Showing posts with label actual play. Show all posts
Showing posts with label actual play. Show all posts

Tuesday, January 24, 2012

Apocalypse World, session 9ish::

so Diamond the Chopper leads his gang and his friends to the city of Bluesquare, to confront his employer, the warlord Havok.
and by confront i mean kill. there's a big old battle in and around the town hospital - - we see some fancy gunplay, diversions, and decoy tricks from Rue the Gunlugger. Diamond drives his gunjeep right into the hospital lobby, and runs dudes over like Brock Samson.
Boo the Brainer (former Angel) uses a six-gun and a little psychic force to corner Havok in the darkened upper level of the hospital, where zhe shoots him and his bodyguards dead.
it doesn't really sink in until they're burning the corpses of Havok's crew that anyone thinks to ask, "So, did we kill Havok back there, or what?"

i laugh (they've been hunting this guy for like 6 sessions, and then he dies almost off-camera) and nod my head.

somewhere in there, Diamond opens his brain to the weird to find out how the good townspeople are holding up after all the carnage, and he rolls like a 3. he pops, taking 1-harm (ap psychic silent). he becomes semi-vegetative for a little while, very suggestible but generally calm and mindless for about 30 minutes or so.
around that point, what's left of his gang appoints itself a new leader named Clarion (sarcastic blond dude). the gang goes home to Adobe.

anyway, it's a few days later and Diamond is living down in the city instead of up in the fortress. and he's ok with that. returning late one night, the gate-guards pretend not to recognize him, and he doesn't get mad. an anthropologist in a scramblesuit (he is known as a Shifter) comes by to interview him about, you know, stuff.

Diamond's player, Biff, has taken upon himself to become a sort of commie paladin - - he never starts a fight, he set up communal medicine and food supplies in Adobe, and he ruthlessly crushes saboteurs and opportunists. now that he isn't in charge, he's trying to fill out every last improvement slot in his playbook before he's forced to retire, and he plans to watch the new boss (that Clarion guy) like a hawk until then.

Sunday, September 25, 2011

[AW] Adobe Town, session 3 highlights

Highlights from tonight:

1- Diamond the Chopper, plus most of his gang, bring a shipment of salvaged steel parts to the stronghold of his master, Havoc.
They enter the gates, set aside their weapons, and bring the shipment to the ... garage. Havoc has claimed, and kept up, a McMansion circa 1995, complete with two-car garage, linoleum flooring, and Redskins commemorative plates on the mantle.
So, a bunch of hard-bitten, neofeudal bikers, chilling at a couple of card tables, checking out the particle-board cabinetry and chintzy wallpaper. Loving it.

2- So, three farmers from the Mudflats creep up into the huge concrete drainage pipe where Rue the Gunlugger sleeps. They want revenge after he pointed a gun in their mate's face the other night, over a matter of someone treading barefoot on a misplaced hypo.
Rue wakes up in their grip, gets his machete free of its sheath, and kills the first of them. The others scream and run, and he picks them off with his rifle.
More farmers come to investigate, as does Diamond and his gang. There's a bit of a standoff, but as soon as the village elder Do gets a good look at the bodies, he screams and cries for vengeance. One of the farmers, a fellow named Rum, breaks and runs, while the rest charge the bikers with staves and scythes in hand.
Diamond's gun is knocked away, but he grabs a club from a farmer, and starts giving as good as he gets. Rue lets off a couple rounds to scare the lot of them, and the elder gets them to back down in the face of overwhelming arms.
Boo the Angel pops in to tend to the dead, and manages to bring one of them back to life and health. While the cowed farmers are carrying their friend home, Rum (remember him?) comes running back with a six-gun in hand. Diamond grabs iron and tells him not to shoot, "What's done is done. You've no quarrel with us now."
Rum shoots anyway, and notches Diamond's armor. The Chopper shoots back and blows off the man's shootin' hand, which sets the crowd on him all over again until the elder Do clubs two men with his staff and screams, "No more blood, you fools!"
Boo goes and sees to Rum's bloody stump, and a second, final truce is reached, at last. Phew!

Sunday, October 3, 2010

How to Host a Dungeon (ap post)

There's a great source of lonely fun out there that, like traditional sources of lonely fun (i.e. preparing a dungeon for play), will enable yet more gaming in its wake:

Here's a rundown of what happened in my 2nd game, in which I finally realized how adventurers work.

