crack or fade. So, BC! When you get this be careful it--also if it ever does become sad and cracked, we'll make arrangements for me to take it back and I will attempt to figure out how to replace that panel. I could potentially applique over it, if need be.

Here's what the whole quilt looks like:

the full quilt, a trans flag with various gaming and space-related  fabrics
Image: The whole quilt in the colors of the trans pride flag, with various gaming and science/space-related fabrics.

The flipside did not photograph very well, but it is a very fuzzy, warm flannel with an applique commander's badge from OT. What is less clear in the picture, but hopefully will be appreciated is that the edging of the quilt is this amazing early Klingon-era gold pattern. I should have taken a close-up of it before I packaged up the quilt. Alas. Maybe if you expand the photo and then enlarge one of the edges you can see how perfectly Old Trek it is.


reverse side
Image: reverse side, a commander's badge on yellow flannel.

As always these are very amateur attempts. Not everything is straight (but then neither is our crew! Ha, ha!) But I did my best and I did it all with love for all of the people I play with, the game, et al. I have one more to complete, having intentionally saved the friend I have known the longest in that group, [personal profile] jiawen (our first officer) for last. 

Speaking of this group, our GM had to cancel and I am hoping to talk my friends into letting me run a quick Star Trek: Adventures one-shot for them on Saturday. I suspect everyone has already gone on to make other plans, but I'm going to prep, anyway, since if not this time, then some other. 
lydamorehouse: (ichigo freaked)
 This weekend, I blew off some responsibilities in order to take part in Free RPG Day. 

My friend [personal profile] tallgeese alerted me to the fact that there was a big event at Tower Games over in Minneapolis. I noticed on the events page that someone was running a Thirsty Sword Lesbians one-shot. I should probably be sick of TSL since I took my responsibility for running a game at ConFABulous so seriously that I ran not one, but TWO practice sessions. But, two things. First, I was interested to see how someone else might construct a one-shot and, secondly, there's just so many scenarios you can play with this system that it's not like it's ho-hum, same old, same old. 

I had never been to Tower Games before. It's a nifty little store that is super easy to get to (at least for me) because you basically get off 35W right at the exit that used to be "mine" when I lived in Uptown, (36-38th Avenue.) Then it's a short hop down Nicolet and you're there. I was worried about parking, but I got there early enough that I was able to park on the street on the same block as the store, even. Tower Games is set-up like a lot of gaming stores seem to be where there's a front area with all the merchandise and then, once you go through this narrow hallway, it opens up into a backroom that's set-up for gaming. For this event, they had long, skinny tables--sort of like the kind you might find in a bar?--with basically a set of barstools around each. They managed to cram SIX tables into this space, which, I think would normally have otherwise seemed decently spacious, but felt really crowded during the event. At one point, in fact, our GM got kind of overwhelmed by the ambient noise and lost her train of thought!  So, given that I think she's a regular there, I think the place was unusually packed. I did hear someone say when I was coming in that they had NEVER seen this many people at the store at once before.

Our GM, Emily. was wearing a mask and so I asked her if she would be more comfortable if I did. I had brought one with me--like it was literally on my wrist, but I had planned on reading the room and gauge how I felt about it (it wasn't nearly as crowded when I first came in). But, even though she said it was up to me, I followed her lead and put mine on.  What was amazing to me is that once at least one other person had one on, everyone else around the table masked up. Most of us were clearly ready and willing to, which... the cockles of my heart were warmed, let's just say. One of the players clearly felt badly about not having one, so I asked her if she wanted one as I had extra unopened KN-95s in my car. She said yes and so I ran off before the game got underway and gave her one. We might have been the only table that was 100% masked.

But, unlike a lot of other spaces, there were just generally lots of other masks all around the room. I don't always love my fellow nerds, but this was nice.

Our table was also almost entirely women, though we had one brave guy probably my age join us. (I think we were the oldest two players--he might even have only been in his 40s, and I'm 56.) We all chose to play she/her lesbians, only one she/they lesbian, which was my character.

The scenario that Emily had prepared for us was PIRATES! 

I'm not going to go into all the details of the one-shot because I know that can be boring, but I do want to talk about it a little. Emily made the interesting choice of letting us develop our own characters. I go back and forth about this in a one-shot, if only because it can really take away a lot of the gaming time. In one of my test runs, in fact, it took and hour and a half of the three hours we had blocked off to play.  But, some people are, in fact, there to see how the game WORKS. Like, they signed up for this one-shot because they want a quick intro to the mechanics of the game. Part of that is developing characters and choosing to have players make their own on the spot does give the GM a chance to familiarize players with their playbooks/character sheets--which has to get done, even if you use pre-generated characters. So, this is a big part of why I feel like both choices are valid. I just tend, myself, to favor those who want to get to the Thirsty and the Sword part of playing Thirsty Sword Lesbians. 

I chose a playbook that I actually find LEAST attractive as GM in part because I wanted to explore this character type/get to know it better by playing it. Thirsty Sword Lesbians had a ton of different playbooks you can choose from a lot of which sort of/kind of map to D&D character types. Like, there is a Trickster playbook which is sort of like a rogue (though arguments could be made that Scoundrel better maps to rogue, though maybe that person is more like a bard...) and a Beast that is sort of like a barbarian, etc., etc. There are two magic-user types, the wizard analog, which is Spooky Witch and the druid analog, Nature Witch. I picked Nature Witch because, speaking of mechanics, I find some of the things about that playbook to be kind of... not dumb, that's unfair. But, as a GM, I find them hard to figure out how to work into a scenario so that players who do want to be this type of person can DO those things. Like, there's a very clunky mechanic in Nature Witch where you are supposed to attempt to complete four "trials" from a list. And the list is random AF. "Kiss someone dangerous," "Lose something important to you," "Ride a magical beast," etc.

Okay, a little side rant, I find this kind of disrupting as a GM. Like, Nature Witches are often just doing things in the game that seem like left turns because they are trying to check off their ticky boxes in order to gain experience points or whatever is the prize for having completed their list.  So, when I homebrewed my cyberpunk game I wrote a list of trials to chose from that would ACTUALLY ADVANCE MY DAMN PLOT and move people around the board, as it were. Like, before I thought to do this, I found my test game's Nature Witch just leading everyone fully away from anything remotely connected--which is fine in a longer campaign, I'd imagine, but kind of nuts if you assume people want to sort of have a conclusion to the story you promised. (And yeah, I know most one shots turn into three or four session games, but I'll have you know both one-shots I ran at ConFABulous got to a resolution in 3 hours! And, Emily also wrapped our story up in 2!)

But, so I actually tried to see if there were trials I could do that would fit with a pirate scenario. I managed to get two out of my four completed, but that felt satisfying enough. I don't know. I will say that enjoyed this game playing as a Nature Witch, so that was a success. 

I also took full advantage of the TSL / Powered by the Apocalypse gaming culture wherein players have a lot more agency than your average D&D player. The other players elected my character to be the Captain of our pirate ship and, so I asked them what they all thought their jobs were, and first mate/XO, gunner (for the Beast, naturally), and cook all got snapped up fast, but our Spooky Witch character was at a loss, so I just declared (like you can in PbtA games) that because I'm a Nature Witch and spacy like that, I kind of just found our ship? It ran aground in whatever cove I normally holed up in and so I just took it over, like you do. A crew was still on it, however, but they were ghosts, and so we needed a Spooky Witch to be our ghost wrangler. Our ship is basically haunted all the time, maybe isn't even really sea worthy (magic might be involved), but we don't let that stop us. This DELIGHTED our Spooky Witch. The GM was also really happy because that was a whole extra layer of flavor that she could weave in. 

So, it was a fun game. We kind of resisted the plot unintentionally, it turned out. None of us wanted to trust the pirate queen's girlfriend, because when the GM asked me how I might have known this person I immediately declared them an ex and so the whole rest of the crew was disinclined to want to help. But, it was clear where the bread crumbs were leading and we got the two back together in time for a nice finale. 

It was a FANTASTIC way to spend two hours, plus I got a swag bag to take home. There weren't any games in the bag that I was particularly interested, but they were fun to look through before they made their way to my little free library. 

Anyway, that was my weekend. YARRR!  You?
lydamorehouse: (Default)
finished rosettes
Image: finished rosettes, pecan tossies, and some not made by us pettifores.

