js_thrill: greg from over the garden wall (Default)
My summary of our Avatar the Last Airbender: Legends Session Two

Sheriff Woong hurries our heroes into his parlour, destroys the potentially incriminating document they have brought back to him, asks if anyone saw them approach, and then at them, flabbergasted.  Po, Opal and Kallik say that they weren't observed on their approach, but want to know why the Sheriff was delivering this paper outlining the partition plan to them.

Woong says that when he saw that they were nosing around in his plan to get Yong and Pushi to safety, he was hoping to put them onto something that was actually more relevant to their goals.  Po, refusing to mince words (straight shooter), tells Woong that coded messages and subtle signs seem like an obviously worse approach than simply telling them, with words.

Woong confesses that when he discovered his daughters gift at waterbending, and simultaneously realized that his wife had waterbending heritage, he was overcome with pride, but also horror. He had never cared much about the nation-mixing ways of Zeng Chu Cove, but as the tensions had been rising of late, it was obviously becoming a major issue for everyone in the village. His only thought had been to protect his family, and to keep his head down until they were safe.  If he steps out of line, the mayor can simply replace him, and he's having enough trouble keeping order just with the refugee influx, and rising gang violence, and so on.  He doesn't want to see this partition plan put in place, but he doesn't know what he can do to stop it. When he saw some hopeful idealists gearing up to try to make changes, he figured they should know what was coming.

Opal used her long trained skill of reading people (suspicious mind) to get a read on how forthcoming he was being. Woong genuinely doesn't want the partition plan to come to fruition, but his primary goal is to protect his family. His pessimism about his chances to effect change mean he won't be the strongest ally, and can't be fully relied on, but he will put his thumb on the scale in small ways, when he thinks he can do so.

He lets the three of them look at some dossiers he has of a few people of interest, since he wants them to wait to leave until later in the evening when there is a smaller chance of them being seen.  Dusty Miller, the council member who represents the port interests and who has postured as sort of ambiguous when it comes to Earth Kingdom First vs. Integration rhetoric, had a number of individually non-suspicious but jointly concerning items in the dossier which the gang sorted together and realized point to possible involvement with or backing of the Greenbands.  Council Member Kyung, who represents the farming and fishing interests, seems to be an all-around affable and likeable workaholic, who genuinely cares more about meeting people's needs than any political divisions.  And Beryl Qiang, of Beryl's Barrels—who Hanna wants Opal to support for an expanded council seat— seemed to be having money trouble before the Tsunami but not any more, and seems to be signaling Earth First loyalities ("Barrels Proudly Made in the Earth Kingdom", etc.).  The file just has a question mark about these financial irregularities, as the Sheriff's department hardly has time or manpower to track down something like this.

The group heads out when it is late enough for Woong's comfort, and as they get back to their part of town, they hear other footsteps.  Suddenly, they are encountering a group of five Greenbands coming out of an alley. 

  • Greenband Punk: What are you doing out this late in our neighboorhood?
  • Opal: This is my neighborhood, what do you think you're doing?
  • Greenband Punk: We're the neighborhood watch!
  • Opal: We don't have a neighborhood watch!
  • Greenband Punk: Oh yeah? Watch this! starts earthbending

The leader of this Greenband Gang put up a suit of rock armor.  It became clear that one of the group was a little kid, hardly old enough to be doing anything, let alone joining a militant gang.  The other three advanced forward to engage Po, Opal, and Kallik.  One of them tried to pin Kallik in a pillar of earth, but Opal, sensing the danger to Kallik sliced that pillar through with a pillar of her own (using a hold she had from Kallik being her ward). Next, Po threw a net at one of the two non-bending attackers, and they each tried to stab Opal and Po with knives.  Kallik created a patch of ice beneath the three that had advanced on them, and Opal flung a rock barrier at the leader, which he strode through, wearing down his armor.  Another round of blows was exchanged (which I don't remember in full detail!). The forward three were stunned and thoroughly out of commission, the little kid took off, and the leader said "oh, no, I'll be in big trouble if I lose track of my little brother. I'll get you lot next time." And skedaddled.  Two of the other three gang members also retreated when they stopped being stunned, but the one trapped under the net was not quite able to get away.

