Totally Guy
2011-12-18, 04:52 PM
I played a game of In a Wicked Age yesterday and it was pretty good. It was the first time we'd tried out the system.
There is no prep as a situation is generated through drawing cards and consulting a chart. Resolution is kept exclusively to characters opposing characters. The stats are called forms, they are: Directly, Covertly, For myself, For others, With love, With violence. You always roll two applicable forms when you do stuff.
The characters only get to appear in future chapters if they get onto a list called the Owe list. Being at the top of the owe list means that your character features in the next session. You can scratch your name off the list for mechanical advantage.
Rather than a single time line the game creates a mythology for the characters to occupy through their deeds and conflicts.
In yesterday's session one player picked an innkeeper who routinely killed his guests and the other played a spirit who was bound to a wizard.
The innkeeper had a wife who was cursed to be a gollum-like eater of flesh. She mainly wanted her husband all for herself and for him to be rid of his gang.
The innkeeper wanted the amulet from the wizard to help him transform his wife back.
The innkeeper's gang was not present but one of his underlings wanted the wizard to assist him in taking the gang for himself.
The Spirit player wanted the amulet destroyed and the wizard to renounce sorcery. And the wizard wanted nothing more than to be rid of the spirit that plagued him.
In the end the wizard burned down the inn and was attacked and killed by the innkeepers decrepit wife. The innkeeper killed his insubordinate gang member over the wizard's magic amulet but was unable to stop his wife from destroying it, the very amulet that would save her.
The spirit escaped with the wizard dead and the innkeeper was left with no inn and a twisted wretch of a wife in tears.
Next session the spirit will be one of the protagonists, the innkeeper may appear in the session after that. We might see what he did next or what he was like before he died.
There is no prep as a situation is generated through drawing cards and consulting a chart. Resolution is kept exclusively to characters opposing characters. The stats are called forms, they are: Directly, Covertly, For myself, For others, With love, With violence. You always roll two applicable forms when you do stuff.
The characters only get to appear in future chapters if they get onto a list called the Owe list. Being at the top of the owe list means that your character features in the next session. You can scratch your name off the list for mechanical advantage.
Rather than a single time line the game creates a mythology for the characters to occupy through their deeds and conflicts.
In yesterday's session one player picked an innkeeper who routinely killed his guests and the other played a spirit who was bound to a wizard.
The innkeeper had a wife who was cursed to be a gollum-like eater of flesh. She mainly wanted her husband all for herself and for him to be rid of his gang.
The innkeeper wanted the amulet from the wizard to help him transform his wife back.
The innkeeper's gang was not present but one of his underlings wanted the wizard to assist him in taking the gang for himself.
The Spirit player wanted the amulet destroyed and the wizard to renounce sorcery. And the wizard wanted nothing more than to be rid of the spirit that plagued him.
In the end the wizard burned down the inn and was attacked and killed by the innkeepers decrepit wife. The innkeeper killed his insubordinate gang member over the wizard's magic amulet but was unable to stop his wife from destroying it, the very amulet that would save her.
The spirit escaped with the wizard dead and the innkeeper was left with no inn and a twisted wretch of a wife in tears.
Next session the spirit will be one of the protagonists, the innkeeper may appear in the session after that. We might see what he did next or what he was like before he died.