Merry Christmas to those of your for whom this is not just a weirdly rainy Monday. I'm, of course, somewhere in between. My family celebrates Solstice as our holy day/seasonal holiday, but both Shawn and I grew up celebrating Christmas. (Her more than me, since my parents are secular humanist Unitarian Universalists and so I grew up weirdly not-Christian, despite two years of Catholic grade school and an extended family who were all Roman Catholic.) Plus, when Mason was little, we basically used the dominant culture's celebration to draw out gift giving. Solstice is our biggest day, but we also dribble out presents on Christmas Eve and Christmas morning. We like the idea of Christmas morning stockings, so we do that, too. All of these things have become tradition, so we basically give presents from Solstice to Christmas morning.

One of the things you will not be surprised that I received as one of those presents was four RPGs from Mason, including the new Evil Hat Productions Girl by Moonlight. Evil Hat is the outfit that put out Thirsty Sword Lesbians. Girl by Moonlight is basically Sailor Moon-inspired Magical Girl role-playing. He also asked his game theory professor for recommendations for cyberpunk games, so I now I have three of those as well.

In other RPG news, Stay in Touch, the post-apocalyptic missive game is underway with a number of people.

I have one friend who decided to try email for the letters and so, technically, by chance, we're actually already finished. The official rules are that after players roll three doubles (you roll two dice so anytime you get the same number twice,), the game is over. We don't feel done and so have agreed to continue through another set of doubles. But, it's been interesting, because we've already hit a number of snags.

no spoilers about Stay in Touch, outside of mechanical issues, but cut in case people don't want to read for any number of others reasons )

I'm glad I had this experience before the letters I know are on their way from other players have arrived, however.
lydamorehouse: (Default)
My notebook pages for the set-up for the Last Tea Shop 
Image: My notebook pages for the set-up for the Last Tea Shop,

Mason is taking a class on game theory and design at Wesleyan. He passed on to me this cute, little solo RPG called The Last Tea Shop. Solo role-playing is becoming kind of a hot thing right now. The Star Trek game that I've been playing for years just released a Solo version called Star Trek Adventures: Captain's Log, for instance. 

I will admit that when [personal profile] tallgeese first told me about Captain's Log, I was a little bit baffled. Like, how are you meant to play this? Do you just sit in a room and talk to yourself? Are you just thinking through the adventure, quietly, in your head? Or are you basically writing yourself a novel/short story? The answer is, of course, that you can do ANY of these things and probably there are other ways to play that I can't even fathom. 

I bought Captain's Log, but it seems... somewhat complicated and so I haven't tried it yet.  Even though tallgeese very patently showed me how he played and walked me through how it could be done. 

Having tried out The Last Tea Shop, I think I have a better handle now. 

The basic premise of The Last Tea Shop is that you, the player, are the proprietor of a tea house that exists on the road between life and death. You are the last homey house, as it were, before people fully cross over. This sounds like it could be a horror set-up, and, you could absolutely play it that way. I leaned into the Mushi-shi vibe? Where, like, it's a little spooky, but is mostly weird, but gentle. The player's guide, which is little more than a few pages, leads you into building your tea shop, first. You roll a single six-sided dice and choose things from a table of options. For my setting, I ended up with "a seemingly endless field of moss," but then when I rolled my list of ingredients (for the teas, because this is also, in part, a resource management game,) I decided that my tea shop had to be on a riverbank, with pine forest to the north and the misty, Other Side, on the opposite bank, to the south. 

Then you roll for your first customer, who comes down one of two paths, and you are given a set of questions to chose from (or you can make up your own) to ask them. You make them tea from your resources--there is a list of teas and their magical properties. You also roll for weather and "emotion" to give you a sense, maybe, of which tea might fit the mood.

Basically, you write yourself the story of how things go. You also get one ALONE TIME scene because, once per game, you are allowed to go on a foraging expedition to replenish your stock. I decided to do this before any customers arrived, because I wanted to have more tea brewing options. And, since I decided I was by a stream, I figured I could make the case that quartz hunting wouldn't be all that difficult.  I really enjoyed writing my fully solo adventure for some weird reason. Almost more than my interactions with the customers, at least AT FIRST. 

Interestingly, I initially wrote MYSELF, as I am, into the story. It was kind of just the easiest thing? But, by the second visitor, I realized that these were the NPCs. Ultimately, this story was ABOUT the tea shop owner and so I started to make up more of who I was and why I, specifically, was there.

At any rate, the game progresses as you roll for how many days pass between each visit. By chance, when rolling this, I got a series of sixes, so I'm already 3/4ths of the way finished. Once you reach 24 days or more a final scene is triggered. 

I was just texting with Mason about this, this morning, because the thing that is surprisingly clever about the way The Last Tea Shop is set-up is that because the game isn't done until you cumulatively roll to 24 (or more) is that by the third visitor, you start to decide somethings about your own world.  Like, because I kept having trouble matching teas to the rolled "mood/weather" I decided that my character was new to this job and kind of bad at it. So, when, by chance, my third roll landed me on a visitor with the title "Trickster," I decided this was the Management coming to test me.

Third encounter "The Trickster" whom I had appear as a raven.
Image: Third encounter "The Trickster" whom I had appear as a raven.

So, it's been fun. I haven't finished the encounter with the raven yet. It got late last night and, when you're writing out dialogue and scene setting, it takes time. But, I would like to play this all the way through and see what the ending brings me. 

The drawing and doodling is not required, but I decided it made things fun.

I have also been religiously crossing off my ingredients as I use them, since part of each encounter is deciding what to brew your visitor. (For the raven, for instance, I am making a drink called Rainbow Tea, which flashes pretty lights in the air. I'm hoping the raven will appreciate shiny gifts.) Because that drink requires a gingko leaf, I crossed it off my ingredients so that my next tea can't be the same thing. 

I am deeply surprised by how fun this is. But, I have to wonder if part of my enjoyment is that it doesn't take more than the tiniest bit of a nudge for me to start storytelling. I watched a YouTuber play this game, and she said something that seemed very true to my experience, too, which is that at some point worldbuilding just starts happening. Like, I decided that my character, the proprietor, has no tea cups. But, when visitors arrive, so does their tea service. So, for my second visitor, I discovered this set with gingko leaves was his grandmother's set.

His grandmother's set
Image: My weird brain deciding things.... in this case a doodle of "his grandmother's cup."

If you are wondering how to pass some long, quiet winter's evening, I highly recommend The Last Tea Shop (the link at the top takes you to a place you can purchase it for $5.) It has rules for two players, too, so you aren't REQUIRED to play it alone. 
lydamorehouse: use for RPG (elf)
Most of this will be under the cut. I haven't updated Ave's letters home in some time mostly because I've been trying to finish a novel, but enough had happened that I decided to write up a quick one this morning.

====

October 12
The Foolish Bachelor Inn & Tavern
City of Kavari
Ceyan Empire

Dear Dumb Brother:

Okay, so, yes, it’s been a few months since I remembered to drop you a note. Did that really necessitate coming all this way in order to give the concierge a sending stone so that he can be your SPY? Idyril, you scared the living shit out of this poor man. I don’t think you realize that not only are you giant for an Elf, but also genuinely intimidating when you’re in big brother mode. Also, why not just stay and say hello? I could have introduced you to Hana! Did you think you were being sneaky, you barbarian oaf of an Elf? Did it not occur to you that I might already be paying off the staff to spy on MY behalf? We have the same Mother, after all!

Read more... )



lydamorehouse: (Default)
I've been wanting to run a Thirsty Sword Lesbians game at ConFABulous for over a year now, and I finally took the plunge and signed up to do it: https://confabulous.org/wordpress/gaming/


Thirsty Sword Lesbians cover art
Image: cover art for TSL: two (presumed) lesbians crossing swords and gazing intently at each other. Color scheme: the lesbian pride flag colors.

For what I hope are obvious reasons, I didn't want the actual convention to be the very first time I tested out my story, my storytelling abilities, or being the game mechanics arbitrator. (As well as all the other stuff a DM has to juggle.) So, I set up a couple of playtest dates.

First, my family--just Shawn, Mason and I around the dining room table--ran a very simple "do I know how to explain this game? How easy is it to create characters or should I have pre-generated ones available? Is my scenario to simple or too complex?" game.