Po and Opal play a little intimidating cop, less intimidating cop with their hostage, and agree to free her if she answers some questions.  They realize from how she is dressed that she is a refugee from an Earth Kingdom village that was destroyed in the Tsunami, and has started up with the Greenbands because it is hard for a late teen refugee to make their way in Zeng Chu Cove.  They suggest she (her name is Fern, they learn), would perhaps have better luck as a member of Hanna's organization, rather than the Greenbands. She seems open to the suggestion.  They remove the net and let her go.

Upon their return to Continental Drift, they discover that Garnet Cho, the merchant, has requested a meeting with them, and that Beryl Qiang has made reservations for an upcoming night.  They decide to schedule the meeting with Garnet after the dinner with Beryl.

Beryl comes in for dinner, and seems to be hinting at something about Opal's intentions to attend the Feast of the New Moon.  Opal tries to get a read on the situation, but comes up short.  It's clear that Beryl is saying something about Opal getting her hands dirty in politics and how it's better to run a kitchen with clean hands, but Opal can't really figure out what Beryl is on about, and anyway, Beryl seems like a jerk!

The meeting with Garnet is more interesting. Garnet is a bit older, and wants to know lots about Opal's business. Why did she hire a refugee as a waiter? Is she planing to get involved in politics? How does her restaurant's niche demographic relate to the political tensions in the town? His fish investment would benefit from a more integrationist tide in the city, so he is keen to find out her plans, he says.  Po has questions about his plans, so she puts it to him straight. Is this really just about the money for him?  Well no, he says. It's not just about money. It's about one's job or role. Everyone has a job and it is important to do your job well.  He wants to excel at his work. Who doesn't?  So that's why he puts so much effort into learning how things work here from top to bottom!  Po decides (again) that Garnet sounds like a spy, rather than a simple merchant, but doesn't say so to Garnet's face.

The group tries to learn a bit more about Aster Li, the other merchant who sounds suspiciously like a spy from people's description of their behavior, but Aster is hard to get ahold of...seemingly intentionally so.

Hanna reaches out to thank Po for the referral, and to remind a hesitant Opal of the benefits promised for trusting her and following along with the plan: Patrols to protect business and family, cheaper supplies for the restaurant, and Hanna's help with her goals for the town.


js_thrill: a picture of jinora from Legend of Korra, looking very wide eyed and hopeful. (jinora)
My summary of our Avatar the Last Airbender: Legends Session One

We pick up immediately where we last left our heroes, ushering Kallik's wounded ?th cousin, Tapisa, back to Opal's restaurant Continental Drift.  In the kitchen's stock room, a cot is set up, and Opal tries to tend to Tapisa's leg, as Tapisa implores Kallik to help with Tapisa's mission as a member of the Northern Water Tribe military.  Tapisa has heard that someone in Zeng Chu Cove's militia/military has made arrangements to get a boat through to the Northern Water Tribe, and is supposed to investigate.  He is still planning to go, but his injured leg prevents him. Kallik agrees to investigate.  Meanwhile, Po has excused herself to the kitchen and gotten permission to use some of Opal's cookware ("not the good pots!") to whip together a painkiller, and she won't be upset if it also has some side effects that loosen Tapisa's tongue a little bit. After all, the group's mission is to protect the peace and the culture of the town, not to work for the Water Tribe army.  Plus, she wants to see whether Tapisa is reluctant to accept medical help from someone who isn't a straight-up water tribe member.  Tapisa accepts the pain-relief tea, and opens up a bit more about how he wound up in Zeng Chu Cove.  The increased hostilities post-Tsunami led a number of merchant ships to request undercover military presence on trading ships, and in this case, Tapisa just happened to be sent along with the secondary mission to look into the potential incursion by the Earth Kingdom.  Excitable as Tapisa was about the possible outcomes of looking into this secret military boat, it seemed to the group that Tapisa was genuinely aiming to prevent escalation of the conflict.  They agree to help, and get the information about where the ship is being docked.

