Sweet Marrow

The survivors of The Black Fire Pass head home, but stop off for a quick stay at the “Sweet Marrow”.  Have they bitten off more than they can chew? Hehe.  Join us for a fantasticly fun one-pager, featured on The Daily Empire.

We appreciate all feedback on iTunes and Facebook and you can send questions or comments to recklessdice@gmail.com or follow us on Twitter @RecklessDice.

8 thoughts on “Sweet Marrow

  • been following the podcast for a the past month or so and im all caught up on episodes and this plus the fist full of misanthropes live play sessions convinced me i needed to buy the core rules + adv kit + creature vault + all 3 ruinous powers xpacs…even though all my gaming time is spent running a pathfinder campaign lol.

    i liked this episode. the players seems to be getting into the swing of things and i was glad to see helga put down the pitchfork and use the sword.

    one piece of advice i have for the GM is to use hearing, taste, touch and smell more often than sight when setting your scenes. take for example the merchant + bodyguards in the beginning. if you said something like ” you hear the sounds of voices, the whinnying of horses and the rumble of wagon wheels coming from around a bend in the road. Trees block your line of sight” you give the players a reason to investigate and to react.

    it takes some practice because the natural tendency is to describe what people see first but i think my games have more back forth when i make it point to stress the other four senses and keep my sight descriptors to a minimum. the players imaginations fill in what they are seeing a lot better than any sort of description i could ever give anyways.

    more examples:

    the inn would have been a good time to use smell and taste. i would have stressed the mouth watering savory aroma of meat stew bubbling in a cookpot over the fire.

    the cellar would have been perfect place to use touch ie perhaps their the remnants of the lastest victim hanging on a hook over head and they feel a drop of what feels like water drip, drip, drip onto their face from somewhere over head. warhammer is awesome in this regard because wizards are rare so light is a much bigger issue. in pathfinder the light cantrip might as well be permanent and its harder to deny vision.

    the one place sight does shine is in combat descriptions though. players definitely like to see their character in action but the twang of the bowstring, the metal clang of a hammer glancing off armor, the ragged whisper of a sword slashing orc flesh, the splatter of gore, the stink of the cave troll’s breath hot on a players face etc are also nice things to throw into combat descriptions on occasion.

    anyways keep up the good work and im looking forward to seeing how the players get themselves out of the forest


    • Excellent comment for sure! I’ll see waht i can do about adding more senses to the descriptions. Our next session which follows Sweet Marrow does a better job with that i think. It should go up within a few days.
      I’m thrilled you are enjoying the content. Drop us a line at recklessdice@gmail.com with a question or comment and we’ll discuss it on our next episode (Tuesday).

    • @remorhaz. excellent points which help create a mental picture of the environment. I’d like to add, GM’s should not use titles, but description when introducing new NPC’s. To continue your example, a GM might say:

      “you follow the sounds until they break around the bend, where you see six armed and armored men surrounding a wagon. In the wagon are a driver and a well dressed gentleman who eye you cautiously as the party comes into sight. The armored men look at you critically as hands move toward the pommels of their swords. The well dressed man addresses the others and they relax their stance.”

      This provides an impression to the players, without immediately divulging or using the words, “six guards around a wagon with a merchant” It lessens the meta-gaming and further adds to the ambiance of the game.

      @Reckless Dicers I’ve been catching up on episodes since my move back over the pond. You’ve released a slew of game play episodes and I figured I’d offer up some of my old demo game tips (having worked for Dream Pod 9 and AEG in the late 90′s). Demo games and virtual tabletop games share in the difficulty of getting players into their characters, the game, and the story. To hasten that transition I used three concepts for players:

      1. It’s our game, not my game.
      We are making a story together. If the characters gather at one character’s house, that player should describe the scene, not the GM. Players should run with the story and so long as what’s being described makes sense, let it go. If you are a bounty hunter and go to the satchel on your horse to get a rope to tie up the fugitive you just knocked out, I won’t stop the game to see if “rope” is on your character sheet. If you say your character’s grandmother pulls a crossbow out from under her petticoat, I’ll stop you. If your character is in a bar, about to get into a fight, just say, “I grab a mug and hit the mean man with the red eyes over the head.”
      2. Rule of “No.”
      To further emphasize the first concept, if a player asks for something the answer is “no.”
      If the player asks, “is there a mug by me?”
      My answer is, “No, it’s just out of reach”
      Player: “Can a grab a stool, and hit the mean man with it?”
      GM: “No, it’s nailed to the floor.”
      Player: “Fine, I jump up, grabbing the chandler and swing my boot into his chin!”
      GM: “Great, make an attack roll!”
      It’s amazing how much more involved players become when they stop asking and start doing.
      3. Live mic. Once the game starts, whatever the player says, their character says. Breaking from the game is by exception and should be noted by a predetermined hand sign or phrase like “Break.” In a break, a player may ask for background or information of the GM, but should not address the players. This rule stops the random movie quotes, idle gossip, and otherwise off-topic chit chat thereby streamlining the game. Preventing interruptions is very important when faced with a limited time to show off a game (or when being recorded for a podcast).

      Hope these ideas help or spur on greater ideas. Thanks for the regular dose of WFRP game talk.

  • a couple more observations since i got the chance to read over the sweet marrow one pager.

    i noticed you did give a description of the blacksmith and that he had some nice wares but the players didn’t pick up on it. i dont believe in hand holding i think a few more cues that the smith was worth checking out were needed here. I might have made the commoners direct the “real life adventures” to the smith so they could see the masterwork sabre he fashioned with his own two hands displayed prominently with bent horseshoes and poorly made garden tools.

    i also was a little curious as to why you didnt use the poisoned wine or beer in the inn. the players were all thirsty and quite willing to down the drinks in the inn and i think having them all wake up bound in the cellar with the barber surgeon sharpening his blade could have been a a blast. Having the mayor tell the players not to go there worked out just fine but i dont think i could have passed u the players trying to escape their bonds while various townsfolk hollered down to the cellar about why dinner was taking so long


    • More excellent feedback, it is greatly appriciated! This adventure was a blast, even if i did run it with little prep. =). It was sort of like a zombie adventure, just without the zombies lol.

  • Man how did you plan an escape for them if they were drugged in the inn like the adventure says? i thought about running this earlier but couldn’t think of a plausible way in which they could escape, once drugged and chained they’d be pretty much done for in my warhammer, bad guys are particularly effective in my games and I don’t allow the james bond style of heroic escape. How would you have done it had things have not been so fortunate for the crew? I breathed a sigh of release when they decided to check the mansion out that night as I knew they’d be in trouble if they stayed.

    Remoraz makes an excellent point of sight and smell. As a GM we have a lot running through our minds and it’s all too easy to gloss over the finer details which are so immersive for the players and the gm alike. I am particularly guilty of this myself.

    • To be honest i never really planned on drugging the players, unless they flatly refused to explore the mansion.

      I really enjoyed the idea of them inocently exploring and suddenly getting surrounded. Instead of it being an escape, it turned into a pressured exploration to discovering what was going on, and then realizing they were in way over their head. Only at that point was escaping an option.

      I’d love to run the adventure again some time now that i am more familiar with how it can run, i thought a few parts were a but clunky, (particularly the merchant at the start).

  • Dear Reckless Dice Podhosts!

    I’m kind of wondering if you’re going to write your one-sheet to be shared with the community as an exchange for the Sweet Marrow.

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