Playing HeroQuest with my Mother in Law: Post 2 — Actual Play
Wednesday, August 31, 2005
So it was, two days after chargen, that my wife, my mother in law (MIL), and I sat down to play Pagan Shore with HeroQuest rules. If you have not read the post about character generation you should read that, then come back here.
It was my plan to run a game that started out simply, with some daily life in the rath to establish some conflict between the Christians and pagans in the town, between the generations that are going and those coming into their power, and between the powerful nobles of the tribe. I was then going to have a cattle raid, which was a common thing in the time, to get some early action and let the characters do a bit of adventure while dealing with family in trouble and the politics of desperation. Then the game was going to kick into high gear as the old chieftain died, and the nobles introduced all started to make their bid to become chief – which would involve politics, religion, sex, and family killing itself. King Lear meets The Book of the Dun Cow. I made a big relationship map with people of the rath fucking and hating and owing blood debts to each other, and the druids and priests and representatives of the kings who were all waiting and eager to jump in and drive those conflicts to fuel their own agendas. All of this is tied to both PCs by blood, love, and family as well as the NPCs they had created to be critical to their character. Good grabby stuff. (If I ever find the notebook, I’ll post it all in Random Encounters.) This was, in retrospect, very much overambitious, but hey, go big or go home, right?
We played the game in the living room of my MIL’s cabin, which is a nice comfortable space. It’s homey and close, and well setup for gaming in general. However, I didn’t have any specifically applicable theme music, and we only had one candle – which nixed the possibility of playing by candle-light or firelight (no fireplace either). Because of this I quickly became aware of how much I’ve come to depend upon things like mood lighting and music for my games. The “other space” you can set apart with different lighting and music is a very helpful thing, and without it I always take longer to get into things and never manage to stay as deeply embedded for very long.
Compounding my slow start-up was my wife’s hesitancy, as she believed there was a lot of potential for badness with the religious themes of the game being played out in conjunction with her mother, and my MIL’s newness to game which gave her a certain level of apprehension that isn’t typical for her personality. As a result we fluttered about and took longer than I would have liked to get started. Finally, however, I found the Lord of the Dance soundtrack – which is at least quasi-Irish – and put it on and started the game.
Those that have played with me can testify that one of my trademarks as a GM is a certain level of poetry in my poses, especially my opening poses. (La Ludisto once referred to it, half in admiration and half in disgust as “pulling poetry out of his ass.” ) So after a moment of focus, I opened the game with a narrative segment that went like this:
“It is a hot wind that blows down the ridge of the eiscirs towards the north and west, and that makes it an ill wind, the wind of the pale lords who ride with black and shining eyes, the lash of their unbound hair singing dirges just beyond the ken of mortal senses. It blows across the caked-mud tracks that in previous seasons would have been streams and over the sere and shriveling heath to howl about the stones of your ancestors’ cairns where they watch you from atop the granite-boned drumlins which guard the lands of your people. It sweeps past the lean cattle and the bo-aires who stand in the meager shade of fading trees, hiding from the hottest summer that even the oldest of them can remember. Eddies catch the dust of the packed earth of the rath’s walls and send them spinning down the streets, where children watch listlessly and adults fret at the length of the summer. It is a lean time, a hungry time, and a hot time – but winter will come, and without luck or blessing, many of the people who you call kin will not see the next spring.”
At this point I took a moment to explain to my MIL what a bo-aire is (a warrior and rancher owing service to the local noble family, a freeman but with duties of honor – much like an English yeoman). I then asked, thinking my wife would answer first, what their characters were about on this day, showing the way they interacted with the tenuously regular life of the rath (the fort that is the center of their tuath, or tribe).