Po and Kallik head off to the marina to do some initial reconnaissance. The boat itself is non-descript.  Not impressive enough as a vessel to be a warship, but being guarded by a number of undercover militia members, they'll have to get on-board to find out what is going on.  They return to the restaurant and Po proposes a plan: damage the boat and offer to repair it.  Initially she proposes making a small batch of acid that Kallik could waterbend at high velocity at the boat's hull, but if Kallik doesn't hit the right place, or time it correctly, the boat might sink. Not knowing what—or who—is on the boat, Opal is not sure how she feels about the risks of this plan.  Po suggests they could instead have Kallik waterbend some obstructions into the rudder so that the boat will start to angle at the boat next to it at the docks. If the folks guarding it are trying to keep a low profile, they will very much want someone to fix it before it starts colliding with it's neighbor, giving her and her assistant (Kallik) an opportunity to get onboard.  Opal is more comfortable with this plan, but not wild about Kallik heading into the dangerous situation.

At the docks, Kallik waterbends a little too well, and instead of a leisurely drift towards the neighboring boat, their target boat is basically whooshing straight at its neighbor.  Kallik compensates for this by waterbending a wave to adjust the boat positions and buy some time back, which knocks two of the guards off the boat.  Po and Kallik then smoothtalk their way onto the ship, Po explaining that she can tell that something's been caught in the rudder mechanism; and as someone with a background in boat construction and repair, she could help fix it so that they don't have any risk of dockside collisions.  Due in part to the level of success on Po's roll, here, the Guard in question is extremely helpful, pointing out not only how to get to the area of the ship that would be useful for conducting the repairs, but also explaining that a certain room is off-limits, even to the guards, and that no one is permitted to go near it, except Sheriff Woong.  Po and Kallik proceed to head down to the lower level of the ship, and excuse the (very helpful) guard while they get to work fixing the rudder.  Po realizes that the off-limits room is serviced by the same dumwaiter that goes to the captain's cabin, and sends Kallik into the dumwaiter for recon purposes only; basically spying through the cracks in the dumwaiter door, rather than opening it.  Kallik sees two people in the room: a woman and child, they seem to be nervous, but not scared.  They have a general sense of danger, though this doesn't seem to be an invasion force of earth benders like Tapisa was worried about, or some sort of secret weapon.  Thinking back to his own experience as a refugee, that's the most similar thing Kallik can think of to what he is seeing about their mood. As they are departing the boat, the overly helpful guard thanks them profusely, mentioning that he'd have been in big trouble if the boat had been damaged since it was slated to depart tomorrow.

Kallik doesn't know the people in the room, having just arrived recently.  Po doesn't recognize them by description, having just gotten back to town.  They hightail it off the boat and return to Opal, who does.  "That sounds almost exactly like Sheriff Woong's wife Yong and daughter Pushi."  Tapisa jumps into the conversation: "Aha! So it is an invasion force of powerful earth benders!"  Except Woong's wife isn't a bender, and as far as anyone knows, neither was his daughter.  "Then why would he be making such complex secret arrangements to send them to the Northern Water Tribe?"

They brainstorm some possible theories as to what could be going on, and realize they need to talk to people who might know more.  Kallik says they should just go confront Sheriff Woong with what they know.  Opal worries that this might be dangerous.  Po says the alternative is for her to talk to her parents, who have lived in the village for their entire lives and probably know lots of details about people like the Sheriff and his wife. "So, I guess Kallik's plan it is," Po says.  Tapisa suggests they could get a trinket of some sort and make as if they are returning it to the Sheriff's daughter, to see how the Sheriff reacts.  They pick up some earrings at a nearby store, and go to Woong's house.  Kallik attempts to "return" the earrings to Woong, saying they were left at Continental Drift, and the Sheriff blusters at the suggestion his daughter would eat there.  He is proud in claiming that she has strong earth kingdom heritage.  Kallik extracts a promise to return the earrings to her, and trips the Sheriff up slightly when mentioning how impressive his daughter is.  The sheriff notably calms when Kallik says that she is impressive academically.  