The dwarves of Enog Rinmol made it a few turns, carving out a small but sturdy little settlement under the earth and making money with a gold mine (literally). Sadly, they struck a cavern containing a deadly microbe, some kind of plague, and wiped them all out immediately. Sigh. That happened in my first game, too.

Anyway, a magma pipe formed deep, deep down, sending up a volcano (and thus an awesome, convenient ingress to the dungeon once it cooled).
Humans settled the nearby Overworld, their farmlands soon quilting the nearby countryside. A tribe of fungaliths (??) showed up in higher caverns, and began exploring nearby tunnels, only to encounter a human city, wipe it out, and die off in the process.
A settlement of earth-men (?) claimed new chambers hollowed out in the side of the now-dormant magma pipe, just off the dead dwarves' gold vein. They fought off numerous incursions from green slimes, wandering evil wizards, and other critters, managing to stay strong enough to hold off an encroaching dragon from the deep.

Giant ants actually drove the dragon from its lair, to my surprise. They showed up in the old dwarf-hold, and kept it at bay until adventurers could show up and wipe *them* out. Eventually, for want of monsters in the dungeon, some undead warriors appeared in a cavern off an underground river. They were soon cannibalized by a vampire who floated in off of said river (a custom monster! Shyeah!), who was in turn wiped out when the Thought Lords (psychic slave-masters) showed up.

Here's where things stand: a crew of adventurers, battle-scarred but staggering under their pile of loot, is encamped at the foot of the dead volcano. The fungalith caverns stand empty, whatever strange things they called wealth sitting right where they left them.
The earth-men are weakened, but wealthy. Again, I have to wonder what they would consider treasure.
I forgot to mention the kobolds - they settled into the tomb where the undead warriors dwelt, and now hold their treasures as their own. The Thought Lords are hiding out within the depths of their vaults, having taken heavy losses from the vampire.
The dwarf-hold stands utterly empty, though little of the gold vein has been tapped.
Adventure!

Saturday, September 18, 2010

Rolling to hit vs. Memory Lane

I was just thinking about the time I gave D&D4 (Eberron) a not-so-charitable shot. The GM was very big on her Overarching Plot, see, and wanted to just kind of bring us up to speed during the first session.
I was unaware of this/didn't care to cooperate.
In my introductory scene as a priest of the hearth-goddess, I nearly got into a screaming match with some lord over the ethics of my assigned quest. This was not because the GM was playing him in any particular manner; I was trying to get an angle going for what my character was like, and "religious fanatic" seemed a good one.
Wouldn't you know, the GM was downright puzzled at my overacting. I had assumed that if I was placed in a scene, I was free to do as I pleased in it, provided I didn't just wander away (which would, legitimately, be kind of unfair). But it felt like I was supposed to just keep hitting the "A" button, as it were, to scroll through the NPC's dialogue.
Not down for that.
Second occasion of my ridiculousness: the War-forged member of the party gets some guff from a city guard. I ask him his superior's name, and he gives it, but the guide leading us around the city informs me immediately that "That's just how things are in this town."
I shoot back, "I am a man of the gods! I cannot stand by and allow such petty outrages!" (or some such high-flown diction)
He shakes his head at my naivete. I, the player, grind my teeth a little at being stone-walled... again.
Anyway, I ended up going a little crazy later on in the session while some of the other players (5 of us, altogether, I think) have a very extended conversation about... stuff.

I told the GM afterwards that this wasn't the game for me. Her response was a polite version of "no kidding." I had wanted to give it a try, and I accept that D&D4 can be a very different experience than this (whether it's to or not to my liking is unknown, yet).
But, looking at various story-games threads about Apocalypse World, about sandbox games, basically about very character-centered, player-choice-matters games, makes me wonder what I could have been thinking to try something a bit more 1990 (i.e. the middle wave of AD&D, where GMs stopped practicing Old School Zen and started all that stuff that Ron gets anger-y about), knowing my own proclivities for Maximum Protagonism!

Anyway. Let this be a lesson: never play in a game just to be polite if you suspect you'll really hate it. Even if you might be pleasantly surprised, being pleasantly disappointed is just too much of a waste of not just your time, but the group's.

