3 players in my game (so far)
our 2nd real session. (third if you include world and character burning)
one player i've played with for a year, the other two are new to me.
the one player i'll grab drinks with once in a while, the other two we haven't thus far
we did a group campaign creation session, but not all the players were there for the whole time. they did all want to the anti-establishment concept, though
first session and a half was a character burning session with new characters specifically made for BW
one character (the one gamer i know well) is a guard captain turned smuggler who believes
1. Valor is more precious than wealth
2. the strong must protect the weak or be held accountable
3. never trust a man who hasn't bled with me
one character is a criminal merchant gambling house owner who believes
1. my gang is my family
2. i will carry us across the bridge (to the 'safe, rich side of town')
3. i will get my brother (an estranged cult leader) back
the third character is an itennerant mandolin player who believes
1. my mentor died without respect and i will not see great men ignored
2. in my own small way, i will support efforts against the nobility
3. violence alone accomplishes nothing
the first bang i hit was a noble walking into the gambling house and demanding they hand over this young female singer who in turn begged for the pc's help. character 1 and 3 jumped to her aid against the nobility, character two was like, 'she's yours, just don't mess up my place' - that bang actually worked as i imagined. duel of wits, etc. intimidated the noble to leave.
second bang, the noble had his friend buy out the stables next to the gambling house. the merchant engaged in a hopeless duel of wits 1:1 with the noble and lost. the BANG was that the noble, in his dismiss, accused the merchant of harboring known cultists. i expected my player to jump on that, but it went right over his head.
my third bang was during the first meeting of rebellious citizens, the meeting was held by a cult-leader that was the rival to the merchants brother's cult. the meeting was broken up when a messenger came in to warn of an attack on one of the cults safe-houses. player 1 and 3 went off to help the rebels, but 2 tried to slink away.
was i too subtle, or should i just knock it up to new players to BW with new character's they're not so familiar with and keep trying?
also, i'm not exactly sure how to challenge player 3's beliefs. i feel like maybe he's not familiar enough with the game to understand how they work. should i just wait and encourage him to change them once he understand the system better? he's pretty much denied all my suggestions, but when it comes to play, he's pretty good at playing out the 'violence alone solves nothing' belief.
player 1, who i've played with a lot responds well to all my tests of his beliefs, but i hate the idea of the game becoming just me and him.
am i approaching things the wrong way? should i perhaps not worry until we're all more familiar with each other and the system, or is there any ideas about how to draw these players further into the BW fold?
i feel like there's a steep learning curve for players who are more used to the carrot and stick style of GMing. i want THEM to make the scenes happen, but it seems kind of hard with a group new to each other, new to the game and new to the style of play.


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