The things I learned in that very fist attempt at running this game is that, first off, my son is an extraordinarily good RPG player, as is my wife. Mason, in particular, though, latched on to a couple of the images that I gave in my world introduction and then, immediately, sparked ideas that had never even occurred to me as options. Going forward, I now have to credit him for what I'm calling "The Drowned Ones." In general, though, this did reassure me that my impulse to explain the world BEFORE character creation was a good one. 

I'm running a homebrew cyberpunk game. Thirsty Sword Lesbians does have a cyberpunk "setting and adventure" option in their core rulebook called Neon City.  I will say that despite this, TSL is not really set-up in a way that slots easily into "What if no swords, but instead Net Runners?" 

TSL is a Powered by the Apocalypse game and so runs on playbooks. So, rather than having a "class," like you might have in D&D, where you basically chose your job, your race, your background, all of which come with a set of skills, you have, instead, an archetype, a personality template. The playbook then gives your archetype various distinct moves, but its intended to be much more open-ended and flexible based on what fits that character's motives, etc. Dave, who is in my regular D&D group (which eventually played this as well), described it as having to build a character from personality up, rather than creating a backstory as an afterthought to paste over a character once its designed. 

So part of what I learned in this initial game is that some of the archetypes/playbooks work better in cyberpunk than others. Some needed almost no scenario-specific tweaking, like The Scoundrel or The Trickster.  But, playbooks like Nature Witch and Spooky Witch, which allow for magic, need to be accounted for and given fun, world-specific things to do. For instance, the Nature Witch has (for some inexplicable reason) a list of trials they need to complete if they want to gain experience points and advance. These are written into the Nature Witch playbook and are considered non-negotiable (the box is already checked, automatically <--a very annoying choice on the game designer's part.) Especially since, "ride a magical beast" is NOT something I've planned for a cyberpunk adventure, you know? Plus, since I'm running a one-shot, some of the other more broad trials seemed unfair, given the time constraints. "Reject a conviction you once held," is lovely if playing an on-going campaign, but is asking a lot of a player who is dipping toes into the game at a con. So, after this first game with my family, I came up with a number of Nature Witch trials that would be not only be easy and fun to check off the list, but would also potentially nudge a player character to explore all of the various sites I'd created/move my plot along faster.

Also, even though TSL is designed as a player-centric, relationship game, I did decide that I need to have a bunch of pre-generated characters available. The process just takes too long? Like, just thinking up names is HARD. I will admit that I had initially resisted of having pre-gen with my family's game because it's so clear that TSL wants the experience of this game to be about relationships and falling in love and whatnot (there is an actual mechanic called FINALLY, A KISS IN A DANGEROUS SITUATION, which grants a +1 going forward) that I feared that having pre-generated characters might rob players of the chance to make someone they could really invest in. 

On the flipside, my family barely left TSL's version of "the tavern" even after three hours of gameplay. So, I mean, there does seem to be such a thing as too much investment in characters, too.

The other thing I learned in this first game is that the fighting mechanics of TSL are just clunky... and oddly punitive. For example, if you roll well on DARING (which is one of two main fighting stats) you can inflict a CONDITION (which is emotional) and do a couple of other moves from a prescribed list (none of which is "inflict physical damage" or, you know, whittle away at someone's life force, as in D&D.)  However, if you roll moderately well, the attacker has the opportunity, automatically, do the same to you. The CONDITIONS simply aren't fun. They're things like Anger, Hopelessness, Guilt, Fear, and Insecurity. You not only get actual mechanical penalties when you mark a Condition, but you also are expected to act out on them, emotionally. I find this kind of... well, the best word is, unfun. When I am feeling less charitable, I would call it controlling in a very icky way. Maybe I'm playing a Scoundrel who is some version of a swashbuckler, do I really want to go around making people feel insecure and then maybe, if I roll poorly, have to break something important to me (<--an actual requirement of the rules) because I was given the Anger condition? NO. I want to be cool and daring (in the traditional sense) and defeat my enemies with a flourish!

In fact, it's clear, in many ways, that the TSL devs just don't want you to fight.  They have since made expanded fighting moves, which I haven't looked into yet, but, seriously WTF.

In general, I find that a lot of the playbooks in TSL are designed in a way to make what you might like about playing a particular type of character uncomfortable and unfun. Like a Beast, which is archetypically a werewolf or something similar, is penalized when they transform. They're required by the playbook (again, it's automatically checked) to confront the damage they do when in a rage. Which, again, okay, yes, maybe in a long running campaign that's worth exploring, but the title Thirsty Sword Lesbians sounds like a game where you are just supposed to have fun and be a bit over the top. Soul searching every single time you wolf-out (or have a berserker rage) is kind of only fun, if that's what you know you've signed up for. 

So, one of the other things I did after this initial game was write up a list of warnings for players. Like, play Beast if you like playing barbarians or werewolves or body-modded mechs or whatever, but be warned that part of the game mechanics does this weird thing to you. I also made explicit in that list that for the purposes of the one shot, those mechanics can be avoided if the player isn't into them! I will support people who want to lean into the soul searching, but also those who don't want to. I play to read over this a bit at the start of the game, but also just hand out a printed sheet with that info on it as part of handing out the playbooks. 

We'll see how well that works. 

Armed with all of this, I made a very short "Players Handbook" which I gave to my regular Wednesday night D&D group in advance of running the one-shot a second time. I also came to the first session (and yeah, like all one-shots, this one just refuses to be done in one) with a pile of pre-generated characters and several of them got picked up and seemed to be embraced and enjoyed by the players. One of the mechanics I was able to write into the pre-generated characters was this other odd, somewhat clunky thing called STRINGS. Strings are supposed to be imagined as "heart strings" and, among other things, you can spend them in order to get an NPC to do what you want, etc., etc. When I generated a set of characters, I made sure to give them a string on at least one NPC so that I could also streamline some of my storytelling? Like, the opening scene is at a internet cat cafe and there is a barista there and by giving a string on this NPC, I can drop in a bit of information that this player might already know about the business, the person, etc. I have to write all this up on their character sheet, but TSL has form-fillable PDFs which you can get without the art. Without the art taking up a huge amount of space, there's lots of room for a GM to write extra stuff.  This worked out particularly well as one of the players at my D&D group picked up the Trickster character who l decided has a string on literally everyone... by chance the person who picked this up is our usual GM, and so I basically had a co-story teller.

I mean, in PbtA games the players are way more co-story tellers than they are in a lot of other traditional systems, but I could really rope the Trickster in to all the scenes because I could feed them information the already knew by virtue of having a String.

So, that was useful to learn.

I will say that after all my complaints of this system, I have to take a second to note that my mostly cis, straight D&D group embraced Thirsty Sword Lesbians with GUSTO. They immediately understood this was a go big or go home kind of game, played their characters larger than life (biggest kudos to my Scoundrel, who rolled with having "one in every port" with wild abandon) and leaned into the emotional/role-playing parts in very surprising and unexpected ways. I did not actually expect such heavy use of Emotional Support (<--yes, an actual mechanic) to get used so often and so WELL.

I honestly was not expecting a group of tried and true 5e folks to be as DOWN with the loosey-goosey-ness of TSL. Our rules guy (who happened to be playing the Scoundrel) and the player who played the Nature Witch were really great at helping me figure out was to flip some of the clunkiness of the rules to storytelling advantages. And, I mean, honestly, we had an absolute BLAST playing this, despite all of its flaws. 

It was a delight to run this game with them--and, in fact, they not only requested a part two (even though I managed to lead them by the nose to a possible conclusion after four hours), they now want a promise of a part three whenever they need/want a break from our regularly scheduled 5e.  

With the D&D group, I learned some practical things, like how to organize my notes better, and as I say above, some better ways to utilize certain mechanics. Steph (the Nature Witch in this game), in particular, gave me the advice that even though the rules say "answer the question" the GM does have the discretion to answer via body language, facial expressions or other more subtle clues, rather than just spoiling some plot point (which admittedly I was knowingly doing in the first session of the one-shot because I really wanted to get them to The End--which, of course, we never did.) But, this did remind me that even if people are signing up for a one-shot at a con, most experienced players are aware that they might not get to the thrilling conclusion. I can also just be explicit at the start of the game and note that while this game CAN be finished in one, four hour session, in many ways, if we're doing it right, it won't be--since the game is supposed to be about the players role-playing and having feelings and relationships and just generally having fun. The plot, in many ways, is secondary to that, and that's how it's SUPPOSED to be.

