- Location
- Gladstone, OR
And here we are with Sunlit Sands Session 9! Now with Analysis!
Session 9 logs
Session 9 logs
Alright, so here we are with the proper analysis, posted mere hours after concluding the session for the evening. Big props to @Aleph as usual for running the game under hostile weather conditions.
So, milestone! Across 9 sessions, Sunlit Sands has nearly covered 420 Creation days if not more. This is a big deal for me, because most games I did not run occured over the course of a few months if that. Most of those games also very quickly gave out FF-style airships or similar boons to waive travel times and get the plot moving. For those games, there was no 'plot' in trying to figure out how to travel.
First thing's first, we touch on the Orphanage, and solving the problem. Aleph introduces Soft Ash Minal, who is (apparently) the woman Inks hired to oversee aforementioned institution and is Good at her Job. Also overworked. We also acknowledge the uncertainty of Neomah creations.
As Aleph mentions at end-of-session, she's very happy that I as a player and Inks as a charcter is willing to engage with NPCs more or less at-will.
One important point here is that this whole side-plot emerged out of two main factors: I as a player did not think to ask how fast children would get made, and Aleph did not think to hint or tell me how many would be made. It's this odd balancing act, almost doublethink of 'if the character is so smart, why are they committing these blunders'. Inks is Intelligence 5 after all.
Fundamentally, for all her brilliance, I am willing to roleplay Inks being Wrong. This sideplot could have been handled more organically, but it was already fairly well handled anyway, so I am pleased with how it progressed.
The discussion with Soft Ash is also a good stylistic presentation- it articulates a Problem and makes a very clear, actionable statement of needs. I don't have to worry about vagueness getting in the way of devising a solution.
Next we move to the Neomah bordello. Subtext: This place is both an independent source of income, a vital support organ for the Hepatizon refinery, and gradully building source of intrigue or blackmail on particular clients. Not that Inks has invoked that yet if ever.
I made a point of describing the bordello myself because logically Inks would've been the one to do so, and then let it 'self maintain'. Aleph appended onto that description admirably well. She also made a point of reinforcing the character of the Heranhals by emphasizing the neomah's jewelry as crafted by Inks's own bound demons.
Amusingly, and in hindsight a given, the neomah as a group tried to flirt with and/or seduce Inks. I'm surprised Aleph didn't demand a temperance roll, but it was a fun little exchange.
Here Aleph was very artful and clear about how the demons behaved while bound. You'll note that I started the 'negotation' more or less with an equal posture, Inks wasn't going to jerk the neomah around and she was aiming not to be jerked around herself. But as the discussion carried on, it became increasingly clear that their alien nature was going to make a 'human' style deal increasingly difficult.
With that in mind, I hit upon the idea of writing a list of traits and features that the Neomah could not do, and since they were already bound to my service, they wanted to follow my orders. You'll notice that I started treating the demons as 'people' or at least 'moral', and while Inks still wants to do that, she also doesn't exactly have to or can't always do so. It's treading on that uncomfortable line of slavery.
This whole session was fairly crunch light, but that's not a bad thing either. One thing I think players tend to ignore is the trope or importance of sending letters or written communication. Most people are conditioned by media and other games to do everything face to face, on camera, because it's a Visual Medium.
Now, as a suggestion to Aleph, but I'm not sure how she feels about this- she can always do cutscenes that show the player something while not showing Inks. That may not be compatible with her style of play though.
And finally, we're reaching what I call 'critical mass'. Aleph has gotten comfortable enough to start calling on previously invoked NPCs, further embelishing them and bringing them to the fore. I was quite pleased that she knew i needed to be told Telalsi's name, but having lived in Gem for a year and secured Ahlam as a contact, Inks would've known it already.
What follows is a fairly self-descriptive sequence of Inks securing yet more loyalty to her and her causes. Telalsi is coming together quite nicely and I'm looking forward to seeing how she turns out.
Anchors: I've learned/considered that the 'advantageous' way to act as a player is to gather up backgrounds thinking you'll get spells Later, instead of learning spells that require specific anchors. Inks isn't learning sorcery for the sake of knowing it, she's learning it to sovle problems and increase her personal value.
So the whole ending chunk of the session is my drive to run a test-case on 'take over an organization', and I wanted to make that dovetail into existing game elements like House Salhak and Inks's positive relationship with Ahlam Salhak. We shall see if it works out.
El-Galabi, while an interesting plot, is currently pushed to the back burner.
