RE: Re: Fearing Dragons

From: Jane Williams <janewilliams20_at_...>
Date: Sun, 20 Feb 2005 19:12:14 -0000


 From: Stephen Tempest:
> I think it's all about the way the events are presented.
> Let's take two options.

And I'm, just once, going to break a Rule and post mainly so as to say "Bravo!" *Excellent* solution, both parts of it.

> a) "Kallyr says you can't come with her because you're not
> important enough. Also, the big scary dragon frightens you all.."
>
> b) "Kallyr warns you that no mere mortal could survive
> exposure to the naked mind of a True Dragon, and if you step
> inside your body and soul alike will surely be destroyed.
> Orlaront has HeroQuested and ritually prepared himself for
> six years for this moment, and he is fairly sure he can
> extend his magical protection to one other person - herself -
> but no others. She thanks you for all your efforts and bids
> you farewell - then, white-faced but determined, turns and
> steps into the dragon's maw."

> Option a) makes it seem like the players have failed, because
> they aren't good enough. Option b) just tells them they
> don't have the right specialised skills and background - and
> no amount of spending hero points on the day can make up for
> the 6 years of preparation...

Now all we need to watch out for is the PC who *has* done that level of study of True Dragons (probably rare, but not impossible) and who says "well, the last time I was chatting to one..."

> Personally, I think it also helps if the players are told _at
> the start of the adventure_ what their real objective is. If
> it's just a vague "accompany Kallyr and do what she says"
> then of course they're going to be unhappy about abandoning
> the quest, and her, before the climax. On the other hand, if
> they're told "Kallyr has something specific she needs to do
> at the climax of the quest, and she'll need to save her power
> until then. She'll need loyal protecters to help her reach
> that point." then they can feel a proper sense of fulfilment
> and resolution when she says "you've done your part, now it's
> my turn." They'll have achieved something special, not just
> gone along for the ride. (And the narrator still preserves
> the secrecy of what she's actually doing)

A very good point.

Now, can you also explain why she feels it necessary to start a fight before leaving the Ship, rather than just jumping off?

So far my meta-game explanation is that someone wanted a contrived method of killing off a NPC.

And the nearest in-game explanation I have is along the lines of "oh no, not again, who let her out without a keeper?"

I'm sure something more imaginative and dramatic could be done with this, but quite what is beyond me. And the "your purpose here is to protect Kallyr" idea makes that fight more important - they may well react to the idea initially with "what?? We're here for one purpose, why are we wasting time and taking risks getting sidetracked?" but now they can also say "drat, if she's going to go and get herself into trouble I suppose we'd better go and get her out of it."

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