Steph even made fan art of her character. Just to be clear this is art she'd found and colored--she was a little disappointed not to be able to find more body positive options, but... at any rate, I was so... chuffed? Like, it's so cool that this group so willingly embraced the whole concept.

Steph's Nature Witch, Michaela
Steph's Nature Witch, Michaela. 
lydamorehouse: use for Star Trek RPG (star trek)
Under the cut is a very short fic based on my Star Trek Adventures (TTRP) game, which I've already talked about a lot here (and we all know that campaign stories are boring.)  

Vulcans ABSOLUTELY NOT having feelings in a counselling session )


lydamorehouse: use for Star Trek RPG (star trek)
Another Star Trek Adventure's: RPG fic to scroll past.

I've explained before that our game runs a LOT of NPCs (non-player characters) as though they are full players. I really like this approach with a starship, because it feels more like an episode, where you might wander away from the main folks and, say, hang out with Chekov or Sulu. Or, you know, get to meet the ship's historian...

One of our players, [personal profile] bcholmes is especially good at running random characters that we need on an away team and imbuing them with That One Trait that makes them perfectly memorable. In the fic below the cut, I must give her all the credit creating our Vulcan Sociologist, Shoval, who is obsessed with spreadsheets. BC is also our captain, so in a way this fic is my NPC interacting with all of her creations.

None of these characters appear in any of the zillion Star Trek shows. But, if you've been reading these since I first started posting them, this is a return to our Vulcan Counselor, Sular.

*

my weird little fic )

lydamorehouse: use for RPG (elf)
I'm actually very pleased that we rolled almost no dice last night. I have a feeling that several of the other players strongly disagree with me, but role-play for the win!

Below is Ave's rambling synopsis of the session.

======

June 8
Red Maple Lodge
Ceyan Empire

Dearest Idyril and Sierra:

Anges is trying to convince me not to rob Simon blind. She says, “Taking advantage of people is wrong.”

There is no question that Anges is Very Hot, especially when she gives me that stern look, but her logic is faulty. She thinks we’re supposed to feel bad that Simon is a terrible businessman with an equally atrocious ability to judge character. Apparently, just because he gave us all massively expensive uncommon and/or rare items from his magical stores (my Bracers of Defense are very sparkly!) for free, it’s “poor judgment” on my part, not his, to continue to take advantage of him.

I could not disagree more.
Cut, lest your scrolling finger becomes sprained and unusable... )



lydamorehouse: use for RPG (elf)
Time to skip, if you don't care about my silly adventuring party!

----
December 28
Brendelfort, Kingdom of Shira


Dearest Ave,

As we left Eagle’s Fort, I was finally able to procure a mail courier to make the trek to The Beech Wood. With luck, you will finally be in receipt of all of my letters shortly. Please see what you can do to research Halfling nobles, as the mystery of the true identity of Bellamy Finnegan has only deepened.

I thought better of breaking into Bellamy’s room and, instead, woke him up with a rap on the door. I attempted to ask him directly about the signet ring he flashed at Captain Philip. When I pressed him, he seemed quite adamant that there was another person named Kelpie who owned the signet ring, not himself. 

I will admit that Bellamy's absolute certainty was quite persuasive. The Caravan has picked up new members in the past. Moreover, Bellamy does disappear and reappear rather regularly, even in the heat of battle. So, although it may seem silly and preposterous, it is not beyond the realm of possibility that there is a duplicate or identical twin trailing us. Given our interactions with the FeyWild, a Changeling that inserts itself from time to time is also not as crazy as it might seem. Thus, I spent a large portion of the next day making sure that our party all agreed that there are only seven of us in total. 

Given that the party all looked at me as though I was quite off my rocker by even wondering at our number, I’m beginning to fear Bellamy may be one of the unfortunate inbreds among our class. Madness runs in noble blood. Too much royal intermarriage does our ranks no favors. He may simply be addled, like poor cousin Elénaril. It would be quite a shame. Though it would, in many ways, explain Bellamy’s overly helpful personality. No nobleman would be that… nice naturally.

Though perhaps it is my own upbringing that leads me to that last conclusion. 

Speaking of which, upon returning to Brekenfort, I received an invitation from the Elven blacksmith, Parvann, to visit his shop, The Flawless Blade. Please pass on to Mother that he received me honorably and with great respect to her name. I have, from him, procured a fine greatsword to replace the battered blade that I picked up along the road. 

On second thought, perhaps don’t mention that last bit to Mother. I suspect she would be horrified to know how quickly and easily I abandoned the bow and short sword I’d been trained in by so very many of her finest tutors. I can’t explain it. Perhaps like my constant troubles with reading and writing, the bow and short sword were just beyond my abilities. They felt like things I was decently proficient in, yet always felt clumsy and somehow unwieldy. Until I came across that greatsword jutting out from the ruined corpse of an Orcish bandit and took it into my hands, I thought perhaps I was destined to be a mediocre fighter at best. Now I know I was simply using the wrong tool.

At any rate, I never explained why The Caravan returned to Brekenfort, nor what happened along the road. 

From Captain Philip, we were given some mail to deliver to Captain Thomkins of the City Guard. We also gave her a report of all that we’d learned of the Fey Incursion, though it seems clear that she feels such things are far away and thus not her problem. Given that we may be on the trail of even more Fey mischief in town--another job she felt unworthy of her full attention--Thompkins seems to be sorely misinformed. Possibly dangerously so.

After all, on the road back into Brekenfort, we came upon a patrol that had recently been overrun by a troop of goblins. Philip’s soldiers had dispatched the Goblins’ master, possibly another Dream Squire, and were carrying their wounded back to Eagle’s Port. Papa Bernard healed the injured men, who seemed grateful and told us to keep a watchful eye.

The crafty Goblins seemed to have come up with a way to disturb the cold iron that protected roads. Upon seeing this, our monk of Ioun, Gregor, wondered if, perhaps, the Queen Below had begun recruiting allies on the Prime Material. I chose not, at this point, to reveal that I had been offered a seat at that table only yesterday by Ardth, our former captured Sprite. At any rate, thank goodness the idea that the Queen could have such agents among our ranks was quickly dismissed. 

Theophenia and Papa Bernard caught the Goblins’ trail and so we pursued them into the fog-shrouded countryside. We were able to get the drop on them, in part thanks to Bellamy’s scouting and his “magic rock” that seems to muffle our approach by some means. 

This time, when the blood rage overtook me, I found myself suddenly transported into the midst of the fray. This sudden talent and some of Papa Bernard’s spirit dogs made me feel rather invulnerable, so I allowed myself to be reckless at every turn. Worry not, my sister, I escaped nearly unharmed. The Goblin troop, meanwhile, was destroyed, utterly.

It seemed these Goblins were skilled cartographers. They carried with them tools of their trade and a detailed survey of the area. Bellamy was able to nearly perfectly duplicate their map, but with tiny imperfections of such that my colleagues hoped, once again, to spread disinformation to the Queen Below’s invading army. To me, this seemed like a clue that Gregor’s suspicions might have some foundation. The Fey are creatures of chaos and whimsy. Do they seem like the sort of army in need of carefully executed maps? Elves, on the other hand….

But, as to all of this I kept my own counsel. As I mentioned briefly above, once in town, we were offered another job that Captain Thompkins’ men could not solve. At the Sloshing Boot, we were approached by the proprietor of The Cheating Fork, an inn and fine meadery. She is hoping to hire us to put a stop to some invisible mischief makers who seem to be vandalizing and thieving her property. So far, she has offered us room and board, and, since Papa Bernard was otherwise deeply engaged in playing ball with the town’s children, it seems that might be our only payment. 

