Help: Newbie DM trying to run a solo game for a Clueless player.

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Dire Lemon's picture
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Help: Newbie DM trying to run a solo game for a Clueless player.

So I'm going to try to run a solo planescape game for someone who's only ever played Planescape: Torment. His character got drunk and thoughtlessly seduced a nobleman's fiance then wound up in bed with her before he realized what he was doing. Yes he's pretty charismatic... and she didn't like her fiance. Anyway, they decided it was time to leave after they almost got rubbed out by his bodyguard, so he devised a plan of lowering her out of the second window with a rope and following after her. Unfortunately the window was a portal. So basically, she's fallen through a portal and he's been pulled in after her by hanging onto the rope.

 

I need some ideas for how to describe his first view of Sigil. He's from a fairly diverse material plane world that's technically set in the 4E cosmology, but we're just sort of ignoring that and setting it in 3.5E planescape. It's play by post, so I want to make a really spectacular and atmospheric first post, but I want to drop them in the Hive to better facilitate... fun stuff.

Oh yeah. the character is a gnome.

 Also, I wanted to make his sword intelligent, just for added weirdness.  I was thinking of having the woman get trapped inside of it or something like that and that's be the personality, any ideas?

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Well, for explaining the

Well, for explaining the city to someone who's never seen it before, my two favorites are 1) sudden, jarring incompatibility with everything they've ever known, or 2) slowly dawning realization that "we are not in Kansas anymore" and Toto is probably an Abashai.

For most people, no matter where they're from or what they're doing or what else is happening, if you're dropped in Sigil for the first time the sight of the ground above you on the ring is going to be taking first place in your mind. If you're from the prime you have a certain assumption that there will always be either blue sky, night and stars, or clouds above you, not shops, bars, and marketplaces. After that I'd stress the smog, the razorvine, the hodgepodge of architectual styles and building materials, and finally move on to the inhabitants. Don't go all out showing them everything at once, though. A Clueless will always have something new to be amazed at and to make false assumptions about. Feed them strangeness slowly and let them react.

 As for the magic sword idea, I think it would work well. In a one-on-one game it is always good to have an NPC that acts as the GM's voice (as it were) and this gives you a way to do it that avoids the NPC that eventually becomes the GMPC. And if you go with the girl being trapped in the sword, I would love to hear the conversation she has with the gnome the first time he tries to use her as a weapon. Tongue out

Dire Lemon's picture
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Thanks for the response.

Thanks for the response. I've introduced the player to Sigil now. He's fallen in an alley in the Hive though all he knows is that it's an alley. I forgot to mention the graffiti I think, but he's just encountered a Dabus who 'said' hello to him and then walked past him towards the street and stopped at the corner. I can always have it stop to scrub at some graffiti. The girl was nearly petrified. I made her an almost stereotypical, young naive noblewoman, though she's able to adjust to being thrown through a portal into a world where the ground is above her than most probably would. In any case she won't become a GMPC with her stats.

Now I'm thinking that I should perhaps have her possess the character's lute instead of the sword, just because it would get very annoying for the player if his character could never use his sword without it freaking out. I'm now trying to think of a good way for this to happen. I don't want the player to expect it. He told me he thought that I was going to make her possess the sword or the lute when they went through the portal, so I'm glad I decided not to do that. Another idea I'd had is to rip off my game with Trias (where is that guy?) and stick her into the locket she wears.

Oh yeah, I also could use some help making rebus's.

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Hoy, Rebuses. Those are fun

Hoy, Rebuses. Those are fun to do, but really hard to think up on the spot. I'd say find a few good Questions and Answers and make rebuses for the answers, and anything that you can't think up or fake on the spot, just say that the "clueless" protagonist can't comprehend the rebus (Maybe it uses a few symbols that he can't even identify, much less puzzle out). For things like directions, a rough floating map is appropriate, and for obvious things a single picture suffices (Eg. The Lady's Bladed Face if he has any questions about her, or a picture of Sigil-as-a-Donut if he asks about the city he's in). With a little luck you can cover a lot of bases before any questions even get asked. Also, http://www.ushistory.org/March/games/rebus.htm there's a decent example of a historical cypher rebus you can draw from. A little google-fu will find dozens of these things.

