Sev and Yuriel survived the goblin assault on Brindol and captured their own prisoner, who was summarily executed by the grim and impulsive revenant. Despite finding the pair somewhat malign, one of the Town leaders have offered a reward for the rescue of folk abducted by the goblins and return of some old war relics.
Proof of eradication of the goblins will result in even more financial reward.
I wanted to include Keys from Sweet20, but met with some resistance from one of my players, compounded by his sister's choice of the Key of the Guardian which rewarded her with XP each time her ward (her brother's character, naturally) was in a scene with her. He chose a less rewarding Key and one that didn't mesh well with his character concept (in my opinion), namely Key of the Foolhardy Hero.
So, after some bellyaching, I offered the option of using FATE's Aspects - this was met more positively.
Sev:
Bloodthirsty
Amnesiac
"Deader than you"
Yuriel
Compassionate
"Hmm, let me just have a look over there"
Reckless
I am really unsure about Yuriel's first Aspect - it doesn't easily rest in my mind with her dark past - perhaps it can be seen as her way of compensating for her inherent nature?
After some discussion with the Fae-touched (Half-elves) Councillor Troyas, they consolidate the information they know;
1. The gobs are led by Sinruth.
2. They goblins number upwards of 200 and are camped around some ancient ruins (Ravenroar).
3. The relics are magical in some way and will strengthen Sinruth's forces.
4. The prisoners will be used to cement a pact with some undead monstrosity beneath the ruins of Ravenroar.
They also know of the Orc problems in the west and the Dwarves seeking help for Overlook. They noticed the raiders bore high quality equipment, better than the usual gear employed by Goblin and Hobgoblin groups.
After all this talky talk, Sev's player told me he wasnt having much fun - I think in part due to my imposition of Keys and then Aspects and also by all the talk. He appears to be a Butt-Kicker/Logistician at heart. His sister seems more interested in Story and Exploration.
So, my options are:
-Press on with Scales of War in 4E, perhaps abandoning Aspects
-Start a Burning Wheel game instead (perhaps still using D&D toys like Revenants, Drow & Githzerai and the AP itself)
-Play a game of The Shadow of Yesterday with his sister (and her friend) and maybe do a 1:1 game (D&D or BW) with Sev.
Cogitating and discussion will continue...
Sev and Yuriel survived the goblin assault on Brindol and captured their own prisoner, who was summarily executed by the grim and impulsive revenant. Despite finding the pair somewhat malign, one of the Town leaders have offered a reward for the rescue of folk abducted by the goblins and return of some old war relics.
Proof of eradication of the goblins will result in even more financial reward.
I wanted to include Keys from Sweet20, but met with some resistance from one of my players, compounded by his sister's choice of the Key of the Guardian which rewarded her with XP each time her ward (her brother's character, naturally) was in a scene with her. He chose a less rewarding Key and one that didn't mesh well with his character concept (in my opinion), namely Key of the Foolhardy Hero.
So, after some bellyaching, I offered the option of using FATE's Aspects - this was met more positively.
Sev:
Bloodthirsty
Amnesiac
"Deader than you"
Yuriel
Compassionate
"Hmm, let me just have a look over there"
Reckless
I am really unsure about Yuriel's first Aspect - it doesn't easily rest in my mind with her dark past - perhaps it can be seen as her way of compensating for her inherent nature?
After some discussion with the Fae-touched (Half-elves) Councillor Troyas, they consolidate the information they know;
1. The gobs are led by Sinruth.
2. The goblins number upwards of 200 and are camped around some ancient ruins (Ravenroar).
3. The relics are magical in some way and will strengthen Sinruth's forces.
4. The prisoners will be used to cement a pact with some undead monstrosity beneath the ruins of Ravenroar.
They also know of the Orc problems in the west and the Dwarves seeking help for Overlook. They noticed the raiders bore high quality equipment, better than the usual gear employed by Goblin and Hobgoblin groups.
After all this talky talk, Sev's player told me he wasnt having much fun - I think in part due to my imposition of Keys and then Aspects and also by all the talk. He appears to be a Butt-Kicker/Logistician at heart. His sister seems more interested in Story and Exploration.
So, my options are:
-Press on with Scales of War in 4E, perhaps abandoning Aspects
-Start a Burning Wheel game instead (perhaps still using D&D toys like Revenants, Drow & Githzerai and the AP itself)
-Play a game of The Shadow of Yesterday with his sister (and her friend) and maybe do a 1:1 game (D&D or BW) with Sev.
Cogitating and discussion will continue...