So yeah, I'm on The Tome Show tonight, discussing Midgard Heroes as I oh-so-smoothly insinuated in my terribly conveniently timed latest roundup post. So if you're here from that, s'up?
Otherwise, I should mention that we had session #83 of Harbinger's game on Sunday, which was really excellent for me, as my Fighter, Lanth accomplished yet another major goal, and got to do some serious and convincing weight-slinging as far as convincing other people to do the needful and not be assholes (NPCs, not the party). Also, the party actually agreed on a plan for actually actives next steps against the main (so far) campaign level threat. This highlights something the game does that I really super love, which is Birthright style Magic-is-tied-to-the-land. Lemme 'splain.
There's these gigantic (typically) stone creatures called Domain Sentinels, who were created in ancient days to protect certain magically designated areas of land, or, well, domains. My character's race, the Veytikka, seem to have some kind of connection also to the domains, or at least to providing legitimacy somehow to people who want to rule it- but that's my impression from some things that've happened in game. Not least of which involves the first time we met a Domain Sentinel, on the first floor of a dungeon which is basically a nod to Od Nua from Pillars of Eternity. This one was a 10 foot tall stone quadruped which trapped each of us in this ray of blue light and asked us creepy, enigmatic questions. And the one Lanth got was, "Is there a threat to the domain?"
I said no at the time, but as shit got ever closer to the overhead rotary device, my opinion has shifted, and now we're basically collecting Sentinels to turn against the evil angel that is busily seeking to sow chaos and destruction in all the living world. So that's fun.
But really, I love this kind of mecha-monster ally deal, and it potentially lends itself to some fun, non-horrible, more allied Shadow of the Colossus type play, in the long run. Anyway, the session was much more heavy on the social side than the combat side this time, which is often pretty awesome when it's well seeded and has a strong foundation (this did, it was a number of pay-offs from really old previous encounters), and the combat, when it came, was done in such a way that we only barely survived it, only barely defeated the horrible curfew-enforcing armored air elemental thing that was beating the snot out of us, and then only barely avoided getting the tracking curse it'd placed on us cured before the local military police found us and made our lives that much more short. All in all, a good time.
And looking back over that, I should really get into more details about the pretty awesome and terrible situation we're in, but it's late, and I need to cut like, 50 words or so from my 200 word RPG that I will maybe actually remember to send in this year.
Heroes Inc – Issue 4 – The Napoleon of Crime
4 hours ago