My wife, however, hesitated for a second and without missing a beat my MIL stepped in, and very confidently said (as close as I can remember):
“In whatever narrow shade I can find” (pause as I said it would probably be behind the chieftain’s house, and she took to this idea inventing a porch behind the house that was used by the women of status to do work related to the maintenance of the tuath) “In the narrow shade behind the chieftain’s house, under the rattling eaves of the porch, made of sod and now dry and hard as bone, I am trying to churn butter. The milk is thin though, taken from cows whose dun hides cling to their protruding ribs, and with the heat she pumps mostly in futility, churning up only a thin rim of cream.”
She then looks at my wife and asks if that’s okay.
I was good, and didn’t laugh my ass off. Okay?! I’d never seen a player take a riff off one of my opening poses like that, nor try to throw it back at me. It wasn’t okay, it was exciting and wonderful. Not having played before, I guess she simply took my verbosity as the standard.
My wife just said, “That was great! You did way better than most long-term gamers I know!” I then ask my wife what she is doing, and from a combination of not wanting to upstage her mother, nerves, and off-kilterness she stumbled for a moment or two, and then made up a quick story about a negotiation with a chieftain to the south who she was sent to work out water rites for a nearby river with. She is just returning to the rath to report, and stops at the gate to speak with the gatekeeper, a distant cousin of hers, about what has transpired while she was gone. This worked well for me, as the gatekeeper was a powerful guy in the community, and one of the core folks on the relationship map, and so getting him and his issues in early was all for the best. I introduced him as a bit pompous but generally friendly, but with an overbearing wife who kept his balls in a bag.
We then cut back to the MIL, and who should come upon her unsuccessfully trying to churn milk but the mother of the gatekeeper’s wife – the most prominent and devout Christian in town, who happened to also be of my MIL’s character’s age, status, and rank n the clan. A battle of word ensued which mostly consisted of the Christian trying to alternately bait and shake the faith of the PC, while the village children gathered around to watch the women that were god-mothers to most of them have at it. The other woman said that the reason for the drought was that the pagan gods had no power anymore, and the only way to save the rath was to turn to the Christian God. My MIL, however, would not either be baited nor shaken, but also would not put the woman in her place. She turned the confrontation around and made a contest to tell a story of Brighid (her patron goddess) as a child and how she overcame the strife and bickering of her elders to lead them to a holy state that brought them peace and plenty. My MIL then proceeded to actually tell the story, rather than recount an outline. When it came time to actually roll for the contest, my MIL continued her earlier instance on having/using only the “right” trait. She didn’t care about trait levels, but was very specific about what the name of the trait was and that it fit exactly what she wanted to do. At one point she even suggested that one of her traits, which I thought was fully applicable, be penalized because “it wasn’t quite right.” This, I must say, is something I have never, ever seen a veteran RPer do when playing HQ. They may accept it when I penalize them, but they don’t suggest a penalty for themselves.
Two other things came up at this point. Much as she did a very good job with the story, my MIL obviously struggled with it and (I found out later) felt very much put on the spot. At the start of the story I told her she didn’t have to make up the whole story, that she could just give a simple outline of it, but she passed right over that and went into a sort of “I must say what my character would say” mode that refused any abstraction. Later on my wife would summarize a poem she wrote, rather than making up the whole poem, and my MIL reacted with astonishment and wondered why she didn’t just do that. To be honest I wasn’t sure then, and am not sure now, as all of our talk and play to that point had been sprinkled with OOC summaries, back information given out of character about in character events, and so on. I think there must have been some combination of my MILs storyteller nature that wouldn’t let her back down from the challenge, even if it was uncomfortable for her, and something about really getting into a character in an immersive fashion that got her locked into a channel that she didn’t really get out of until she saw someone else successfully do it another way. From this I have to conclude that the whole “don’t speak out of character or summarize, show everything and tell nothing” aspect of immersive RP that we often blame years of actor stance only RPG guidelines enforcing has some basis in the instinctive mode of play for some (many?) new players.