 Best of luck

Dire Lemon's picture
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Hm, how would you say "No"

Hm, how would you say "No" in rebuses?

Hymneth's picture
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Eh, I'd go for either a

Eh, I'd go for either a large glowing 'X' over the Dabus's head, or if that seems cheesy break it down into letters.

 N - 'Picture of an Inn', or 'Arrow pointing into a doorway'

O - Either the letter O, or 'Picture of an IOU (AKA owe)'

Or do the total word as a math problem. 'Picture of a Nose' - 'SE'

 

Lotsa ways to do a good rebus. Hope that helps. And if you need assistance with any more tricky bits feel free to ask.

 

(edit) Heh. I feel kinda silly now, but I just realized that the easiest way to represent no would be for the Dabus to shake his head 'no.' Just because they speak in rebus doesn't mean they can't use body language. . .

*Facepalm*

 

Jem
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What the noblewoman

What the noblewoman possesses is naturally going to be a function of however she gets disembodied, presumably.

I've never had the "fortune" to own or ally with an intelligent piece of gear.  Never quite saw the attraction.  Maybe they're observant and knowledgeable, but our noblewoman doesn't sound like the type.  A nonstandard rule I've though about using is that an intelligent item -- weapon, lute, whatever -- can aid the user just like another character.  This would be in addition to the standard masterwork bonus, if the item is masterwork, which enchanted items usually are though weird circumstantially enchanted items might not be.  So an intelligent tool can, which will just about always have the skill it's required for, could give the usual aid bonus of +2 for cooperative efforts -- if it wanted.  It could also hamper its user, giving -2 to skill rolls.  An intelligent weapon could use the aid another special action for you -- or make a disarm attempt to slip out of your hands!

If your noblewoman has some notable skill such as singing or playing the lute, that could make a good option.  She might be able to perform herself, and even accompany herself if other people can hear her speak or sing.  A young noblewoman, even if naive, could have good skill with Knowledge (Nobility), Diplomacy (synergistic with the former), and Appraise.  Perhaps she speaks several languages.  If she gets caught in a book she might be able to alter her writing -- even produce rebuses, if she's smart enough to tumble to the language!  Dabuses react well to someone who owns a helm of the dabus and can speak in rebus; such a book might grant a similar favorable reaction.

As a weapon, things could get comedic with the right patter.  "Ugh... it's digusting in here, it's all squishy!"  "You know, I thought they'd smell even worse on the inside, but it's just kinda coppery..." (<<-- good for an unintentional Intimidation check  ;^)  )  "Hey, he nicked my ricasso!  You bastard -- let's kill him!  (We're gonna get that fixed, right?)"

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Thanks for the responses.

Thanks for the responses. Making me think. Here's a question though. How much damage should someone who tries to pick Razorvine leaves with his bare hands take? He doesn't know what Razorvine is and I just described the leaves as per the encyclopedia and adding that they look razor sharp.

 

Edit, On second thought I think I'll be nice to him this time and just give him one point.  What would you give someone who actually tried to continue after they'd cut themselves though? 

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I believe in the PSCS

I believe in the PSCS somewhere it says touching razorvine is 1d6 damage, -1 for every point of Armor or Natural armor, whichever is higher (IE: Splint Mail or better makes you immune to casual razorvine contact, Leather Armor reduces damage by 2, etc.). Falling into a patch is 3d6 with the same reduction. For just trying to pick a leaf or 2, I'd be more inclined to say that they take a point or 2 of damage and can't use that hand until it heals.

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Dire Lemon wrote:Hm, how

Dire Lemon wrote:
Hm, how would you say "No" in rebuses?

Something like N + [picture of an owl] + [crossed 'L'], I guess.

 

According to the 2nd edition PSCS Monstrous Supplement and Expedition to the Demonweb Pits the dabus do it that way.

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Thank you for voting...

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