The group returns home, now highly suspicious that the Sheriff's daughter is potentially water tribe, or not really his own daughter, or something of that nature, but still in need of confirmation.  Po invites her parents to Continental Drift for dinner.  Between heavy servings of guilt and fish stew, and bizarrely passive aggressive compliments from Po's mother towards the restaurant, the conversation does eventually turn to the matter of mixed heritage families.  Despite Po's parents being a mixed marriage themselves, this is a topic they are very reluctant to discuss. ("I don't see why people need to put labels on things, or announce it to the whole world, you can just quietly be who you are and keep your head down!").  Eventually, though, they get what amounts to confirmation that Yong's father was water tribe, though this is definitely not widely known, and was almost certainly not known to Woong when he married Yong (it may not have even been known to Yong herself).

After another serving or two of guilt, Po's parents depart, and the group asesses what they have figured out. Though they remain unclear on Woong's motives, they are fairly certain that his daughter must have recently manifested water bending, and he has gone to great lengths to arrange to get her out of the village.  Since he has been publicly quite indifferent to the issues facing mixed-families and refugees, many questions remain, but one question that arises now is: how did Woong get the money to arrange a special boat, hire guards off-the-books, bribe members of the water-tribe blockade, etc.  On the other hand, it was time to tell Tapisa that this doesn't seem like any sort of military threat to worry about.

As to the money question, the group went to go see their good friend new associate Hanna and inquire about Woong's finances.  Hanna invites them in and says "what brings you by?" to which Kallik begins narrating the events of the day and evening more or less verbatim. Opal and Po's jaws drop as they are stunned that Kallik doesn't understand how information exchanges with underworld figures work (though, in fairness, Kallik is a 14 year old refugee, and so it is not exactly surprising). Hanna just starts taking notes on what Kallik is saying until the adults step in and suggest it might work better if there was some sort of exchange of information.  Eventually, Hanna reveals that Woong has taken out loans which, indirectly, she holds, in part because she thought it was better for her to hold the loans than for someone nefarious to have the Sheriff in their pocket.  She had simply assumed the Sheriff had a gambling probem, but she is not intrigued by the information about what the money was really needed for.  She inquires about whether there was some reason for her to try to delay/stop the ship's departure, but the group is not interested in preventing the Sheriff's wife/daughter from getting to safety.  Before leaving, Hanna encourages Opal to attend the upcoming Banquet of the New Moon in a week's time, as a reputable business person, and a) put a word in the ears of council members that the council is in need of expansion, given the recent growth of the village, and b) try to throw some support behind Beryl Qiang (owner of Beryl's Barrels, who is under Hanna's thumb, as a candidate for the new council seat. The more successful the group is at this task, the more Hanna will throw her organization behind things like better fish prices for the restaurant, safety patrols in their neighborhoods, etc. Classic back-scratching arrangement.

The next day, Tapisa was well enough to be moved upstairs, so that the restaurant could re-open with lower chances of the water tribe military member slash spy being found in the kitchen, and the group decided to do some recon on people who might be at this banquet.  Po invited the head of the dockworkers to Continental Drift but he suggested dinner at Wang's Wings ("Best Turkey-Badger Wings in all of Chenbao!"), because he doesn't like that fancy food with all the weird spices.  At the meal they talk about who might be in the market for a boat, since that's Po's line of expertise, and he mentions some obvious candidates (rattling off some rich people in town, basically, and anyone who lost a boat in the Tsunami), and then does eventually think of two merchants who are new to town: Aster Li and Garnet Cho. These merchants work separately, are not particular about what they buy or sell, and are very keen to learn the whole supply chain, from who makes the goods and how it gets made, to how it is shipped and stored, etc.  Po thinks to herself: "these sound like spies, and perhaps, much better spies than Tapisa."

Later in the day, back at Continental Drift, after the departure time of the boat with Woong's wife and daughter, Woong enters Continental Drift and loudly announces that he has looked into the report that Opal filed about the incident at her restaurant, and that it was without merit. He warns her off of filing frivolous reports at the sheriff's department in the future.  Quietly, before he leaves, he hands a folded paper packet to Kallik and mentions that his daughter said that these were not her earrings.