/out

Monday, June 14, 2010

I didn't know the SLA had a Yukon chapter..

The excitement of reading the following snippet of chat is one big reason why I love sharing RPGs with new people:

Rebecca
: oh man! so could we maybe work together to come up with a rpg sometime? i have a couple random ideas percolating but it'd be fun to get yer thoughts and stuff
10:09 AM me: dude write 'em down
i absolutely want to hear your thoughts
can i quote what you just said on my blag, btw? :)
Rebecca: cool!

This chat came on the heels of me and B playing some Fiasco the other night; as soon as we'd finished, pretty much, B told me she had some ideas for a game design of her own. I swear, RPGs just do this to people, and it's awesome.
Onto the game: a couple of adult siblings return to their childhood home, a science station in northern Canada. They find a body with an old friend's photo nail-gunned to the chest, and proceed to get into all sorts of acid-dropping, cult-following, full-auto gunfire kind of fun.
Things were a little slow at first, as B got a sense of what the game expected of her, so to speak. She relied a lot on describing the internal state of characters in her control, and we definitely (in general) had a somewhat fast and loose "ownership" of various characters.
Given that there were only two players, sometimes it got a little funky deciding who would play whom. Overall, though, we made it work.
The setup was something she really, really enjoyed (as did I), and I think that's wicked-cool: I love me some randomized plot-seed generation!
The game definitely suffered a little for our paucity of players in that the dice system didn't *quite* work as planned - during the Tilt, you're going to appoint only two players to share elements for the big twist, pretty much guaranteed. Only two. So, naturally, the giving-away-dice rule for Act One was a little meaningless, in our situation. Still, as a learning game, it was fine.

Speaking of which, I pulled two little tweaks (quite transparently, to my credit) to make things easier, especially at first - we rolled to see who would go first, and then I suggested, when the dice went B's way, that she be the one to *choose* who went first. She chose me, iirc ^_^ Secondly, I would often ask her whether she'd rather Establish or Resolve the scene when it was my turn (partly, admittedly, because I was cool with whatever and I didn't often have huge scene ideas between scenes, only during them).

Overall, I think the game would benefit (for me) by playing it with the recommended 3+ people, just to see how that'd go. Also, Fiasco's in-scene mechanics are very hand-wavey; dice-rolling and number-counting definitely bracket the Acts, and we have a Tilt and an Aftermath in there, too, but, man, mid-scene, it's kind of weird when violence happens and nobody has any mechanical way of saying how it's going to go down.

The setup system is so friggin' cool, though, that I think a little early-00's style "story-vision" (i.e. "like, man, we don't want our system to get in the way of your ideas!") in the design is tolerable :)

Now we're onto discussing her idea for a game about patients in a medical facility who are trying to escape. An idea for a skill/trait: I Feel Fine, used to pass for a normie when needed and, maybe, to resist the staffers' attempts to administer treatment. It's very avant garde and intriguing in its subject matter; go Becca! ^_^

Friday, January 15, 2010

Funny thing happened on my way to the Mistake...

Three sessions in, my new Polaris campaign is complete. We had a lot of fun, banged out 14 great scenes, one Star Knight almost crossed over from Novice to Veteran (a male midwife with delusions of glory and grandeur, and a cruel streak a mile wide), and we left it at this:

- two Knights heading into the South to destroy a cursed, bronze artifact (only Southern forges could possibly melt it down!)
- the almost-Veteran riding out to the Mistake to fulfill a vision quest and significantly delay the inevitable (by finding a McGuffin, Sir Knight would make all demons there sterile for one year, and unable to attack the Remnants for just as long!)

Sounds pretty good to me! Yeah, we shared a feeling of "did we mess that up?", but we surpassed it by agreeing that we just didn't want to carry on any further. There was some concern, initially, that traveling South might go beyond the game's intended material; whether or not that's true, it's fair to say that the task of imagining the South was more than we were up for, and that sapped some of our interest.
Also, we poured so much emotion and creativity into those 14 scenes that we were kind of running on empty, by the end, not to mention that lots of Real Life stuff came up for us as a group, and we decided to have fun talks about our lives instead of playing a game.