Though the job seems worthwhile, I am loath to leave The Sloshing Boot. For one, my cat friend, Aiyu, is here. Secondly, I find myself among kindred spirits with the rough and ready to tumble sorts that frequent this establishment. The longer I’m on the road, Ave, the less suited I am for fine company. I was, after our encounter with the Goblins, more than ready to fight Philip’s men who came to investigate the skirmish. There was one who met my eye, whom I think would have engaged with me, but Theophina’s magicks stole the fire from his colleague’s hearts and so the fight left him as well. I only hope the shroud of fog and blood still fresh and dripping from my blade instilled in him the fear of an Elven prince on the field. 

Though why I still wish for that, I’m uncertain. 

Killing the Goblins came easily enough to me. Their deaths do not weigh on me like those of more obvious Fey lineage. Perhaps because I did not speak with them and their maps held no Sylvan words, but I felt no kinship lost between us. Their deaths gave me no grief, though neither did they truly satisfy.

But, ah, Ave, the distrust and disdain in Philip’s soldier's eye… that I would have enjoyed choking out, like a flame guttered by the wind.

At least, that The Caravan seems to have no desire to rush headlong into this war. They are content to return to Brekenfort and deal with innkeeper and mead maker Anathi Varnri’s minor Fey infestations. This is the best course for me, as well, lest I be tempted down treasonous paths.

Before we leave The Sloshing Boot, I think I will drink away my sorrows and tell all my woes to Aiyu.

But for now, I remain loyal to you and to the Prime Material,
Your brother, 
Idyril

lydamorehouse: use for RPG (elf)
 I've been feeling weirdly out of it for the last couple days. I suspect that it's just been a tough mental recovery from Shawn's ER visit for some reason, plus, I've been spending so much of my free time painting the kitchen.

At any rate, for the one? Maybe two people who care, here's more notes from our campaign. There is a second letter because Idriyl got laid. 

---

November 11
Brekenfort, Kingdom of Shira

Ave, my dearest sister,

We are briefly back in the barricaded port city, taking care of some final business, before we embark on our way to see the Captain of the Watch, the half elf, Philip. Our trip to see the Southern Marsh Witch was as surprising as it was successful.

On our way to the witch’s cottage, we passed several farmers who seemed particularly excited about this year’s pumpkin crop. There is apparently some local belief m wherein carved squash and pumpkin serve as some talisman against ill-fortune, perhaps even as a deterrent to the Fey. I did not find the squash particularly loathsome, so I have some doubts about its effectiveness. However, given what later transpired, I will withhold my judgment on matters of folk magic.

We arrived in the swamp without issue. Bellamay seemed particularly at home once we hit the marshes, which surprised me, as I was under the impression he was a farm boy. Perhaps he was just excited to meet the witch because, while we were still in Brekenfort, he made an acquaintance of the wizard who runs the local magic shop and had agreed to courier a letter to the Swamp Witch. It was from this shopkeeper wizard that we heard the first rumors of the witch’s profound ugliness. It was said that she had been cursed by her own mother with ugliness in order to protect her from the unwanted attention of men. 

Thus, it was to our great surprise when we came upon a cottage and its gardens tended by a strikingly beautiful young woman, fair of skin, and hair as pure white as any High Elven queen. Xavala was immediately smitten with her, as well he might be. The poor boy seemed to have very little experience with women, however, and, though it was clear she found him attractive, he made only awkward attempts to woo her. I felt for him, in all honesty. Such a handsome youth should not have such difficulties, though the skill and practice required for courting should not be underestimated, perhaps. 

Regardless, as we had been warned that this witch was fickle, I was careful in my speech to her, always granting her the honorific of “Lady.” Though mother would be horrified to hear me bend in such a way to a “simple” hedge witch, only a fool would disrespect a master of any art, and we had come to her for aid. 

And I’m glad we did, as she could sense the curse on me immediately. Moreover, we learned that the “eight” in question was a matter of months, not days or encounters. Months!  Though Papa Bernard 'harrumphed’ constantly in her presence, at this bit of news, I was more than willing to strike a deal. Perhaps it was foolish, but there was something so frank and open and refreshing about this woman that I was inclined to trust any bargain with her. 

You, who know me all too well, are probably laughing in your sleeve already. It’s probably quite obvious that it was not just our handsome teenager who found the witch so alluring. I was--and remain--quite smitten. 

Her price was not so onerous, though it could have cost our lives. She kept a herd of goats roaming freely on a nearby island and something recently had begun poaching them. She wanted us to dispatch it, if possible. She suspected it to be a great bear of some kind, but she could not be certain.

I pointed out that while I did not expect her to offer her services on a promise, asking us to perform this task while two of our party were under a curse, seemed a bit…unfair. We agreed that she could pay half in advance. She would heal one of us in advance, and when we returned successfully, she would heal the second. 

I volunteered our monk. It is a gentleman’s duty to show charity to the weak. This is not to imply that I would win a fight against Gregor by any means, but the truth is, although I loathe it with every fiber of my being, the unholy anger that consumes me in battle does give me the gift of being able to withstand much injury. It only made sense that I should be the one to fight at a disadvantage.

Though I have felt sick with this curse in the past, it was not until we were on the boat that I felt its true effects. In the water, we were besieged by an alligator turtle that seemed intent on grappling and consuming our Triton friend, Nerys. When I tried to gain advantage on it, using what little magic I have at my disposal, I saw spots of red and felt deeply sick to my stomach. Thank all the gods for my strong constitution or I might have simply lay down in the boat and not fought at all. As it was, I was not much help. While others managed to pull companions from the water and kill the beast, I could merely hang on to the oar for dear life. 

It turns out, dear sister, this swamp-loving decidedly NOT a farm boy, Bellemey can’t disappear in a boat. I actually witnessed him fighting!  Perhaps you are wiser than I and already surmised that it was very likely his crossbow bolts that seemed to magically save us in the previous fights. 

Gregor, I believe, is deeply disappointed that his weapon is not the bolt-throwing prize he thought it was after our last adventure. I’m sure his master’s magic will reveal itself in time. Perhaps this is some kind of monish trail of faith for him. 

When we finally made it to the island, Papa Bernard was in such a foul mood at being forced along on a favor for a witch, that he didn’t even attempt to charm or tame the oversized ram that attacked him. Instead, he seemed determined to literally butt heads!  Though I was adequately hidden in the bushes, I couldn’t stand to see him battered and so I leapt up hoping to attract the ire of the beast. I did, but, again, the curse was heavy upon me and, though I could take damage, I could not inflict it.

Eventually, we found the culprit, an owlbear… a beast that really should not be so violent considering its potential for adorableness. 

However, by the faith of Avandra’s cleric, Theophania, the beast was cursed and struck dead. 

I will say that though I am often annoyed by the yammering proclamations of Xavala and his adjutant, the power of their faith is deeply impressive. If I were a god-fearing man, I might consider following the Changebringer.

With the deed done, we returned to the witch’s cottage, where we spent the night. After curing me as she had our monk, the witch delighted us with an exceptional meal, followed by a scintillating discussion of her herbal remedies, hexes and the like. Such a knowledgeable woman, who so freely gave of her art!

If my heart did not already belong to another, Ave, I might have been in real trouble of falling for her completely. Fortunately, she, we discovered, is compelled to tell the truth. So, while she consented to a dalliance with me, she made it very clear that was all that it would be. 

Ah, such a woman! 

Any person so fortunate as to win her favor will be very blessed indeed. 

Your foolish and smitten brother,
Idriyl

---

November 11
Brekenfort, Kingdom of Shira

To the Witch of the Southern Marshes,

M’lady,

I do wish you had consented to give me your name. 

However, I understand your precaution. Not only are names powerful, especially among magicals, such as yourself, but also there are a thousand cautionary tales that tell of how unwise it is to give such a precious and personal gift to someone like myself, whose veins run with the blood of the Fey. 

And as you so plainly stated in your perfect honesty, there was no point. I was but an evening’s pleasurable distraction, a passing fancy for you. 

Other men might take offense, but, as I told you, my heart is technically under contract, having been sold to the highest bidder for political favor. Whether or not my betrothed still cares for me is immaterial. A contract is a contract. Something you understand completely, I have no doubt. 

Regardless of its brevity, I take heart in the fact that someone compelled to truth-telling referred to our time together as having brought her pleasure, however briefly. 

It is my deepest honor to have served you well.

Or at least well enough.