He then leaves, reminding Opal and everyone there not to cause trouble or file false reports.  Kallik tears open the packet and examines the paper, which appears to be from a council meeting, or at least from a council member, and references a plan called "Peace through Partition" for addressing the refugee issues and rising violence/disarray by redistricting the village to create separate areas specific to different groups.  The plans are not entirely present on the paper, but it appears to have been written in a way to woo the mayor (focusing on how to calm/ease the post-refugee influx tensions), and again, Woong's motives in delivering it were not fully scrutable.

Kallik immediately runs out after the Sheriff to follow up but Opal grabs Kallik and suggests that discretion may be warranted.

That night, the group heads to Woong's house, and as they are about to knock on the door, he opens it, rushes them inside, and demands to know what they are thinking showing up there. "Were you followed?" Kallik takes out the paper and Woong is aghast that they still have the paper, let alone that they brought it with. He tears it up and destroys it.

(and that's where we ended).

js_thrill: a picture of jinora from Legend of Korra, looking very wide eyed and hopeful. (atla)
 I have been awaiting my Avatar Legends Kickstarter rewards for a very very long time!  And they arrived!  And I had people to play them with!

Yesterday, we did our session 0/character generation session.  The system for ATLA:Legends is built on top of Powered by the Apocalypse, which is the game system used for Dungeon World, Monster of the Week, Masks, and many other games.  There are a lot of things i like about the core system, especially for rules-lite/narrative forward RPGs.  Some of the things I particularly like are:

A) Players basically always roll 2d6 and add a fairly intuitive stat.  This is relatively low rules overhead for the player to internalize.  There may still be a lot of other stuff for them to pay attention to, but it's good that basically all the dice rolling revolves around the same idea: roll 2d6 and add the relevant stat.

B) Roleplaying/narrative depth is mechanically rewarded.  Even newer D&D—which is less based on tabulating how much XP each monster is worth—hasn't really gotten its head around encouraging roleplay through game mechanics.  And I understand that some people want simulation-y rules that go on while you roleplay, but I like when a game's structure supports and encourages the roleplaying, so, for example, the PBTA systems, as a baseline, tend to give you XP at the end of a session when you acted out your character's central motivations or played up their core characteristics, etc.

C) Character creation is often based around integrating the characters backstories.  Lots of games have the issue where you are like "and why do these characters spend time together? I guess just because otherwise we wouldn't be playing a game?" But a lot of the PBTA games encourage you to work out elements of your character that bond them to one another so that, during play, you don't constantly wonder "why are we putting up with this guy again?"

So that's general thoughts about PBTA.  The people I roleplay with locally tend to be much more into heavy-crunch systems that are more traditional in their structure, though.  We've played D&D, L5R, Aberrant (which was very messy, but did have a lot of rules!), and some others I am forgetting.  We tried playing Blades in the Dark recently and it was not for them.  I like Blades, personally, but I think it just varies whether a group can get into it.

On to Avatar Legends.  The first thing you do, or at least, are instructed to do (as we will see, we did switch up the recommended order on things a little bit) is pick an era to play in.  This is actually a pretty substantial choice!  Several of the eras exclude PCs getting to be Airbenders, for example. I mean, you can houserule things, and you don't have to obey canon, I guess. But if you are playing an Avatar the Last Airbender RPG, it is probably because you love the series, and care a lot about, at the least, some of the very basic elements of the canon, so deciding that, actually there are a bunch of other Airbenders after all, during Aang's lifetime, would be a Big Weird Choice.  If you want Airbender PCs you pretty much have to play during the Kyoshi Era, the Roku Era, or the Korra era.  And those are very different choices!  Kyoshi era is when the four nations (as we know them) are pretty much having their borders established. Roku era is the one that had the least established about it before the RPG came out and added some plot details for you to put in your campaigns; most of what we knew were fire nation flashbacks.  The Korra Era is all tech'ed up with cars and movies and so on.  Anyway, we chose the Roku era, in part because one of our players hasn't watched Korra, but it also allowed us to worry less about stepping on canon stuff.