We're all interested in starting a new game of *something* soon, once things settle down a bit in general. Any suggestions are appreciated! :)

Friday, January 1, 2010

Polaris rocks! [another AP thread, kinda]

I promise that soon I'll give a scene-by-scene rundown of the Polaris game I started today; suffice it to say that this game can be bloody amazing!
We have half-giants, infanticide, the transference of family curses, and artifacts from the mysterious South (the whole world is south of Polaris, after all...), and my male midwife character lost a hand to a magic arrow, gaining a third eye of Starliiiight Powerrrr in its place!
This. Game. Rocks.
Since we're playing with 3 people, instead of the recommended 4, we had to mash the two "Moon" (supporting character/judge and arbitrator) roles together into one, meaning that, at times, it got a little confusing as to who should be doing what, and for whom.

Also - we learned a bit more, on the fly, how some key phrases work - the diff. between But Only If and And, Furthermore is apparently this: the former gives you access to the sweet shutdown phrase It Was Not Meant to Be, which requires both you and your opponent to take back your very last statements, respectively. Did not get that for the first six scenes, but once we got it, the reason to actually choose between BOI and AF finally clicked. Good thing!

It's possible, by the way, for Exhausting Themes (as in, the exhausting OF themes; the themes themselves do not tire us) to either be an easy or difficult thing - if your themes have a lot in common, you can do lots of the same kind of thing, but you get in hot water easily, whereas if your themes are all different from each other, you can do more, but maybe only once each. Good to know!

A-MAZING.

Thursday, December 31, 2009

Polaris - AP Thread

Hey, gang!
Connor, a friend of mine is visiting from San Francisco; he's in school out there, studying drama therapy. He's played WoW and other video games in the past, but I've never been able to persuade him to try a role-playing game before (and I hadn't tried asking in years...). Tonight, we couldn't find anything to do, and he didn't want to drive back to his parents' house just yet (around 7pm), so I suggested a board game.

He asked, "Is the board game going to involve a lot of thinking and strategy?" At which point, I doubled back from the game closet, sheepishly. I suggested playing an RPG instead, and, surprisingly, he assented!
I had been thinking of downloading a PDF of S/Lay w/Me, only to discover at the unstore that, hey, there is no PDF for sale yet! Oh, well - I'd bought a copy of Polaris this week, so I showed it to Connor and had him read that "As It Was" section about the king, queen, knights, etc., while I went and got dice, paper, pens, etc.
When I returned, he picked a name from the star-names list, and then we just kind of sat for a bit, while I asked him if, in all the ice and splendor and horror and demonic invasions going on, if he had any ideas for a character. Somewhere in there, I mentioned that Polaris is a tragedy, and all star-knights inevitably die, go mad, or join the demons. He scowled, conjectured on Ben Lehman's upbringing and emotional well-being, and then reminded me of his hesitation about playing. But, eventually, we extracted the following:

Sir Cetus
[all normal Aspects, plus...]
Blessing: Shield of Black Shiny Goodness (his name for it; he described a shield made of glittery obsidian)
Fate: Mensa - a character. No idea who this is, yet!
Ability: Attribute - Big (Cetus is an enormous individual - alternately described as being like a "huge ice-statue" and "big and hairy, like Thor")

New Moon character: Equuleus - a relative of Cetus's, a young boy. "The Chosen One"
Mistake character: High Priest Octans - a trouble-making prophet who declared Equuleus the "Chosen One", and who wants Sir Cetus to guard Equuleus on his way into the Mistake(!), where he claims the boy will somehow end the Mistaken demon-army altogether

Play: Connor was really nervous, but also interested in the game, so I tried to keep things as low-key as possible. Partly because he'd never RP'd before, and partly because there were only two of us playing, we divvied up the responsibilities of the Moons - anyone moving against the Heart would be played by me; anyone standing up for the Heart would be played by Connor; and anyone standing on the sidelines would be played by me (as generously and fairly as possible - no ruthlessness from such characters allowed!)

We cleared up how the Moon characters would be played (in truth, I didn't really explain the Moons, just those responsibilities), and then began.
And so it was...
Equuleus and Cetus were walking together on a rampart atop the Remnant, and Equuleus reveals that it was the High Priest who declared him the Chosen One (Connor had a good grumble about this - "How can he do that to a little boy?"), and that, as the One, he could pick anybody he liked to accompany him into the Mistake, to save the world. He naturally chooses Cetus ("You're the bravest, strongest warrior in the world!") and this led to our first conflict.