As much for Aleph's reference, future plots and Projects include:
* finding out more about Inks's Mysterious Ally
* discovering more about Maji's family
* starting a new project for Anhule Silk harvesting and the creation of similar products. (Steelsilk sails, silken armor, etc)
* El-Galabi
* Sorcerous working: Best Bath Ever
So, milestone! Across 9 sessions, Sunlit Sands has nearly covered 420 Creation days if not more. This is a big deal for me, because most games I did not run occured over the course of a few months if that. Most of those games also very quickly gave out FF-style airships or similar boons to waive travel times and get the plot moving. For those games, there was no 'plot' in trying to figure out how to travel.
First thing's first, we touch on the Orphanage, and solving the problem. Aleph introduces Soft Ash Minal, who is (apparently) the woman Inks hired to oversee aforementioned institution and is Good at her Job. Also overworked. We also acknowledge the uncertainty of Neomah creations.
As Aleph mentions at end-of-session, she's very happy that I as a player and Inks as a charcter is willing to engage with NPCs more or less at-will.
One important point here is that this whole side-plot emerged out of two main factors: I as a player did not think to ask how fast children would get made, and Aleph did not think to hint or tell me how many would be made. It's this odd balancing act, almost doublethink of 'if the character is so smart, why are they committing these blunders'. Inks is Intelligence 5 after all.
Fundamentally, for all her brilliance, I am willing to roleplay Inks being Wrong. This sideplot could have been handled more organically, but it was already fairly well handled anyway, so I am pleased with how it progressed.
The discussion with Soft Ash is also a good stylistic presentation- it articulates a Problem and makes a very clear, actionable statement of needs. I don't have to worry about vagueness getting in the way of devising a solution.
Next we move to the Neomah bordello. Subtext: This place is both an independent source of income, a vital support organ for the Hepatizon refinery, and gradully building source of intrigue or blackmail on particular clients. Not that Inks has invoked that yet if ever.
I made a point of describing the bordello myself because logically Inks would've been the one to do so, and then let it 'self maintain'. Aleph appended onto that description admirably well. She also made a point of reinforcing the character of the Heranhals by emphasizing the neomah's jewelry as crafted by Inks's own bound demons.
Amusingly, and in hindsight a given, the neomah as a group tried to flirt with and/or seduce Inks. I'm surprised Aleph didn't demand a temperance roll, but it was a fun little exchange.
Here Aleph was very artful and clear about how the demons behaved while bound. You'll note that I started the 'negotation' more or less with an equal posture, Inks wasn't going to jerk the neomah around and she was aiming not to be jerked around herself. But as the discussion carried on, it became increasingly clear that their alien nature was going to make a 'human' style deal increasingly difficult.
With that in mind, I hit upon the idea of writing a list of traits and features that the Neomah could not do, and since they were already bound to my service, they wanted to follow my orders. You'll notice that I started treating the demons as 'people' or at least 'moral', and while Inks still wants to do that, she also doesn't exactly have to or can't always do so. It's treading on that uncomfortable line of slavery.
This whole session was fairly crunch light, but that's not a bad thing either. One thing I think players tend to ignore is the trope or importance of sending letters or written communication. Most people are conditioned by media and other games to do everything face to face, on camera, because it's a Visual Medium.
Now, as a suggestion to Aleph, but I'm not sure how she feels about this- she can always do cutscenes that show the player something while not showing Inks. That may not be compatible with her style of play though.
And finally, we're reaching what I call 'critical mass'. Aleph has gotten comfortable enough to start calling on previously invoked NPCs, further embelishing them and bringing them to the fore. I was quite pleased that she knew i needed to be told Telalsi's name, but having lived in Gem for a year and secured Ahlam as a contact, Inks would've known it already.
What follows is a fairly self-descriptive sequence of Inks securing yet more loyalty to her and her causes. Telalsi is coming together quite nicely and I'm looking forward to seeing how she turns out.
Anchors: I've learned/considered that the 'advantageous' way to act as a player is to gather up backgrounds thinking you'll get spells Later, instead of learning spells that require specific anchors. Inks isn't learning sorcery for the sake of knowing it, she's learning it to sovle problems and increase her personal value.
So the whole ending chunk of the session is my drive to run a test-case on 'take over an organization', and I wanted to make that dovetail into existing game elements like House Salhak and Inks's positive relationship with Ahlam Salhak. We shall see if it works out.
El-Galabi, while an interesting plot, is currently pushed to the back burner.
As much for Aleph's reference, future plots and Projects include:
* finding out more about Inks's Mysterious Ally
* discovering more about Maji's family
* starting a new project for Anhule Silk harvesting and the creation of similar products. (Steelsilk sails, silken armor, etc)
* El-Galabi
* Sorcerous working: Best Bath Ever
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