|
Major Arcana and Minor Indiscretions |
|
Newsletter August 11th, 2007</TBODY> |
![]()
|
<TBODY>Wade Lahoda |
Head Storyteller storyteller@saskatoonbynight.com or 477-0145 |
|
Narrators: Allan Schnell & James Nobel |
|
The official Saskatoon by Night webpage can be found at www.saskatoonbynight.com
Next Game Saturday, September 8th, downtime submissions due Saturday, August 25th
“Easy” Rituals at Gatherings
After collecting some feedback on the forums, I’m deciding to go ahead and try a little idea. We’ll see how it works over the next couple of games or so, and scrap or amend it as needed. Consider these rules in place for tonight.
The time/location choices for the Gatherings occurred at the “high tide” of magical power in the city. By linking other extended castings into the phenomenon, other ritual magic can also be made quicker and somewhat easier to perform. The goal here is to give people more opportunities to roleplay magic and ritual at the game.
All Ritual(Extended) castings
take only half an hour per roll at Gatherings instead of the usual "Three
hours for one roll, or a downtime action for several" that is normally the
case. The catch is, of course, you have to actually roleplay out the Ritual -
declaring you're performing a ritual casting and then going off into a side
room and chatting OOC until the time is up would rather defeat the point.
So, 30 minutes per roll. And maybe for the first roll, half that time can be
prep time and set-up of the space, etc, and only the other half actual ritual
actions. If you decide to do multiple rolls, the extra half hours beyond that
should probably be all ritual. I wouldn't think most people would do a lot of
multiple-roll castings still - the main use I think would be group castings,
which can only be done as a ritual, and are more interesting to play out than
solitary castings, anyway.
All of these castings must be done after the main ritual has been performed,
and only those who participated in the main ritual are eligible to gain these
benefits. They also have to be done in or near the ritual space, and any
significant attempts to cordon off or separate the ritual from the rest of the
gathering will disrupt the energy flow and make it not work(this is so folks
are essentially doing these things open to access by the public, as opposed to
cloistered in side scenes). The end of this window of opportunity will be
11pm(which means any rituals taking advantage of this should start by 10:30p at
the latest).
So you come to me when you start the ritual casting, let me know what you're
trying to accomplish - I probably take the participant's character sheets at
this point so I can roll the results and have them ready by the time you're
done role-playing the ritual, especially if you're trying something cool or
funky. For the most part, otherwise, ritual casting acts like normal(including
the usual requirement that all participants must have all the required Arcana
for the spell being cast).
But what do you actually roleplay out when doing a Ritual Casting? Many players
might struggle with filling half a minute, never mind half an hour. Well,
obviously, I'd recommend whoever is leading the ritual might want to do some
brainstorming and script something. Just doing a few googles for ritual or
ceremonial magic can come up with plenty of fodder. Many religious ceremonies
could also be adapted. Going a bit further out a lot of theatre type stuff -
from passion plays to dance - could easily be given a magical and ritual
context. Sure, you could satisfy the bare minimum effort required by spending
half an hour cross-legged meditating and mumbling to yourself, but that
probably isn't as much fun as something more elaborate.
The ritual you perform would probably have a positive impact on the casting
itself, too... A possible list of modifiers(added to the final total) might
look like this, all of them cumulative:
+1 Includes chanting, singing, or other vocalization
+1 Vocalization is interesting and ritual specific(it has meaning, at least to
you, instead of just made up syllables to fill time)
+1 Includes gestures, dance, signing or other ritual movements
+1 Ritual movements are interesting and ritual specific(as above)
+1 Includes props or visible physical preparation of the space
+1 Said props or space preparation is specific to this one ritual(instead of
having one prop for all your casting, you have a prop that is specially
designated for this spell and no other, and reflects that in its design, frex)
+1-3 Elements require significant coordination and interchange between
participants in a group ritual(bonus dependent on complexity and execution)
+2 There are equal numbers of all Paths participating
+2 All participants are of the same Path, and incorporate the path's symbolism
into the casting*
+2 All participants are members of the same Cabal, and the Cabal's ritual theme
is incorporated into the ritual*
+2 All participants are members of the same Order, and the Order's symbolism is
incorporated into the ritual*
* Bonus only applies to group castings with three or more participants
This means your actions could potentially have as high as a +15 bonus(5
successes!!), but in practice most rituals should probably be able to pull off
a +5. Cool, eh?
Think about buying Contacts
The Contacts Merit is one of the main ways to have information come to your character instead of having to go and hunt it down. Sure, Allies(Police) will let you spend a downtime action hunting down details about a case – but with Contacts(Police), you’ll get a note in every downtime about what weird or interesting things are happening with the Police(assuming anything is going on that month), without spending a downtime action. Allies or Status(Underworld) can get you the word on the street, but you have to spend a downtime action pounding pavement and asking questions, where with Contacts(Underworld) your friends in the mob will come to you with rumours and tidbits.
I mention this in the newsletter because the Contacts Merit is both a) one of my main ways to get plot leads out to the players and b) is generally underrepresented in the player base. There are a couple of characters who have a large number of contacts and get all the leads, while the larger majority is largely in the dark. Contacts doesn’t suit all character concepts admittedly, but if you see your character as being “in the loop” it might be worth your while to spend that downtime action on Acquiring some Contacts. First dot is only 2 XP, after all.
Policy on Losing Merits in Play
Some Merits can be lost in play. Retainers can be killed or subverted. Allies can be turned against you. Sanctums can be burned to the ground, or you can decide to move away. When that happens, I just go and remove the Merit from your character sheet. Now, depending on how that happened, you might get some or all of the XP the Merit was work back:
I’ve been operating with this policy for quite awhile now, but I figured I’d make it explicit. Let me know if you have any questions.
In Character Venue – Piccolo’s house
In character, this is Piccolo’s house, and should be considered more or less WYSIWYG with a few exceptions spelled out by John:
“The basement door is locked IC. Also IC out the back gate is a Garage that is locked also. OOC. The two bedrooms at the back of the house are out of bounds for playing in but everywhere else is fine to go. Oh and please don't freak out my neighbors. Let's keep the game in the back yard and inside mostly.”
John is being kind enough to host, so please don’t break his house or his stuff. Thank you.