[Connor has done a lot of improv, so we started out just using the phrases "But Only If..." and "And Furthermore" to start. He quibbled a bit about using the exact phrases, but I told him it was important to keep the proper mood and tone, which was a good enough reason for him.]
Angry, Cetus sends the child to his room. [and furthermore! I add...] On the way to his room, Equuleus sneaks off instead and goes to tell the High Priest that Sir Cetus is a coward, and won't go with him to fulfill the High Priest's prophecy. [and furthermore! Connor adds...] The High Council calls Cetus in to explain himself. [Connor double-checked a couple of times if he could introduce new characters or not, but he took to "just say your intent; don't hedge" without me having to ever bring it up directly!] I agreed - And that was how it happened! Then we ended the scene, and took a break.

I told Connor that a break was just that - a solid break from the game completely, to talk about whatever. He went on a bit about feeling really resistant to being creative, how he felt like he was on the receiving end of the very techniques he's learning in school, and on three separate occasions tonight, he pantomimed feeling stuck in a box by the prospect of being creative for the game. He told me he was enjoying it, though, and he just had a lot of baggage to get over about performance and getting things right - I told him that whatever he comes up with will be totally cool as-is, and he resolved to keep that in mind.

We started up a second scene.
And so it was...
Sir Cetus stands before the High Council, accused of cowardice and thwarting the Chosen One's wishes. They beg an explanation, and he tells them that he's been to the Mistake before, as they know [I write this down, whispering "awesome!"], and it is no place for a boy, not even a Chosen One. They consider this, but High Priest Octans loses it and screams "This traitor should be thrown in prison!" [Connor replies, "What, like you threw my parents in prison?" He then explains that Cetus's parents went demon-mad and were locked away at the bottom of the Remnant for their own safety. Rad!]
[We start a conflict at this point:
Connor says: but only if... the High Priest has been wrong before about his prophecies.
I say, in turn: but only if... the High Council trusts him anyway.
Connor says: you ask far too much!... then continues to narrate]
Equuleus comes out of hiding and tells the Council they have no right to do this to his chosen guardian! [Connor exhausts his Theme of Fate, and I amend my statement] The High Priest demands, instead of arresting Sir Cetus that Sir Cetus show Equuleus his mad parents, in their cell - "The better to show the boy what he is protected from by the prophecy, from which others are not..." [Burn! Connor asks me if Cetus is now required to do this thing, if he has to, and I say no, but now the Council expects him to do so. He agrees.]

We ended the scene there. I'm noticing, looking back, that there was a slight rule-thing that we missed - "You ask far too much" applies to the previous statement made by one's opponent, whereas we used it for the statement that caused the conflict - i.e. Cetus is arrested. Since retroactively changing that would have meant erasing some cool stuff established about Octans and the Council, I'm okay with this.

At this point, we end the scene. We talk for a bit about things, Connor says he's really enjoying himself, though still nervous about performing well (he's a nervous guy by nature), and then I ask if he wants to play out the scene where his parents, Al Niyat and Alya, are introduced. Screaming, mad, padded-room parents? Fun! He says he's not up for another scene tonight, but he does have an idea about what happened to Cetus's parents - when Cetus went to the Mistake (the circumstances of which are unclear), he nearly died, and some kind of Council of Demons (he said it was a sort of counterpart to the High Council of the People) agreed to trade "one life for two minds" - his parents were driven insane by demon sorcery, and in exchange, the demon councilors spared Cetus and sent him home. Connor honed in on this a bit more - Cetus is not one for bravado or foolhardiness, because he's seen horrible things first-hand and doesn't care to inflict that on anyone else. AND! the High Priest had once told *Cetus* that he, too, could not be harmed by the Mistake, which we then concluded together made it possible that, should Equuleus enter the Mistake, some kind of price would be paid to see the boy safely out of there again, and Cetus did NOT want that to happen!

We chatted a bit about drama therapy, RPGs, improv, etc.; I mentioned that I'd heard a rumor that Polaris is a metaphorical examination of the strain of doing social work for a living, he guffawed and clucked his tongue at that, and then we agreed to play again! Yay! We will probably play again while he's still here in Virginia, if possible, and then figure out from there when we'll play once we're on the opposite ends of the country from one another. I'm very excited that he gave this a shot, and that he connected to it on a couple of levels (improv, therapy..)

