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Martin-Pierre : Reality Master
Reality Master Overview
I am 23, but have been a game master for now 12 years. Amongst the Games I mastered are :
In addition, he also had his own medieval LARP company for a period of 3 years. I live in a Suburb of Montreal, Quebec, Canada. My first language is French, therefore please be kind with my syntax errors. Far from being a good game master in every aspect of the word, I am deficient in a lot of respects :
Therefore, why do my players keep asking for more games ? For my storytelling. I believe that a game maser is more than simply an enforcer of the rules of the game, more than a combat organizer : I think a game master is a storyteller : He writes a scenario in which the players evolve. Notice the use of the word "evolve". My campaigns are nothing but boring : my players are forced to evolve in a mysterious environment where every single decision they make will have consequences in the future. For example, in James Bond ( Which I ran for a period of close to 2 years, once per week ), my players rarely got the chance to kill the enemies who would keep coming back to haunt them. Eventually, the sum of new and old enemies leaded to a mega adventure where the characters where forced to re-make some of their past choice and face the consequence. My Dungeon @ Dragon and Vampire:the masquerade generally involved the characters in their daily lives, trying to attain their long term goals. In one of my Vampire campaigns, it meant protecting a human scientist while fighting the Sabbath. Therefore, when I found Kult, a game with an Infiniti of future, where even the Death of a character can be a beginning, I dropped every single other RPG to concentrate on it. I now have been running a regular campaign for more than a year, with my players following a constant evolution. Back to TopPlayers OverviewMy campaign started modestly, with only a few players, but the number of players grew with time, reaching, last June 13th a total of 6 characters. Here is a brief description of each characters. Please take note that during the Taroticum adventure, the five of the characters became Mage ( one per lore ) due to a modification I made in the scenario. One of these characters ( The Dream mage )recently retired and his player is now plying Shon ( see below ). :
Back to TopCampaign OverviewThe campaign started with the 2nd edition introductory scenario. However, the characters kept two things after the adventure: Robert Bullis's office, and Shiko Sukeban's card. But, after they made their phone call, the card went blank. From time to time, the card would show information that would guide them in the illusion by, for example, revealing corrupt people (who were actually lictors). One day, they even visited Judge Harrington. Eventually, after a lot of questioning, they manage to learn quite a lot about lictors, but only about lictors: they didn't even know about Archons, the demiurge, Death angels, Inferno, or even Magic. TaroticumWhen the characters thought they knew enough (Since they knew a lot about lictors, they didn't know they didn't know a lot), I threw them in the Taroticum scenario. But I modified it a bit. I added the fact that each of the five episode centered on a lore would give one of them partial knowledge of that lore (and magical intuition). I also added some other hints. The characters, at first, weren't really sure what an Archon was, so imagine their surprise when they learned about Death Angels. After the Taroticum, they got a little pause during which they explored their lore. They either got the opportunity to contact someone, or were contacted by someone. In the beginning of the campaign, Shiko Sukeban had told them that they had a destiny to accomplish, and that it would be revealed in time. Their destiny revealedLater, after the Taroticum scenario, they met Mrs. Nakamura. She told them that the Taroticum gave them a special power, but that she couldn't tell them what yet. She also told them their destiny : each of them, one day will hold one of the seven keys that will unlock the gates protecting the Iron Book. She told them that humanity was in a prison (they kind of had figured that out by now...) and that one day, they would give the iron book to Tipareth, and Tipareth, with it, would free humanity. The characters therefore started to try to gain an understanding of their key (they only know about the 6 first keys: they don't know about Voodoo yet), in order to one day liberate humanity by giving the book to Tipareth. They proceeded, therefore, to learn heir lore and their key, while fighting their enemies. On June 13th, after a pause in the campaign caused by my lack of time, another adventure occurred which gave the campaign a 180-degree turn. Other interesting notesHere are changes and interpretations I made to the Kult universe:
Back to TopPast ScenariosJune 13th : A new DirectionAfter a pause of a few months in Gaming, due to lack of time on the part of the Reality Master, there was a Game on June 13th. A new player was introduced in the campaign, and a player changed his character. Start with a dreamLiz Harper woke up with a dream in which she saw the death of a stranger. When she woke up , she saw the dream repeating, so she went to the area where the death occurred to prevent it from happening. Here is the what happened : In the office of the other characters, Liz arrived explaining a woman would come in and kill John Kelly and she was there to prevent that. Unfortunately, she failed, and the stranger ( John Kelly ) died by a bullet inflicting a fatal wound to the head. The lady dropped the gun and the gun transformed itself into a ringing cellular phone. She left saying "Death is only the beginning" Jack Knife answered the phone : "Quick, leave the building by the stairs, NOT THE ELEVATOR, get into the bus and leave your dead friend there, your life is in danger. And ignore the man in Armor in the hallway... leave now!" ( PS : They have the only occupied office of their level ). They saw a man in the hallway in a traditional Japanese Kendo armor, which completely hides his body. He entered in their office after they left. The last one to leave down the stairs was Jack Knife ( Being an expert at dodging, he generally finishes the line ), he saw, coming out of the elevator a group of five individuals, two of which being Razides. Everybody ran down the stairs, and they saw, downstairs, a group of 6 individuals entering the elevator, Jack Knife spotting one as a razide. Outside a bus was waiting for them. They entered, the driver didn't say a thing. The light was red. When it went green, they saw the man in the Japanese armor leaving the building. Less than 90 seconds had elapse since they left their office. In the woodsThe bus left them in the middle of an empty opening in a wood, and they left the bus which left. Behind it, the woman who killed John Kelly was standing, empty handed. Several characters wanted to kill her, but with her commanding voice, she got enough time to give them a file in which, she says, there is enough information to bring John Kelly back to life. She said that she saved their lives since they were about to get killed. The player who play John Kelly said : "Isn't it ironic, she prevented our enemies from killing me, by killing me before they had a chance to do so". She also injected a liquid in Raymond Greene's skull. A car and a minivan arrived on the scene, but they were both empty. The woman gave them the minivan and left in the car. Peter Pricket and John Kelly's purgatoryIn the file, they was two sealed envelopes marked "Do not open until it is time". There was also informations on Peter Pricket, the most powerful purgatory death mage of the east coast. They went to see him, and after talking he explained that John was in the Veteran of War purgatory ( see the Purgatory sourcebook ). He said he needed a diversion, a person looking similar to John Kelly, but with a positive mental balance ( Of course, these were not the words used ). The other players proceeded without questions, and soon Exchange souls was performed, without the players realizing the consequences. This segment is very brief, even thought it took about an hour to accomplish : There was the search for the new body, the spell itself, the discussion, etc... But you can imagine easily how it went. The first envelope please...Once John Kelly was back, Peter Pricket was exhausted and lost consciousness. The players were left wondering what to do, when they figured out that maybe it was time to open one of the envelopes. In it, even thought it seemed empty from the exterior, was the key to an airport locker. They went to the airport, to pick up what was in it : five airplanes tickets to Burma, five fake passports ( Including one for John Kelly's new face, and one for Liz Harper ), and a letter asking them to take the airplane to Burma. The letter was signed : Tipareth. Burma(Note, the game continued, but I still haven't had time to type it yet, so please be patient. Back to TopScenario's IdeaI will also include, here, other ideas I have for the future. Back to Top
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Copyright on all texts is reserved by their respective authors. Unless specified, copyright is by The Machine : A Kult Assocation. Kult Itself is Copyrighted by Target Games.For problems or questions regarding this web contact [Martin-Pierre].
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