Cameron was a bit annoyed because the group did not know what “actionable” I offered. He was correct in a sense…I had not offered any. The only task that was given was: if something is manipulating the mind of the miners down in the mine, get rid of it. There were no specific actions to be taken, no specific NPC to talk to, no timetable, no clear goal even. Open investigation. And all of it was intentional.
Read MoreCompared to the events on the Asperity where things were happening without the players having any control, here the situation was at a standstill, and it was the stillness that caused the tension. I particularly like the Trade story arc as I think it has all the good elements of a good gothic horror story.
Read MoreThe episode itself is still very light in tone – if you like gallows humor and bad taste, that is. But to be honest, I do like the end product. We get to see a lot of individuality in the characters and what their values are. Now that the players are used to their characters, their roleplay is stepping up a notch and I can take a step back and let them take the wheel.
Read MoreThe grandfather clock (or pendulum clock) in Lord Georgiy’s sitting room is a bit of an anachronism as Lamordia’s setting is close to our 1550s and the first pendulum clock was built in 1656, but I am keeping it to contrast once more how much of a technological gap there is between Barovia and Lamordia. Galileo’s studies on pendulums were key to reducing the size of clocks.
Read MoreLand at last! Nothing I could throw, not even a gulag, could dampen the relief and optimism of the players. I was quite happy at Hunter’s quick catch when I was slowly revealing the true nature of Vatyr. Indeed, no one goes to work in a salt mine at the end of the world of their own volition. One goes to the salt mine because they were forced to.
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