So! More to follow, with any luck.
[Cross-posted at the Forge and story-games]

Sunday, March 8, 2009

Sorcery and the Herald

We had another quickie session tonight, lasting just over two hours. Pleasantly, its plot content very neatly filled what felt like a chapter in a story, and I decided to end the sesh when the players began to discuss how much down-time (on a scale of months, btw) should elapse before they get where they need to go next.
The herald and the outlaw traveled to the Asagiri province, south of where they were previously; there, they followed a series of contacts and clues in the local criminal underground, finally trekking up into the hills, on the trail of a sorcerer. Upon finding him, the outlaw begged that he sever the herald's psychic link to his master, and replace it with one between the two companions. The sorcerer did not reveal until later that only the Emperor Himself could possibly sunder a connection such as that, but he gladly created another over top of the first.
This briefly led to some semi-derailed play, as I suggested that an "open" connection between the herald and another meant that any injury and discomfort felt by one would be felt by the other; this led to immediate abuse, and I will need to put a ruling on that before next session, something to the effect of "Okay, if you die, that's a problem. Also, no fair hurting yourself and thus making the connection utterly useless."
I was tempted to lean on the authority of a dice-roll, but that got me thinking my trigger-happy player could just constantly roll that all the time, in annoying moments, to be disruptive, and that's a stupid thing to allow. If one gets killed, the other is in trouble, particularly if they were connected at the moment of death; I daresay that the connection laid by a mere conjurer would be far shallower than those laid on by the Emperor's own power, and there could be a bit of retcon in there as well, just to ensure that no annoying shenanigans ensue next time.
All in all, though, I continue to be delighted and amazed at my players' ability to keep the conflict between the PCs fresh and energetic, with only a trifling bit of help from me. I keep the larger forces arrayed against them in an interesting fashion, and they do the rest to keep each scene fun and even gripping!
They shaved off the herald's Hare Krishna top-knot, by the by, and haven't been letting him shave his scalp. It's been only a week, but his Noble House scalp-tattoo is now harder to see, and people take him for a fisherman or laborer of some kind. The fact that he still bows and scrapes and is just so polite to everyone has raised a few eyebrows, but without consequence for now.

One last thought: read Watchmen, then go see the movie. You won't be sorry.

Saturday, February 28, 2009

Mask of the Emperor - Mayhem and Torture!

[Cross-posted at the Forge (http://www.indie-rpgs.com) under the handle "Abkajud". Before I begin, any terms you don't recognize, or find confusing, can be defined by asking me and/or going to http://indie-rpgs.com/_articles/glossary.html and searching for the term]

So I think I just had the best RPG session of my life. I was reading the infamous 2006 "brain damage" thread at the Forge today, at least the first three pages, and I was pondering some of Ron's ideas as I walked into this session, in particular thinking about how my players have some mild signs that they have been behavior-trained by mainstream RPGs. Thankfully, no question, these guys know how to build tension, know how to throw Bangs into the story (they've done this at least as often as I have, if not more!), and they are very, very good at being spontaneously creative.

First, some logistics and such: we played two half-sessions, one from 3-4:45 pm, and the other from about 8-10:45pm (just wrapped up, actually). My player Katie has a broken foot, so we played in her dorm. Between the sessions, I went to pick up my partner from work, had dinner with Victor and some other co-op folks, and then we came back for more! Victor is playing Kaizo, the Herald of House Minomoto (a psychic slave-servant for that family). Katie is playing Aiden, an Outcast-class pickpocket who ran away from her parents, Lord and Lady Mermens (rivals of the Minomotos) and ekes out a living with a traveling acting troupe.