I’ve been thinking, too, of your wise words. Perhaps, I should consider that the blood rage that consumes me is not a curse in need of lifting, but as a gift. I’m still disappointed that there is no potion that can suppress the beast, no poultice to rub away its hold on my soul, or even a hex to silence its ragged snarls. However, until we spoke of it, it had not occurred to me the ways in which I am god-touched in battle, the advantages the dark frenzy brings me. 

You have given me many gifts, it seems, my lady.

I remain forever indebted to you, please never hesitate to call for me in need. If my name or favor or sword arm can ever be of use,

I am yours to command--
Idriyil Travorlian of The Beech Wood
 

lydamorehouse: use for RPG (elf)
 Not much to report from last night, unless you're interested in what desert I made? I found a recipe that used a can of pumpkin, and so I made these kind of cakey pumpkin-spiced and chocolate chip things that Dan announced were, "half way to scone," and I think he was right about that. I wasn't thrilled with that part of them, but they tasted great. So, I will consider them at least a partial win.

The story of The Caravan continues below in Idriyl's latest letter home.(Also, if you're wondering why I am bringing characters not in the party into this story it's because we are using a character tree as part of this game, so I have pre-generated Idriyl's sister Ave and the bastard son who is mentioned in this missive as PCs, in case Idriyl dies or... I guess the party gets tired of him, or we want to switch out for funsies, etc.) Also, I keep not knowing how to spell my own character's name, thank you dyslexia. I think I've settled on this spelling since I am pronouncing it: ID-RE-YELL. 

-------------------
November 2
Sloshing Boot, the Port City of Brekenforth

My dear sister Ave,

I am cursed.

I’m sure you imagine me prone to melodrama--particularly after my previous letter--but I must assure you that in this case I am being perfectly literal. 

There is so much to relate. Fortunately, The Caravan was paid and I have plenty of paper and ink once again. Likewise, I’m comfortably ensconced back at the Sloshing Boot. I’ve nothing but time on my hands since, unlike my human and halfling companions, I have little need for eight hours of sleep. (I have no idea what our Triton friend, Nerys, does at night. Perhaps she rents a bath?)  Aiyu, my bar cat friend, is curled up in my lap, snorting the adorable snores of felines, and, together, we sit by a crackling fire in a nearly empty, pre-dawn tavern. It’s nothing like the fine and gentile life I once had (and which I pray you are still living) but it is, for the moment, quite pleasant. 

If only I weren’t under a mysterious curse.

Let’s see how well I can retrace the steps that brought me back here. When last I wrote, I believe I was coming down off one of my furies, as we had just defeated a number of the puckwudgies in their underground den. There was, to our misfortune, more of that cavern to explore. Retracing our steps and following the opposite fork in the path, we discovered a rope-locked door. Bellamey, the nimble-fingered farmer, untied the complex knot with no trouble. Inside, we found two, long suffering, hogtied hunters. We freed them and I shared my waterskin and rations with them. Once we were assured they could walk without aid, we took them with us further into the interior of the underground tunnels, since they were missing another of their party, a hunter named Gretchen, and had grave concerns regarding her safety. As we were still carrying weapons from the archer puk-wudjies, we outfitted them for battle, despite their wretched state. 

It was good that we did.

Despite Xavala proclaiming to the hunters, “Rejoice, my brothers, your savior has arrived,” I am not sure who, in the end, did the saving.

For we almost immediately stumbled upon an unworldly scene. In this otherwise crude cave that seemed to have been dug out by a large mammal, there was a boulder-like altar in the center of the room. All around it were tall, pillared platforms, almost like an amphitheater.  We could see the poor woman, Gretchen, on the altar, tied, with two porcupine-like puckwudgies apparently on the verge of some dastardly deed. As the first one in the room, I could hear the mutterings of a spell being cast.

After that… well. I’m afraid details become murky. Just at the sight of those fey creatures my blood boiled. Once again--twice in one day, Ave!--I flew into a blind and unstoppable rage. 

When next I came to, our enemies lay wasted, all dead except for the giant weasel that Papa Bernard seemed to have somehow charmed. I think, too, that once again I owe Xavala my life, for at some point in my haze of battle, I remember a cool and soothing touch. Even so, dear Ave, I must admit I was barely clinging to life. The battle must have been quite fraught; I believe Papa Bernard said something about it being a matter of who missed the least. I have a sense of having once been keenly focused on murdering the spellcaster, only to suddenly no longer seem interested in targeting her. I can only imagine that much dark magic was afoot, which caused our blades to not strike true.

You might assume that this sinister and wily spellcaster was the cause of my woes, but, instead, it was during the puzzling out of the aftermath that I became cursed.

Our monk, Gregor, immediately freed the bound woman. I offered her a blanket from my bedroll to cover herself and food and drink, but she was quite sick with poison. Even so, she was able to paint a picture for us of the dastardly deeds she and her companions had endured.

The altar, which later revealed runes to this nature, was some kind of sacrificial conduit for siphoning the energy of Souls. This Soul-energy was then being transmitted into a gate or a doorway, much, I suspect, like the kind you and I often traversed in our youth, that might take an Elf between The Beech Wood and the Feywilds. All of this unholy preparation was being done, according to our survivors, for one of the Fey court rulers. A mysterious figure known only to us as the Queen Below.

Between the Queen Below and the Hag, I fear the number of our powerful enemies are increasing tenfold.

The monk astutely suggested that this was no longer a minor incursion by the Fey for trinkets and baubles any more; this was clearly a preparation for all out war, a full-on invasion.

In our concern that this altar was a means for transport into the Kingdom, Gregor and I attempted to mar the runes written upon the altar’s base. We, perhaps, should have been more cautious, as the mere attempt to deface these fiendish markings caused us to feel a pulse of energy that took something from the both of us, though, at the time, it simply felt like a little wave of nausea or illness. 

Since we could not destroy the altar, it was decided that, after coaxing the weasel and her kittens from the room, we should collapse the entrance to that space. Though it will not likely serve as a fully impenetrable deterrent, perhaps we have slowed down the Fey army’s immediate advance. Hopefully, too, the disrupted ritual will cause them to abandon this gateway.

On the trip back to the hunter’s camp, I finally heard tales of our final battle. It seems that Gregor is in possession of a magical blade. Even on obvious misses, it shoots out crossbow bolts with stunning and deadly accuracy!  It apparently even works this way, when only being held? This story seemed to me the most preposterous, but Gregory insists that he had thrown a spear he thought had only done minimal damage, only to see a bolt come out of nowhere and kill the archer he’d struck.

I did notice Bellamey’s smirk as that last story was being told around the campfire. Yet, it seems to me that if an altar can curse a person with bad luck, it is reasonable that a mysterious short sword given by one’s venerable monkish master might also confer good luck. Still, I do agree that “a bolt out of nowhere” is a bit of an odd power for a sword to possess (although I did see columns of fire drop down from the sky apparently directed by the gods that Theophania calls her own).  Anyway, I don’t know how Bellamey can be so judgmental when, once again, he disappeared for most of the fight.

The next morning we left the hunters and returned to the city to tell our tale to the Captain of the Guard, Thelma Thompkins. She was pleased to hear that the hunters were, for the most part, recovered alive, and, after Papa Bernard’s coaxing, she granted us an additional boon. It seems her relationship with the half-elf Captain of the Watch is strained, and so she gave us a writ of passage and tasked us with reporting the news of the Fey invasion to this Philip person, who is stationed two days to the north of Breckenforth.

This means, dear sister, that we will finally be allowed free passage out of this wretched port town. I can not tell you how tired I am of these streets and how grateful I will be to be on the open road once again.

But, first, we will detour to the marshes to the south to see a Witch, who lives there. We had attempted to ask a priest of Pallas for aid regarding the curse, but--and I hate to speak so unkindly of a holy man--he was a scam artist. He meant to charge us 250 gold per person to lift the curse and he could not be bargained with. The best we could afford was 50 gold a piece just to discover the nature of this curse. It is, he told us, simply bad luck. 

I feel this is the sort of grifting even I, who has no natural charm, could manage--wave my hands around for five minutes and claim that a person suffers from ill omens. Bad luck. Dark juujuu. Honestly, I knew as much already, given my life to-date.

Fifty gold may seem like nothing to our family, my sister, but out here far from home, it is a fifth of the cost of a pot of ink. Think of the letters this charlatan has denied you! 

