[Nerdinburgh] Prepping for Sorcerer & Sword
Saturday I ran Sorcerer & Sword at Nerdinburgh, a small, cosy homespun convention I held at my house here in Edinburgh. This was very much a demo of Sorcerer, being a one-shot over 4 hours, which meant I had to cut a few corners to get as much play in there as possible. Sorcerer is notoriously bad at these sort of things, but I’ve built up a reasonable experience in how the game works, so I thought I would be able to handle it OK.
My idea was to present the players with a tight situation and half-done characters - after the players had decided how their characters connected to the R-map and/or situation, all they had to do was to write a Kicker and we were off. That succeeded very well, I think. Here’s how I did it.
Firstly I chose to use the Charnel Gods supplement, because it narrows down a few things - there is one main type of Demon, the Fell weapons, and Humanity is also pretty straightforward. To quickly get inspired for a pulpy and explosive situation, I went to one of the In a Wicked Age oracles, the God Kings of War, and got:
- A local warlord's ancestral sword, much honored.
- The ghost of a tyrant king, strangled by his own daughter.
- A warrior-woman, queen of her small wild tribe, hard-pressed by advancing civilization.
- A vengeful and jealous god, displeased by the lapses of his followers, however scrupulously they observe.
From that I build a small R-map, looking like below. I since added a couple of extra characters, but this was the version I presented to the players, along with a short description of the situation.
The Blatonn village, inhabited by pale-skinned people, mostly farmers, was expanding north of the Southern Mountains and had reached the borders of the Black Tooth Forest, home of the Black Tooth Tribe. The tribe people were darker skinned and with their bodies covered in elaborate tattoos. King Alfreth is dead and there are rumours he’s walking around undead. He was killed, strangled. Blatonn is therefore without a King, as its formal leader at the moment is the Fell weilder Faldur, who is the protector of the village.
I premade three characters with stats and descriptors, and assigned each a Fell weapon from the Charnel Gods book, but nothing else. Here are two of the templates - Gregor must have kept his, as I can’t find it.
STA 5 (Savage-raised, Trained soldier), WILL 4 (Righteous), LORE 1 (Naive), PAST 4 (Captain in the Amber Guard), Flaw -1 (Disbelief).
Demon: Trinfendel, a black sword. STA 10, WILL 11, LORE 5, POW 11. Need: Flattery and praise. Desire: Tyranny.
David chose this guy and named him Markos. David decided not to be connected to the R-map beforehand, and arrived as a travelling swordsman from the south. His Kicker was that he landed in the middle of a skirmish between the Black Tooth tribe and the villagers (at this point without their warrior Faldur).
Next character.
STA 3 (Throwback), WILL 4 (Driven), LORE 3 (Mentored), Past 4 (Nomad), Flaw -1 (Paranoid).
Demon: Irkspire, a long pike/spear with a black metal handle and inscribed glyphs. STA 8, WILL 9, LORE 5, POW 9. Need: Wielder must promise in not to part with it. Desire: Melancholia.
Gordon took this one and the character became Shara Grieffinder, the lover of King Alfreth. Gordon’s Kicker was spot on with the village guard arriving to arrest Shara for killing the King. Bam!
Gregor decided that his character was Thulan, a tribesman, brother to the Queen, who had been away to the south and arrived back expecting to lead the tribe, only to see his sister on the throne. And that wasn’t even the Kicker, no no, Gregor threw himself fully into action: Thulan wakes up after a battle, captured by the villagers and his Fell Sword Periffon is gone.
Here’s the R-Map including the player characters.
And, finally, the entire R-Map with extra characters added, some of which never came into play.

Reader Comments (8)
What bothered me (apart from mechanical things) was that it didn't seem we were playing a game as a group. We had these individual arcs, with our individual kickers, that propelled us off to some story, but we could have been playing alone for all the difference it really made. Sure I went off after Shara but I'd have been as happy riding down someone else, and I could see various characters resolving their stories while the others had gotten nowhere. It's weird, because in Shock there was even less connection between characters, and yet I felt far more involved together than in Sorcerer.