A quick play-script (or whatever those are called):
The setting - an Asiatic feudal fantasy land, specifically in the heart of the Empire, just outside the capital city, at Lord Minomoto's fortress.
The action (session 3, the latest one, only) - Aiden, the thief, has gotten her actor friends into a world of trouble: when she stole the purse of Kaizo, the Herald, the actors were arrested while helping her get away clean. They ended up here in the fortress outside the city, and Aiden has come to grovel on their behalf. Kaizo, sensing an opportunity to make the most of the situation, offers to bring her on as an under-the-table agent of the Minomotos, with the promise that her labors would convince Lord Minomoto to free her friends. She went so far as to burn down a rival House's dye-shop for the lord's financial gain, in order to prove her enthusiasm.
But that didn't work - after laughing in her face about her predicament, his Lordship said he was going to let them all go free, but only after he'd branded each of her friends a thief, quite literally. Aiden took matters into her own hands: she convinced a couple of guards to help her, men who were disgusted with the punishment their lord had handed down, and they staged a prison break.
In the middle of branding the fourth (and last) of the actors, the jailer got a brazier of coals kicked in his face, and Aiden took a borrowed sword and cut on him til he backed away sobbing. She did the same to another guard, and then had her soldier-ally take Kaizo the Herald hostage; with that bargaining chip, she got the last of the guards to let the actors go, and they made for the main hall of the fortress. While they went, Kaizo used his powers to tell his lord and master what was happening, and Aiden had little warning of what was coming next.
Up there, Lord Minomoto and nine soldiers awaited them. He barked orders to surround them, so Aiden threatened to kill Kaizo if they were not set free. In response, Minomoto, sensing an impasse, harangued Kaizo for so shamefully allowing himself to be captured. Stricken with guilt, Kaizo threw himself on the knife of his captor, and everyone stared, horrified, while Minomoto screamed for a doctor.
When the doctor arrived, Aiden and the actors took him hostage too. Helpless, with his prized Herald bleeding from the throat, the lord let them all go. They stole horses and a wagon, and sped down the road towards the city.

Whew! This was the most intense, exhilarating session I've had since middle school, if not the best one ever! The system worked beautifully - combat was smooth and made sense, as did the wound system (Kaizo's The Way [martial arts] and Self-Discipline [self-control and dexterity) were damaged by his throat wound), and we got to use Interrupts so two combatants could tussle between more finessed fighting (Self-Discipline plus Banditry [dirty fighting, in this context]) and brutish hacking and slashing (Strength plus Banditry).

The best part of all of this - all three sessions we've had so far have been quite powerful, and it really feels like the mechanics (especially the Challenge system) add to the tension! The system inherently uses Conflict Rez and Fortune in the Middle (with teeth! You can spend temporary Infamy or Honor before or after your roll, PC's choice), and it's paid off amazingly - whether we have a foot-chase, or an argument, or even some sword-fighting, the system builds the tension really helps us to focus on what's at stake in the moment and in the scene. That simple, little phrase, "So what's at stake is...", has proven to be a Frankensteinian bolt of lighting into the heart of my game design.

Interaction around the table - Katie was a lot more talkative than Victor, no question. The only part of that that concerned me was that Victor wasn't talking a whole lot. In a couple of distracted, the-plot-is-paused moments, I asked him if he was enjoying himself, and if he knew that he (and Katie) are always free to challenge me, the ref, on things I say, and free to jump in or say "Well, I would like to..." whenever they want. He said he knew, and that I shouldn't worry; he was playing a more passive character, one who follows orders and generally talks things out (and Kaizo is always so proper and polite!), so this was all intentional. At other times, I checked in with both of them at once, to remind them (and myself) that I'm here to help keep conflict moving forward, but they drive it with their choices; they shouldn't look to me for cues or where to go next unless they literally ask "So what's happening?" Most of the time, though, I only had to remind them of their general options to cure any lag that started to develop.

