Dialect in person: The Iron Reign's Lastride
So then, I'm up in Sacramento visiting the family (who'll play board games, but RPGs not so much). That means I also gotta get out and gaming, and so got in touch with a few of my Sacramento peeps. Matthew and I met when I tried running a "story games" type meetup up there the prior year, and was down to play. We ended up meeting at his place, and he invited his friend Yuri (who'd played some RPGs, but story games not much).
Now, normally I lean more towards fantasy and sci-fi, even when playing serious games, because I feel like there's less restriction on being able to create or play in the setting. However, in talking with Matthew and Yuri, we went more historical fiction. In the past I was a bit averse to this (and still have an internal reaction as such!) but I've had so many good RPG experiences that are set as historical fiction recently, that I didn't say anything to the contrary. And I'm glad we played in the setting we did.
We chose the Thieves' Cant Background: The most important tools for the dozen members of our crew are not our weapons but our language. We speak in code, disguised as pleasantries and idle chatter as we move among our targets.
In creating our setting, we settled on Germany, early 1800's, the early budding of the industrial era. Germany is still a bunch of kingdoms, with some consolidation going on. We decided on the made-up city of Salzberg, on the Baltic sea, north Germany. It has a strong ship-building industry.
We are The Iron Reign, a few places away from a royal seat in a kingdom which has been engulfed by another kingdom. We are horse "thieves", trading in only the purest of German pure-bred horse breeds, whereas our rivals, the "Open Hand", believe a horse is a horse. Heathens.
Our Aspects:
- Our job: Procure horses, by any means
- Eyes on us (what provides us cover): The fairgrounds, a mix of cultures and trade, dominated at times by the Roma.
- Free aspect: Preserve the line; we are from a noble line, and need to regain our seat of power.
We had "Lady Iron Reign" (a royal title, or a stage name?) Isolda, the closest in line to a royal seat that is no more, an adrenaline junkie. Richard von Eisenhuf "Ritterhard", a true knight, and protector of the line and honor. And Adolar, known as "Books", who is a bastard of the royal line, a mix of the royal house and Roma blood, who is self-educated and smart, and also swims in the sea of knowledge that is the fairgrounds.
I played this game closer to RAW (rules as written), and we drew a hand of cards for character choices, and then later each a hand of cards for words (3 from the first age). After you play a first age card, you draw a new card from the second age. This means in the next round of play, you'll have 2 first age cards, and 1 second age card to chose from and play. It was very interesting to see how second and third age cards differ. In the first age it's mostly about making words. In the later ages it's also about more complex word concepts, or situations around words, such as the government mandating their use, or deprecation.
One example word we defined was Prox, which we decided originally came from a longer chemical word, which was part of our mix that subdues horses. Now it's comes to mean "an important resource" or an "important part of the plan"; and eventually we found ourselves using it as "cool" or "good".
Another great one was Lastride. Our knight had gotten old, and was on his death bed, and decided to bring back an older tradition that was no longer being kept. He was held up on his horse (he couldn't ride on his own anymore), and placed in a fake field of battle with friends. And they stabbed him, so that he could die honorably in battle, in his "lastride".
We played almost a 4 hour session. I'm finding that it seems to fall into 3 equal sized chunks: game setup, the first age, and the rest of the game. The second and third age sort of snowball a little bit, and that may be due to getting familiar with the game by that point, or maybe we just rushed some of those scenes more than expected.
Stars:
- Although it's important to stand up for what you want to see in a game as a GM, just as a player, I'm very happy I let Matthew and Yuri guide the basic premise for the setting, because I again enjoyed a historical fiction game!
- The scene after Ritterhard was killed in his Lastride, had the Lady Iron Reign lead a charge in a war that was brewing, and all the soldiers stood up and chanted "to the lastride!" despite the fact that they had no horses and were just foot soldiers. I loved how the word really felt like it came to it's own, and no longer needed to be true to its original meaning. It felt like what the game is meant to do!
- About 2/3 through the game, and I did some checkins to make sure everyone was still in for the long haul (~ 4 hours), and I was feeling a little worn down, but thanks to Matthew and Yuri for carrying it to the end! I felt really satisfied with the game when it ended.
- I was really happy to get the game to conclusion, both because it felt complete, but also because I now know that it belongs in a 4 hour con slot (don't try a 3 hour slot unless you set expectations that it's only to show how it works, or rush some aspects, which I wouldn't recommend).
Wishes:
- I don't think I've read all the rules, but I definitely recommend being a little lose with some of the scene framing (such as not necessarily having only our characters be a main protagonist in the scene, if it feels forces). We had one scene were it made more sense to see children on the street say the word as our older main character watched. We had scenes after one of the characters, Ritterhard, had already died.
- Although games are probably quite variable in timeframe, it'd be interesting to know what the expected times for the different phases of the game are (and it'd be cool if the rules mention this).