People were interested in the water tribe and the earth nation, in particular, and the book's info about the Roku era had some interesting historical developments that seemed like a good way to give us wedge into that:

The Northern Passage

For years, the Northern Water Tribe and the northern Earth Kingdom state of Chenbao have been embroiled in a dispute over local fishing and trade routes. Both nations have engaged in minor skirmishes and militarized the waters in-between as a show of force. A massive tsunami swept through those waters and struck the northern coast of Chenbao, nearly setting off a military conflict between the two sides. Chenbao blamed Waterbenders for sending the tsunami, while the Northern Water Tribe blamed Earthbenders for creating an underwater earth- quake. The truth is that both sides suffered losses from a natural disaster—the tsunami destroyed several Earth Kingdom towns and completely wrecked a Northern Water Tribe fleet. Greater tragedy was averted when Avatar Roku—supported by several airbending masters from the Northern Air Temple—intervened before a full-scale war broke out. Though both sides backed down, their navies remain in the waters ready to act at the first sign of wrongdoing from the other side. And the conflict is on a path back to greater tension as the governor of Chenbao now tries to tax any Water Tribe goods or ships traveling through these waters...

 
The book also included some specific current consequences of this conflict. 

The first thing the group is supposed to do (before they even think about their own characters) is figure out the group's purpose in the form of a central verb. 

  • To defeat [dangerous foe]
  • To protect [place, idea, culture, person, thing]
  • To change [culture, society, place, person]
  • To deliver [person, thing] to [place, culture, person]
  • To rescue [person, thing]
  • To learn [idea, culture, training, history] 
 
So, this list is fine, but it is jarring that this is before you even are told to think about who your character is, at all.  Now, partially, I love this idea.  The group is central to what you are doing.  But at the same time, it is fundamentally hard to think about the group when the people in it are all just placeholders.  So I do think it is probably okay (maybe even recommended) for people to do a bit of light thinking about characters along the way.
 
We sort of landed on Protect/Change, but you don't just pick the verb, you need to fill it out, and that's where the world-building detail above was so important. 

The players got really into this idea that the border villages in this Northern Passage area had been pretty mixed heritage before the Tsunami (and presumably just generally in the time leading up to the present-Roku era).  Water-Tribe people married Earth Nation folks, and vice versa, on both sides of the passage.  But the rising tensions, the Tsunami, the attitude of the current Avatar, are all combining to threaten that.  And that's something the players think is valuable.  So they settled on protecting the mixed-heritage culture of the border-area in the Northern Village. (I may not have phrased this precisely correctly).

You might think "okay now you make your individual characters." NO! Next you answer more questions to flesh out the group goal, and then, you still don't make your characters, you try to sketch the plot of the (approximately) pilot episode of the tv show about your group.  still without any development of the individual characters.

This is the point where we broke with the book's instructions, and everyone did a bit of working up a character concept.  The characters were: Kallik: a water tribe member whose family had died in the Tsunami (timeframe: 8 months prior to Start of Game), Po (short for Porphyra, but she'd rather you not call her that), a character from a mixed family who had gone elsewhere to study technology, and was returning in the wake of the Tsunami (to check on family), and Opal, a character from a large earth nation family who owns a fusion restaurant (northern sea fish cooked in an earth-nation style) that has been suffering due the tsunami and the rising tensions.  This level of detail made it much easier for us to actually do the next step, which was, sketch out the pilot episode!

 

OUR PILOT EPISODE

Act one: Po has just returned to Zeng Chu Cove, and is the only customer at Opal's restaurant for lunch.  Kallik is working there as a waiter.  Someone on the street spies Kallik waterbending while doing the dishes, and comes in trying to do an intimidation routine. No overt threats, but it's pretty obvious what his attitude is. Plus. this punk flashes a green armband that some people have been using to signal "Earth Nation first" support on the down low.  Opal comes out to defend her waiter from the low key intimidation tactics, and the punk leaves.  Opal recognizes that the punk is actually the son of someone on the village council. Also, she and Po, who were merely "nod and wave" acquaintances before, seem to share a recognition now that they maybe share something a bit more important that memories of what the local school was like.  There is also increasing anti-water tribe graffiti around the village.

