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Now onto the post.
What do you do when an Omen doesn't quite fit your current
location?
PLAY
The Company are travelling through a barren tundra during
winter, facing dire weather at every turn. Ref makes a Wilderness Roll and gets
a 1, rolling for a random Myth from elsewhere in the Realm. They roll the
Forest, which the Company have already encountered the first five Omens from.
This means they’ll encounter the sixth and Omen.
Ref: Okay… hm…
Ref fumbles slightly, as the previous omens had all been
encountered in areas with plenty of trees, an easy fit for the Forest.
Ref: A bitter mist rolls over the tundra again, chilling
your faces. Through the mist you can see shapes. It looks like a forest.
Moss: I thought this whole area was a sort of frozen
wasteland?
Ref: Yeah, it was.
Tal: Oh, I bet this is something to do with the Forest,
right?
Moss: Yeah, shall we go in?
Tal: I think we should! We’re meant to be “seeking the
Myths” after all.
Moss: Okay, let’s carefully go in.
Ref: As you enter the mist begins to clear. The air even
feels warmer. Looking around, you feel like you’re in the middle of a deep
forest, despite having only walked a few paces into the trees.
Moss: At least it’s warm.
Ref: A towering figure stands boldly between the trees.
Their body is thick, writhing wood, knotted and gnarled. Their hands are like
great clawed roots. The imposing creature looms over you. What do you do?
THOUGHTS
Remember that Myths operate under their own rules, and they
don’t need to follow the usual laws of reality.
This means situations like this one, where a Myth’s Omen
feels an odd fit for the current situation, can easily be woven into the
ongoing story.
It helps that, in general, the players want to find Omens
and resolve Myths, as this is the main way that they gain Glory. Besides, the
nature of Omens is that they’re all going to happen eventually, so being caught
off-guard by one isn’t a huge problem.
I like that Ref doesn’t try to contradict their previous
description of the area. The wasteland was just as frozen and inhospitable as
they had previously described, and now it’s miraculously transformed into a
thick forest.
One of the reasons that Knights tend not to have
magical-feeling abilities is that I want the world to feel more magical than
the people within it.
You’ll be exploring a mystical land, and while you’ll
sometimes benefit or suffer at the hands of its magic, you’ll never quite
understand or control it yourself.
This is perfect for handling these moments, but should never
be done at the cost of the previously established fiction of the game.
When they enter the woods, Ref jumps straight into the encounter with the Fearmonger in their true form. This is fine, but there was also an opportunity to have the players explore this strange place a little before the Fearmonger shows themselves. It would give a little more weight to the fact that the Forest manifested so suddenly, allowing the players to take that in for a moment before thrusting them into a high-stakes situation.
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