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Author Topic: How to initiate new players to Tekumel?
Miihkali
Nurtsáhlu (Clan-Brother)
Posts: 27
Post How to initiate new players to Tekumel?
on: August 24, 2015, 04:26

I guess this question is as old as RPGs. Anyway, how do you solve this age-old dilemma?

I've come up with several possible scenarios:

1) Fresh off the boat. The good old scenario from the Empire of the Petal Throne. Its simple and fast and in many ways rather realistic -- players know as much as their characters and vice-versa. Later in the game, dead characters could be replaced by native Tsolyani. The main problem is the lack of any background when it comes to player characters. Yeah, we hail from the southern continent and so on. Why would anyone take these clanless weirdos seriously? Also, a huge portion of Tsolyani culture will be neglected if the players are outsiders.

2) As 1, but the players hail from neighbouring empires. Thus the players would have clans, a background and some informations to build on. On the other hand, they would probably worship Gods different from Tsolyani pantheon. Also, they would need to have at least some information about their homes -- so why not make Tsolyani characters and give them information about Tsolyanu? On the other hand, it is easier to tell players basics about their home that it is to give them all information necessary to survive in a given place. Player with a Mu'ugalavyani character needs not to know everything about his homeland -- it would be enough to know that the Mu'ugalavyani are warlike, efficient, serious and worship flame-gods. The player could take these as a base and then go on to explore Tsolyanu.

3) The player characters are Tsolyani youths. The game starts with a khatunjalim. This would need much longer briefing, but as the characters are youths they still might be rather oblivious. Players would have a clan, a religion, etc. On the downside this would probably lead to a lots of "you already know that..." situations which I don't like. The player characters would also be rather inexperienced, their education still being unfinished which would cut down character generation possibilities. This is especially true with sorcerers. I don't really think players would enjoy playing a character who spends most of his time at temple school.

4) As in 3, but the player characters can be of any age (preferably around 20). They hail from some remote part of the empire, being very ignorant about the ways of big cities. Perhaps every person in their home village belongs to the same clan so the etiquette has been less restrictive as all are clan-cousins. Players would have a clan and a religion and these would support them in their new home Katalal (or Jakalla or whatever).

5) The players are all Mihalli who are going to infiltrate the Tsolyani society. This is more of a thought-experiment than a real possibility, but it makes me smile so I decided to share it with you-

jeffdee
Administrator
Posts: 427
Post Re: How to initiate new players to Tekumel?
on: August 24, 2015, 08:56

We considered all of these possibilities (well, not #5 - that's a new one!) when designing Bethorm. After long experience, we've concluded that the 'fresh off the boat' premise - while it *seems* like a good idea - is actually counter-productive in the long run. It puts the PCs at a huge disadvantage socially, it gives the players an excuse *not* to learn about Tsolyanu, and it does not have very high re-play value. And options 2-4 all still require a basic familiarity with the setting anyway. So we designed Bethorm for option #6: the PCs are young Tsolyani adults, just getting their start. Yes, there will be occasional 'you already know that' and 'it doesn't work that way' moments, but really not all that many important ones. Emphasize the bits of Tsolyani culture which *are* unfamiliar (there's an Empire, cities, armies, temples, and families) and be gentle with players when they first encounter the exotic stuff. It won't be long before your players acclimate, and once that point is reached you'll never have to worry about this question again. At least not until you get new players 😉

-Jeff

Miihkali
Nurtsáhlu (Clan-Brother)
Posts: 27
Post Re: How to initiate new players to Tekumel?
on: August 25, 2015, 04:37

By the way, after re-considering option #3 I realised that it already offers roughly the same advantages as #4.

From what I've understood, the larger clans (especially wealthier ones) already have their own quarters in each city. The clan-house must be just a small portion of clan's real estate given the fact that an average clan probably has thousands of members in any given city. So I don't see why an average kid would have much experience of the world outside his home district. Of course they would know the basics but how much else? I come from a small town (2,500 pop) and when I moved into a city to study in a university it was terrifying experience! There were so many unwritten rules and things one ought to know!

Coming of age is always difficult and it must be difficult for young Tsolyani characters too! Actually, it would be very implausible if it was not. Basically, young Tsolyani adults should be experiencing the same shock as their players.

Saulster
Nakomé (Clanless)
Posts: 2
Post Re: How to initiate new players to Tekumel?
on: August 29, 2015, 18:12

Hey guys,

I ran an adventure at a few local gaming conventions in N.California. Now running a game at a convention is very different from running a campaign at home is what I have always been told. But I always run my convention games like starting home campaigns. And running Bethorm's I didn't really change much in my approach. I will agree with Jeff that the "fresh off the boat" adventure from the original rules leaves a bulk of RPG elements from the game. I made characters and it was a simple game of delivering of a prisoner from Bey Su to Jakalla. Well not so simple really since I gave the 6 characters secret agendas. And the players had to decide what mattered most to each character. It was full of moral decisions and about clan, revenge, respect, family and even love. I had such a successful run at Celsticon 2014 that I ran it again at DunDraCon 2015 and then was asked by a friend of mine to run it for some people that tried to get into the game but could not during the cons. So now I was asked to run something again for Celesticon for their Tekumel track. And have to decided to run a different adventure. So it was a simple road trip adventure, with people that had not much experience with Tekumel and never heard or seen Bethorm but the system is so easy to use that it went really well all 3 times I ran it. And one guy said this is like the beginning of a really "awesome" campaign.
So my advice is to use Jeff's idea of using young people starting out in their "adult" life. It worked really well for me and should work for any starting campaign.

NiallGordo-
n
Nurtsáhlu (Clan-Brother)
Posts: 33
Post Re: How to initiate new players to Tekumel?
on: September 6, 2015, 15:43

OK how about this. The players are all members of the same Clan and from Katala and you run High And Dry as the first adventure. So what you say. You start the game as they cross the river leaving Katala on the long walk to Mishabar. You can describe the farmlands as you go, pointing out similarities and strangeness as you go. How different will the wheat fields be from what they've seen, not much really. Oh look there is a Chlen cart. BTW that dinosaur-like creature over there is called a Tsi'il and is a food animal.
On the first night you describe the sky, always good for a WTF happened. They there will also be the odd wandering pest to annoy the party wit. Done right by they time they hit the module proper they should have the basic idea. That does assume they'll ask questions and wonder about what is going on, rather than passively sit there.

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