Really aggressive scene-framing helped a ton, to the point where I was saying, "Okay, this scene is ending now, so we can go to...!", but with the understanding that Victor and Katie could always interject with "Wait, I want to go back and...". A couple of times, such as when Aiden (Katie) kicked a tripod full of hot coals in the jailer's face, or when Kaizo (Victor) hesitated before throwing himself on that knife, the player would pause first, thinking. I'd ask them what was wrong, and I'd get "Well, there's this thing I was thinking of trying." Each time, I encouraged them to explain it, reacted immediately with "That's so awesome! Go for it, please!", and then they did it. The climactic turning points (Aiden charging in, Kaizo almost killing himself) also got to incorporate the more dangerous resolution methods: the Blood Challenge (Aiden, vs. the prison guards) and the lethal To the Death! Challenge (since TtD! wounds are way bigger than Blood Challenge wounds, Victor said he would be willing to risk PC death to make the wound more dramatic).
I had a couple of moments in which I had an urge to do things a bit differently, and had to wrestle with myself a bit: once, I wanted to get the PCs' verbal sparring match (between one another) to incorporate a dice roll, as the social skill system is so fun, but since it was two players doing all the work, I figured we had all the Credibility we needed to make it work. The dice would have been extraneous, so we didn't use them.
But when there were arguments between a player and an NPC, we absolutely used the dice! Simple Challenges are a good, relatively pain-free way to have some back-and-forth in a social or physical challenge, without risking injury or death, but they still provide some rising tension and give a good payoff when one person says, "I give up," or "I relent" (if they're winning).
It was wonderful having players, who were used to mainstream games, take so readily and immediately to the Techniques I was employing here. It made me incredibly hopeful about the game (even more so, that is) and did a whole lot to help us find that pay-off we were looking for. Also: it was kind of odd to be wielding a Narrativist agenda (we explicitly discussed stuff like theme and Premise before and between sessions) and thinking "This is it?" Granted, whenever somebody said, "Wow, the dice rolling makes it better!" I knew intensely that this was how I could address Premise, how I could use Fortune, rather than Drama, to have an exciting story.
Fortune really was better than Drama, and I have a feeling that Karma might have been lacking something, too - all three of us imbue dice rolls with authority and Credibility, so to use them in the middle of verbally describing a conflict helped, as I said above, to jack up the adrenaline around the situation. In the past, when I've used pure Drama to resolve combat, it was kind of flat and uninspired. The same is true (times two!) for social conflict, which I've rarely seen done with much grace or excitement. Granted, most systems I've encountered that distinguished social and physical conflict don't even begin to break out of Task Resolution-style, um, resolution (I realize now that's partly where D&D players start having all those debates about what you can and cannot simulate in Fortune mechanics).
Only one real rule-change idea came up the entire session: previously, I had it so that when you spend temporary Honor, you get two dice to do something crazy, fucked up, or shocking. I won't go into why it made sense to spend Honor for that; suffice it to say that when Katie wanted to spend temporary Infamy (Honor's fucked-up evil twin) and I was trying to use the ass-backwards logic of the previous sentence to determine what that would "mean", I said (and wrote) "The hell with it! It's useless!"
So, now, spending Honor means embracing nobility, virtue, sacrifice, and so on, really living the imperial virtues; each point you spend merits two dice; you can choose to spend them before or after you roll. Spending Infamy means you do something fucked up, shocking, or just generally fearsome, and spending Infamy works the same otherwise as spending Honor.
Victor brought up a good question: he was concerned, I think, that spending Honor or Infamy points after rolling was too powerful, or gave an unfair advantage - why would anyone ever spend Honor/Infamy before they roll? Personally, I think it simply messed around with his notion of what a dice roll was supposed to resolve. Given that, I pointed out to him that if your opponent has such a big margin on you that those two (or whatever) potential successes wouldn't turn the tide, he decided that wasn't such a big deal. I feel like I didn't quite understand his question, though, but that's okay - I'm sure he'll read this and talk to me about it soon enough!
Somewhat sadly, we're going to have to slow down our every-other-day play schedule for a while, as Victor's girlfriend is coming here to California from Spain (he is also from Spain). She'll be staying with him, and he'll be hanging out with her a lot, but I convinced him that two-hour sessions (like the first two were, actually) would be fine for me and demonstrably fun for all three of us (Katie, not the girlfriend). I don't think his girlfriend is an RPer, and that's okay; we'll be nice and conscientious of why she's here and how far she came to be here, and it should all work out fine.
One last thing - the president of our student co-operative walked by Katie's window and saw us playing, and decided to come say hi. His second question (after, "Is this the game?") was "Where's the board?" We chuckled about that ^_^ Before he came around to the door and entered Katie's hall, we did a quick check-in, which Katie initiated: she wasn't okay with Chris observing us without any prior discussion. I worked that into our chat a couple of minutes after his arrival, explaining that I was very excited by the prospect of him joining us at some point, but as one of my players wanted to have prior notice first, we would talk about it and let him know before we played again.

Amazing. Damned amazing. Five stars.