Priests.

They’re now on my list of things that make my eye twitch with a burning rage, right after the Fey.

At any rate, it is at The Caravan’s insistence that we turn south to see this Marsh Witch. Neither Gregor nor I feel particularly oppressed by this curse, but there is some general curiosity among our party as to the nature of this Witch and so, if the majority wishes us to see if our affliction can be relieved, so be it. 

At least the cheating priest did seem to get some kind of celestial vagaries regarding the number eight.Thus, it is believed, perhaps, that this curse has some kind of time or “use” limit--we are uncertain.  Again, I’m probably foolishly inured to the dangers due to the inhuman invulnerability I feel when possessed by the savage madness, but it seems a waste to have to go so directly out of our way. 

However, I have decided that I will put that annoyance aside for the excitement I feel at the prospect of the open road. And to be headed north! Each step I take, I shall imagine myself that much closer to you and to the home I miss so dearly.

I do hope you’re faring well. I have quite a collection of letters in my pouch that I have been unable to send, due to the barricaded nature of this town. Once we are outside the walls, I will endeavor to  seek a courier. Perhaps someone under the Captain of the Watch’s command might be hired to send these missives on their way. I hate to think of what you must be imagining has befallen me since that fateful day that I was so shamefully cast out. 

Speaking of home--are you behaving? Have you finally decided to declare adulthood? I feel so foolish writing to a sister who is only younger than me by a decade and still using her baby name. You could finally become Avelynn, you know. You’re a hundred and fifteen already, and you have responsibilities! Especially given my protracted absence and the lack of any other suitable heir, you should consider finally taking the big step to adulthood.

Since we are on the subject of inheritance, have you heard any more about mother’s supposed bastard? When I was still enmeshed in all the politics of home there had been some hope that perhaps he might have been caught up in all of this Pact War nonsense. I had not really understood the implications at the time, knowing as little as I do of matters outside our political sphere of influence. I only remember that the sense of relief at the thought of his demise was palpable throughout the court. Now I understand a bit more why, given how the priest reacted to the presence of Nerys, who is very clearly a warlock. 

Can you imagine? Mother must be beside herself if the rumors are true and a love child of hers has taken up a dark pact! The shame of it must almost be equal to knowing that her firstborn has a temper that makes him unsuitable for diplomacy… and a perfectly capable daughter who refuses to grow up.

Humph, cursed, indeed. This family of ours seems quite well acquainted with bad luck.

From one failed Trevalian to another, I remain--
Your brother, Idriyl.
 
lydamorehouse: (Default)
A river runs through it 
Image: a river runs through it

On Saturday, we had arranged to meet my parents at the Apache Mall in Rochester (Minnesota, not to be confused with Rochester, NY,) and since Shawn and I are not ones to waste a drive anywhere we started looking into things to do around Rochester. Turns out, not far away was Carley State Park.

I do not mean to imply that our trip down to see meet my folks was not its own adventure. We had a lovely time eating out at a place called The Workshop, catching up in-person, and making the exchange of goods--my aunt had collected some church cookbooks that were being passed on to us. 

But, after all that excitement, Shawn and I headed to the woods where we continued to perfect our "retirement plan." The current plan is that i will do the nature hikes and Shawn will set up in some lovely spot with our glamper (this is the dream, at least,) and read while I walk. Absent the glamper, Shawn found a lovely picnic table while I tackled the Minnesota Hiking Club's trail....
WTF MN Hiking... What. The... F*ck
Image: A sign that says both "Hiking Club" with an arrow pointing this way and CAUTION, to which *I* say, "WTF, MN Hiking Club. What. The. F*ck,."

Yeah, so I almost died.

"Died" might be an exaggeration, but let's just say I am glad I had my asthma inhaler and that I still mostly bounce when I fall. (People say there's no good use for body fat, but PADDING is definitely one I personally appreciate now that the bruises are setting in,.) The trail was lovely, though I would have loved to see this sign at the start of my hike rather than when I was 2/3rds the way around. The maps were also less clear about the elevation change. 

That being said, the official hiking trail did have lovely views of the river... if deeply treacherous bridges.

scary bridge
Image: concrete slabs that I had to jump across. Not for the faint of heart. Or the wobbly of knee.

Then, despite GPS's insistence that she could find us a faster route, we meandered home via Scenic Highway 61, stopping off at Pepin Heights for bags of fresh apples. Even though it's been dangerously dry (partly why I slipped on the trail, the ground was basically slick, dry leaf covered dust), the fall colors were still surprisingly lovely. The October blue sky is just so amazing against the russets and golds of the last of the leafed trees. 

Sunday we spent catching up on some house chores--we finally put the air-conditioners in the attic, etc. I also had signed up for a game (via Discord) at Gamehole Con on Sunday afternoon. I played Lex Arcana again, which is a system and a world that I'm really very fond of. You play in as Praetorian Magical guards in a Rome that never fell (thanks to precognition magic.) I played an assassin... excuse me, "diplomat" which was fun, although his super powers only kick in if he manages to deal damage and so we nearly got our butts handed to us by a bunch of Egyptian god-infested Libyan workers. Again, for me, the fun is in the playing pretend and I had a pretty good group for that, thought it's always so much harder to have character moments in one shots. We still did, though, because [personal profile] tallgeese had some clay dolls that, my character was deeply terrified of, which was only exasperated when they started to MOVE.

So. Good times.

Today, I managed to get our Halloween decorations up and we took Clover, who is now officially Rhubarb (Rhu for short) to the vet for her two week post-surgical check-up. She got the big thumbs up from the vet tech. Rhu is also now fully vaccinated for a year. We are still having some issues integrating the cats, but we are bound and determined to go slowly.  We got some advice from the vet and reassurance that it can sometimes take MONTHS if you do it right. The trick is that you have to go at the speed of the most stressed cat, and that can just be... however long it takes. So, we're still doing one cat gets free range, the other has to be in a single room switch (which we OF COURSE call the "Big Switch-a-Rhu.") 

Buttercup is either convinced there is only Willow Big and Willow Smol or is actually as intensely kind-hearted as we always suspected he was, as he is chill with both lady friends. Possibly Both.

So, that's us. I hope y'all had good weekends. What are you looking forward to this week, anything?
lydamorehouse: use for RPG (elf)
Elf icon means: feel free and unjudged to skip if you would rather avoid TTRPG campaign chatter. It's not for everybody, which is why I am being religious about the icon. 

Last night was my new D&D group. 

I did not have enough coffee yesterday, so I'm not sure how brilliant I was. By chance, we also happened to be in narrative lull (the "we  desperately need a long rest" AND the "shopping episode," among other things,.) Even so, good character moments were had and we successfully fought a grizzly/brown bear (without having to kill her or her cubs,) which I'm pretty sure we would have NEVER survived in Real Life (tm). 

Also, I know I'm not "supposed" to play barbarians this way, but I'm really enjoying Idryl's unwillingness to rage, despite the obvious advantages it gives him. The internal conflict amuses me. I like that he feels it's a somehow unnatural impulse despite living in a world where barbarians EXIST. He should understand what he is, you know? But, I think the first time someone calls him a barbarian to his face he might just snap and rage, because he thinks he's a fighter with anger management problems.

So, for those enjoying this part of it all, here's Idryil's take on last night's events: 

---------------
October 19
Bear-infested Woods, Outside the Port City of Brekenforth, Kingdom of Shira


My dearest sister Ave,

Ah, where to begin? I suppose, for your tender heart, I should start by calming any fear you might have reading my current location. We did, as it happens, defeat said bear--or rather bears, a mother bear and her cubs--noted in the description above. I am proud to say I did so without resorting to that strange and ominous temper that seizes me from time to time. Perhaps…there is hope that this affliction is temporary after all.

Pray to Gaem, if you are so moved, that I can continue to fight with honor and not need to rely on that despicable, unworldly rage. 

When last I wrote, I believe I mentioned that we were able to complete the task set before us by Lord Bachyo Hikushi. We made off with some other bounty as well, much of which he bought from us at what I can only presume was a fair market value. Papa Bernard is quite skilled in such negotiations, being a trader of goods himself, so I am satisfied with the price, if he is. 