Act two: Opal goes to report the intimidation and rising hostilities to the local authority: Sheriff Woong.  Sherrif Woong is overworked.  His inbox is overflowing. The town has grown from around 1000 before the Tsunami to closer to 1300-1500 now, with refugees coming here from the villages destroyed in the Tsunami.  It's not a huge number of people coming in, but it's a big adjustment for a town that didn't have a lot of infrastructure.  Woong is giving Opal the brush off, in part from being overworked, but in part he seems to not really care about the "crime" she's reporting.  She glances at his desk and spots orders from an Earth Nation general indicating the strategic importance of keeping Zeng Chu Cove a solidly Earth Nation asset.  Crestfallen, Opal leaves, and tries to figure out who, if anyone she can trust with this information.  People who have been around seem risky.  Her new waiter is obviously not going to be against the water tribe, though. And Po just got back to town...plus, she's pretty sure one of Po's parents was from the water tribe!  She gets this small group together, and tells them the horrible news.  They come up with a plan.  If we can't appeal to their humanity, let's appeal to their coin purses.

Act three:  Crime in Zeng Chu Cove isn't organized yet, but Hanna is working hard to fix that.  Opal and Hanna went to school together, which was a tenuous connection, but enough to get a foot in the door.  Plus, Hanna heard that Opal and her friends had something against the Green armbands, and Hanna really doesn't like when other people start organizing crime in her town.  An audible interrogation/beating can be heard going on down the hall from where Hanna is conversing with Po, Opal and Kallik.  Po proposes sharing some helpful boat upgrades in exchange for Hanna's support with the group project. Hanna says she needs information on the Earth Nation and information on the Northern Water Tribe.  "We're well connected in the water tribe!" the group lies.  "See" they say, pointing at the orphan Kallik. "He's got plenty of connections to the northern water tribe! You need someone on the inside with the northern water tribe, we've got you covered!"  Hanna says, "We'll just see about that." And nods to a lieutenant, who has them drag the prisoner in from the other room.  Through bleary eyes, this prisoner shocks herself, and everyone else..."Cousin Kallik?"  Kallik strains to remember this distant cousins name..."Tapisa!"  Hanna's jaw drops.  She's good at reading people and was sure they were lying. Duly impressed and now happy to have connections to water tribe on her side, she makes a deal with the group, and allows them to take Kallik's cousin, a member of the Water Tribe army, with them. 

End of Pilot!

Okay, so, I won't go through the rest of character gen in as much detail.

Po's playbook is The Bold, and she is a technologist.
Opal is a Guardian (her ward is Kallik), and she is an earth bender.
Kallik is the Idealist and he is a water bender.

Some of the details I included in that summary of the pilot episode are things we didn't actually flesh out until after (like character names!), while others of them are things that we worked out as we went, but I put them in as though they had been established in situ.

There is a lot of the process that is great because it is collaborative.  Maybe my favorite moment was that I wanted to make sure we had some Water Tribe plot hooks in there so I said before we started act three "think about where a water tribe army character could fit in here, her name is Tapisa" and someone threw out the idea that maybe it was a distant relative of Kallik's. But we didn't have a reason they would have been coming to look for Kallik directly, so we put a pin in Tapisa for a bit, and thought about what their next step would be, which was going to figure out if they could get smugglers to help them politically put pressure against this military order, since smugglers would also prefer not to have the town become militarized.  Then I figured the smuggler might have captured a water tribe ship and be interrogating the army member they found on board when the group got there, and the earlier seed of being related and the group's spontaneous lie about knowing people in the water tribe came together like magic.

There is a lot of great material and depth to the characters that I didn't cover here, and we haven't actually had a session yet where we played the system, this was all prologue, really.  One thing I want to emphasize: I went in with basically zero planning on my part, before this session.  I familiarized myself with the rules, but I didn't plot out any of the stuff above. I didn't know what era people would want to play in, and that meant I couldn't easily make plans because three airbenders in the Korra era are very different in terms of what adventures they would have from a fire bender and two water benders in the Aang era. But the system did a (mostly) great job of getting us to a point where we just naturally have a group identity and roadmap for where to go from here.  I probably could have come up with the start of an adventure if we were playing straight through after character generation, but I am glad to have some time to plan before the actual first session.

I'll tag posts about this particular game with "entering my roku era" so you can find them all.

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js_thrill: greg from over the garden wall (Default)
Lewis Powell

March 2024

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