I also kind of felt that too much setting was given to the players. We all framed our own scenes and added colour, but the initial setting just fell into the background, because of course we didn't know any of it, so we never involved it. Maybe we should have started with a GM-led establishing shot sort of thing, showing us the relationships in action, so that we had a better sense of the world going on before we got there? That might have needed more time than we had though.
I'm still very glad to have played! :)
Re the oracle - I think the characters inherent in the original oracle that were directly or indirectly involved were: the king, the warlord and his sword, the king's daughter Runa (who ordered Sharah's capture in the very first scene for Gordon), the warrior-woman (who was Thuran's sister), the tribesmen, the villagers. That's pretty much all of them?
The only one not there was the god, who was the backstory reason Runa had killed her father, but this was revealed in play. So I thought we hit them all, really.
Would be great to involve Gregor and Gordon as well - there might be more differing views! :)
Re the individual stories - maybe I was less good at explaining that you may of course as a player write a kicker that's directly connected to another character - you may even share a Kicker! The point is: it's yours. It's what YOU want to explore. There's no rule in Sorcerer that the character stories have to be separate (or vice versa), but the game facilitates it, which I like because it helps get away from the party play style from trad. fantasy rolesplaying.
And thanks for playing!
As I said, with some more time it might have been different.
I knew how important kickers were going in. So I made sure to make mine big and brash, but easy to include.
I'm not sure if your kicker was actually a good choice David. I always thought that it should be something that throws your life into turmoil rather than showing an example of how you live your life (which I got the feeling your was). For your character I might have picked something like "I have just spotted the most buetiful woman I have ever seen" to throw your wandering to the dogs.
I also knew that it's not really required for the characters to have any interaction at all during Sorcerer. So I deliberately tried to push that and stay out of the rest of the characters ways to see what would happen. My theory is that the relationship map would have caused us to interact a lot more pretty soon anyway.
I loved the descriptions of how we got our fell weapons though. It really gave me the kick start to build a character out of a few notes I had on the paper.
The only thing I didn't like was the resolution mechanic.I just don't think it works quite well enough to be worth the trouble. Drop that out for something more like BW and I think it would have been even better.
Kickers: Yes, I allowed a soft Kicker (probably not even a Kicker at all in the strict sense) - David was the least familiar with the game and I wanted to save time and get playing asap due to the time consttaint. It was a mistake, I guess. Not from your side, David, mine entirely.
Dammit - you know the feeling when you know you are doing something wrong and you just keep going? That's what it was like, and I've done it before. Blast, bugger!
Here's how cool the mechanics can be:
http://forum.rpg.net/showpost.php?p=8222244&postcount=18
My big thing at the game was that it was very hard to follow what was going on with the dice rolls. I think one of the problems was us not being around a table and playing on the floor. It's really important to see what everyone in a challenge has rolled, not just as the GM but as a player as well. Because we were all sitting so far apart we didn't really get to see that and understand the implications of the dice roll.
I still think that for a game that is as emotionally charged as Sorcerer, something that requires you to pull out of character to compare dice pools is sub-optimal. Of course, I would say that since almost all my designs are currency rather than chance based these days :-)
I don't think that soft Kickers are that big a deal. It was more noticable in our game because we had such a short amount of time to play. The whole bang/relationship map thing that forms the basis of the GMing quickly makes up for it, it just gives you a slightly slower start.
I'm sorry Per, I read the example you gave in the link and the mechanics don't look any cooler than they did in our game. In fact they strike me as annoyingly muddy. I can't see why there is a conflation of initiative and action totals, and the constant changing of intents seemed chaotic. I can see that the dice mechanic works fine, but I don't find many details of it terribly exciting.
Not knocking your game at all though.
This has been a very interesting discussion, given me lots to mull over. I might end up having to write an AP as well for The Forge and then continue there. That is, if none of you three players beats me to it! ;P