I
thought I'd share a couple of things I've found useful when handling
the complex and Byzantine society of Tsolyanu in my campaign.
The
first of these is the Ettiquette skill. These skills would, on the
face of things, be some of the most valuable in the ritualised world
of Tekumel- as vital as Horse Riding to a Mongol. But really, how
often would these be rolled? You buy the skill, assume it's there,
and then actual social interactions are made with social skills liek
Charm or through roleplaying. So in many campaigns these skills will
just sit there and never be used. So what to do with them?
I
found the answer to this in mid-game, when one of my PCs said
something that was very insulting and grounds for a duel or Shamtla
to an NPC of equal status. Clearly this was a problem- either I
explain where he went wrong, give a "take back", and do it
again; or, the session takes a detour as it suddenly becomes about
how this PC has just caused a Matter of Honour.
So
I said- "Roll Ettiquette. If you succeed, then you said
basically the same thing but phrased it in such a way that the NPC
can't take offense."
And
just like that, the Ettiquette skill became the "Saving throw
vs. Insult". Whenver my players, who are Tekumel newbies, do
something that would cause offence, an Ettiquette roll lets them do
it without giving a legitimate cause for grievance. Provided it can
be spun that way, of course- physically assaulting someone is going
to be impossible to justify by any roll. But it keeps things moving
in a fun way, and teaches the players about Tsolyani society without
making them afraid to act for fear of giving offence.
*************
The
second thing I've found to work is a way to cover up the mistakes
that I myself make. Tekumel is a very complex setting, and this is my
first time running it. So inevitably, there's things that slip
through the cracks. I decide on something, then several weeks later-
when it's established canon in the player's minds- I realised, this
should never have happened that way.
Take
the size of the PCs escort, for instance. It seemed perfectly
reasonable when I started planning the campaign, but as the
importance of Kemuel increased (see my Magic notes earlier on this
blog) it occurred to me that he should have an escort from the Temple
of Dlamelish or the White Stone Clan sent for him. So why wasn't this
happening? Obviously it should have happened. But it hadn't- and now
I had to retcon a reason why.
It
was clearly some sort of conspiracy.
Tsolyanu
is rife with scheming and intrigue at all levels, but it's far too
much hard work for a GM to cosntantly plot out all these factions and
agendas. However, a GM is going to make mistakes, or forget things-
so when this happens, between sessions he works out whose doing that
is. Work out what should have happened, compare it to what did
happen, and then invent a conspiracy that explains the disparity.
In
the case of my campaign, the High Priestess of Urmish was another
loose end. She was the one who'd identified Kemuel's potential, but I
didn't want such a powerful ally for the PCs in Urmish. So she had to
go. No escort, no High Priestess- there's a war of assassins going
on!
Both
the High Priestess in Urmish and the Priestess sent from Sokatis to
escort Kemuel have been done away with by the warring factions within
Dlamelish's Temple. The Heretics had an agent passing through Urmish
who uncovered the truth about Tsodlan and sabotaged the High
Priestess' youth-restoring magics. Suddenly aged and senile, she was
ritually slain by the Priestesses and a replacement- who hadn't been
told of Kemuel- appointed. The agent of the Heretics went back to
Sokatis to report, then was returning to escort Kemuel when agents of
the Temple in Jakalla captured her. She didn't reveal the existence
of Kemuel before the Temple finished with questioning her and used
her as a demon sacrifice.
So,
my mistake has suddenly turned into a dangerous game of intrigue and
espionage which the PCs are walking blindly into. This, I feel, is
good advice for any Tekumel GM- if you realise you've made a mistake,
then invent a plot that's responsible. It doesn't have to be a
far-reaching as this- it could be just a few low-level officials or
guards extorting a handful of Kaitars. But when a mistake is made,
try to put it aside until the end of the session, and then work out
why this really happened!
Excellent use of Etiquette. It keeps things moving, it subtly instructs the players, and they still might fail the roll, providing more concrete instruction.
ReplyDeleteI *love* your idea for filling in the GM's missing knowledge by creating conspiracies when you discover you've made a mistake. And it's completely wonderful to create conspiracies within conspiracies in Tsolyani society.
I don't have the lack of knowledge, but I'm still going to use this technique to up the conspiracy in my campaign. Between-session analysis of what's gone on.
Agreed on the Etiquette. Nice. I will steal that.
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