This was also the first instance of what would become an ongoing theme with the character: she would want to win, but would want all of her victories to be moderate, humane, and unifying rather than overwhelming, crushing, or leadership forcing. She never wanted to prove her opponents wrong or force them (or the onlookers) to accept her as the authority, the leader, or the spiritual center – she always wanted to come to a compromise, to show that there were other ways of doing things, and to leave onlookers to decide for themselves what they thought about things. Needless to say, this is something of a change from the traditional RPGing goal of “Crush your enemies, see them driven before you, and hear the lamentations of their women” and while it was all good and fun, it could occasionally be interesting to adjudicate – as the character’s goals would usually end up requiring what would normally be a minor success or so. However, as HQ’s system depends upon you getting a degree of what your goal was, this either meant that the character had to be less effective because she was asking for more moderate results (if you ask for the world and get a minor success, you get America. But if you ask for a Big Mac and get a moderate success you get a Big Mac without cheese), or having to find a way to swing it around. I started, by the end of the game, deciding that one of her primary goals (which she would never fully state) was moderation and peace – and so that would be part of how successful she was. If she won, she’d win, but it would often be a rough and untempered victory unless she got higher levels of success. Thus if she gets a minor victory over Mrs Christian-face, she accidentally makes her look bad in front of the children, resulting in a pagan win but not a temperate one – but if she gets a full victory she can hold her own, make everyone see both points, and leave everyone to slowly ponder out what they really believe about things. Ironically, perhaps, it started feeling more real than most HQ contests. Really, which is harder – brining massive force down to crush the enemy, or getting the enemy to freely and openly acknowledge your points while getting everyone to honestly question and consider their own emotions and thoughts?
Once the Christian woman had been temporized by my MIL’s major victory, and the children sent off to ponder the mystery of Brighid, the PCs hooked up as my wife’s character rode up just in time to hear the end of the story. They chatted for a few minutes, but as neither player seemed comfortable with that (probably due to a lack of chat-RP experience or focus from my MIL, who was highly story oriented, and from a lack of comfort with the setting and the emotional oddness of playing with her mother for my wife) I moved on with some action. One of the older boys comes running into town, yelling that there were raiders heading for the tribe’s cattle. As loss of cattle = starvation, my wife’s character, who has some warrior/messenger functions to her role in society, gets ready to charge off to stop it. My MIL, on the other hand, decides this isn’t something for her priestess character and goes to make sure the children are okay. I ask her if she wants to be involved OOCly, she says yes, and so I have one of the children tell her that her foster-child was out with the cattle, as he was just now old enough to start watching them with the men. Her character freaks out, chases my wife’s character down the street yelling for help, until my wife’s character finally wheels about, scoops her up onto her horse, and heads for the pasturelands.
The characters then do a cool pose where my wife uses her horses magical ability to ride on water to ride up the river to the pasture, while the priestess puts a flowing silken headscarf on so that it blows out behind her – making them look like a fae lady rushing up the river to attack the raiders. Their dice, however, sucked and neither wanted to spend a Hero Point (though, in retrospect I’m not sure my MIL, or my wife, fully understood how to use Hero Points – which is my fault), so the raiders only ended up hesitating for a moment. I then lay out the scene: the raiders outnumber the tuath’s defenders 20 to 1. The most powerful warrior in the village and the bo-aire that my wife’s character has an emotional connection with are trying to hold them back while the young men, including the foster child, try to get the cows down to the river and along its banks towards town and reinforcements. Just as the PCs ride in, one of the bulls panics and starts trying to gore the foster child – who grabs onto its nose ring and holds on for dear life. So now the PCs are faced with hard choices – save the warriors, save the cattle, save the kid and you probably can’t do all of them.
This is when things get bad for the first and only time in the game. It also gets bad on just about every level, and takes some work before it gets good again. However, I am once again back to 4 pages, and so I shall once again call a pause. Part 3, the Cattle Raid Disaster: filial fears, hostage taking, making conflicts rather than judgments, and Brand’s post game, shall be coming soon.