With money in our pockets, we retired to a private room at the Snoring Bear to discuss next steps. We needed to go somewhere private because our new Tritan friend and the priestly sort, Xavala, seem determined to shout from the rooftops that the Fey are poised for an invasion in a town that is understandably quite jumpy around such news.

To be fair to Xavala--and I feel oddly compelled to be so, given how comely his visage is--it does seem quite likely to be the case. The Fey are planning something. That much is certain.

For among the spoils of our misadventure, we uncovered several maps, all written in Sylvan.  As we discussed plans in the Snoring Bear, we discovered a composite drawing of all the gathered intelligence on the back of the one painting that Lord Hikushi would not relieve us of, a rather crude rendition of a Human farmer holding a pitchfork. As an aside, my dear sister, this painting was truly a crime against art. I would have suggested we burn it had it not revealed its secrets. 

Fortunately, both the Triton (whose name I must endeavor to learn) and Theophnia (a person I had previously mislabeled as Xavala’s right hand, his aide de camp; apparently, she prefers the title ‘handler’) can read Sylvan.  Our surprisingly clever-handed halfling farmer friend, Bellamey, was able to make copies of the maps for our own safe keeping, as it was decided that we should turn over these materials to the very harried and overstretched Captain of the Watch, Thelma Thompkins. 

The meeting with Captain Thompkins was unnerving. 

On the surface, our discussion went quite well. She seemed pleased to be in receipt of advance warning of the possible Fey invasion. Suitably impressed with our forthrightness, she even contracted The Caravan for another job, which I shall detail in a moment. 

However, for my part, I felt eyes on me the entire time we were at the town’s garrison’s barracks. At one point during the conversation the captain noted that some members of The Caravan--looking pointedly at myself and the Triton--were from far away. I could do nothing but acknowledge this fact. My sense was that the Triton and I were not as welcome as the others. 

I daresay I could not have picked a worse town to have become stranded in, since with every breath regarding the previous Fey incursion, there is a reminder that among their ranks were “Elves” from “the North.” 

At least the good captain paid us in advance. This allowed several of our party to stock up on potions of healing, be reoutfitted, and for myself to finally have tailored a new set of clothes. I also spent a fair bit of coin to finally have something done with my hair. Theophnia, who would make someone a damn fine adjutant should she ever desire to no longer be a “handler,” found for me a retainer for hire, a young man skilled in the services of a valet. He washed, combed, oiled, and re-plaited my hair into the current fashion among the High Elves of The Beech Wood. After a bath and a new set of clothing, I felt very much my old self again. 

Perhaps that was why I was able to resist the dark urge, despite the danger that the bear and her cubs represented.

Ah, I have yet to mention why The Caravan is currently in the woods! Captain Thompkins has hired us to locate several hunters who have gone missing. I will admit to you, my dear sister, that I am somewhat light on the exact details of why and how, but, again, this deal was brokered by Papa Bernard, so I follow without question or concern that we will be lacking in compensation. 

I do wish that I had not immediately suffered a great gash from the brown bear. Her claws and teeth fully ruined my newly purchased silks. Bellamey, who I am beginning to suspect is far more devious than he lets on, apparently keeps his “Sunday best” separated from his work clothes. Even our monk, Gregor, seems to have separate sets of casual robs and fighting wear. I should consider taking a page from their books and, next we are in town, buy some clothing a bit more… practical, perhaps. 

Or at least less expensive.

Mother would be horrified. Please don’t tell her that I am considering wearing commoner’s clothing. She hates me enough after my botched diplomacy, after all.

Your loving, if underdressed, brother--
Idyril
 
lydamorehouse: (Default)
 Eleanor and I at ConFABulous
Image: me (left) and Eleanor Arnason (right) at ConFABulous this weekend. Photo by [personal profile] tallgeese 

This last weekend was ConFABulous a small, local con that caters (mostly) to GLBTQIA+ fans of SF/F and games of all sorts. I was in attendance all three days, though I only showed up on Sunday to do some TTRPGing. 

Friday night around 6 pm, I picked up Eleanor at her place and we drove together to the con. The con hotel was a Crowne Plaza Aire, but local people will know it as "the good MarsCon hotel." (MarsCon has been at the Airport Hilton for the past decade, but some of the earlier iterations of that con were held at this hotel and I have very fond memories of those weekends.) Eleanor and I were on a panel called "Two Former Guests of Honor Talk about Whatever the [Bleep] They Want." The title is a bit of a misnomer, since we were both former GoHs of Gaylaxicon since ConFABulous doesn't really have GoHs, but since ConFABulous started as the local alternative to when Gaylaxicon was being held elsewhere, we figured close enough. 

The conversation really was broad in scope. We talked about dinosaurs, yaoi, why people write SF and play RPGs in tough times, Spenser's Fairy Queen and six dozen other topics. It made sense at the time... mostly.

Eleanor was done after that, so we headed to the bar so she could decompress, have a beer and something to eat before heading home. We ran into our friend Anton and one of his partners and so we hung out and chatted for awhile before heading home. 

Saturday, I had a panel on Japanese and Chinese graphic media, basically, which I shared with a fellow named David. I... found this panel somewhat difficult to be on. David, as it happens, is very new to the manga/manhwa fandom and I think to conventions, as well, at least at a guess? I mean, typically, where there are two people on a panel the first person introduces themselves says a little something about what they want to talk about, and then the other person gets a chance to introduce themselves? Well, David just started and didn't stop. If I am feeling generous, it was probably nerves? Regardless, I spent much of that panel fighting for air and a chance to direct the conversation even a little.


Me, looking at David, wondering if I will get a chance to say anything....
Image: Me, looking at David's copy of MDZS and wondering if I will ever get a word in edgewise. Photo credit same as above.

However, talking to people over food later, it's unclear that the panel felt as bad from the outside as it did from the in. I did note that it might have been nice, since the con is so small, to have checked with the level of understanding of the audience because the few people who broke in with questions and comments, seemed pretty well versed in the basics, one woman even lived in Korea for years. So, I feel like it was FINE, but there were missed opportunities.

I went home for lunch on Saturday because I knew it would be my longer day. When I came back, I played the Thieves' World roleplaying game. When I was a teenager, I loved the Thieves' World anthologies. It was one of the earliest shared world anthologies (at least that *I* knew about) and the stories tended to follow the lower classes, which, to me in 1978, was a shiny new idea. You mean you can write about the underclass and not just princes and elves??  These books probably sparked my life long interest in reading about class dynamics in SF/F. So, I ate these up. I have not tried to re-read them, though [personal profile] tallgeese (the GM) did and said that he was surprised by what felt like a bit ahead of the times inclusion of gender-bending/gender-queer folks and Furries. The game itself was quite fun. In what is apparently a trend, I played a witch-barbarian, who I decided was non-binary. There was only one other player and that worked out really well, honestly? We had a good rapport.  I am not one to comment on game mechanics (because I don't care if the dice ever go clickety-clack, I'm there for the playing pretend parts) But for those who might be interested, our GM used Swords of the Serpentine.

On Sunday, I came back early in the morning to play Hearts of Wulin which is a Powered by the Apocalypse game. David, of the disastrous panel joined in, and I was initially very worried how the table dynamics would shake out, but he was a very considerate and fun player, as it happened. I don't think this table's players clicked quite as well as when it was just me and one other person, but there is, as I have been thinking about ever since, a lot of pressure on the players of PbtA games to provide story elements and, what is sometimes called in D&D, "flair." So, the quality of the role-playing part of the game really depends on how into your character you are. I think this is actually why David was a good player? He basically revamped a favorite wuxia character of his and amused me (and I *think* the rest of the table, though maybe just me) by showing us the costume changes that his character was going through. For me, I felt a bit a loss because so much of why I am not a huge wuxia or xianxia fan in general--much of Chinese culture and history is opaque and unknown to me. 

But, this is not to say I didn't have fun in this game. I just found role-playing in it a bit more challenging. Unlike one of our other players, I actually adore games like this that focus on relationships, but those are also more difficult to fully explore in a one-shot... though I felt very satisfied by how it all went down. I think I'd really love to try to play a Hearts of Wulin campaign at some point, but I would have to find other people into it and given that only two other players showed up to this game besides myself, I have no idea if I'd be able to drum up interest in anything more than a one-shot. 

Anyway.

I would say the con was a success all around. How was your weekend?

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