Played some #SpellAndBlade last night with my home (aka online-for-now) group. The characters in this group crack me up.
This was the first instance of Time Passing. We pick up the tale five years after the first adventure.
This was the first instance of Time Passing. We pick up the tale five years after the first adventure.
The World Event going on previously was an invasion from across the sea. The players were affected by it, but largely ignored it until our Outlaw's guild/crew came under pressure. The group tried to help but their actions spurred a nation into battling these outsiders.
The war between the locals and the invaders and their allies had some significant losses. Most of the group was pretty conflicted about it and they severed their Oaths for the time being, and broke apart. The PCs each deal with this in their own ways as Time Passes.
Our Chosen of Borr (basically priest of a Bear god) retreats to the woods and becomes a Hunter (you can change careers when Time Passes), trying to follow the ways of his parents. But you can't un-buy god marks... so the nightmares come, his god prompting him back into action.
The Wise One tends to the Land, journeying across three nations, having adventures, raising their Fame ... until the Land cries out with something horrible happening.
Our nobleman becomes a Scholar, seeking solitude and atonement for the harm they've caused.
Our nobleman becomes a Scholar, seeking solitude and atonement for the harm they've caused.
And our Outlaw (far less conflicted) became a Thief. Of course, he's the first targeted by the troubles, being stalked in the city by a shadow monster he gives the slip to. They group quickly find each other, renew their group Oaths and set off on the next leg of their adventure
I'd rolled for the big World Event happening, and got Cultist / Evil Mystic. The group prevailed against a necromancer in their first adventure but had no way of keeping them from returning (small problem with necromancers). And my what terrible power she's gathered in 5 years.
I'm actually really enjoying running this. My goal is to generate more scenes akin to the fantasy in my head. So far the system is holding up. Players often tackle problems with research. Social entanglements are common. They attack with intimidation as often as weapons.
The Scholar gives me an excuse to hand over prep. The gear die frequently entices people to use the environment, creating dynamic play. Trait pushes means group cooperation and assistance is big. All good stuff!
They outran the scary Shadow Hunter after them. Hid in an ancient forest. Made friends with plant-wolves. Fought off scary spiders. Convinced an ancient Wise One to ask the Land on their behalf exactly where the trouble was. Group's so excited we're playing again next week!