Showing posts with label Dogs in the Vineyard. Show all posts
Showing posts with label Dogs in the Vineyard. Show all posts

Monday, August 16, 2010

All Good Things...

A couple of posts ago I discussed Liz' Dogs in the Vineyard campaign, and how much I was enjoying it. What I didn't mention was that for a variety of reasons, Liz was considering ending it early. Unfortunately, she has decided to do so.

We had one final session to wrap up the events of the town of Angel's Rest, but it looks like that will be it for the campaign.

For any who might be interested, the dogs confronted the midwife who was suspected of performing abortions (again, a reminder that the morality of DitV is very different from that of my own, see my previous posts on the game for more details on the setting if you are unfamiliar with it). She admitted to her crimes, was unrepentant, and was thus sentenced to the usual punishment for murderers by the dogs.

The end result was that the midwife was gunned down in the middle of town by the dogs as she attempted to flee her execution. My character ended up providing the coup de grace to put her out of her misery after giving her a chance to speak a few final words.

While the dogs felt completely justified in the actions they took, my character did take some fallout which allowed me to give him a new d4 attribute: "so much blood". If the campaign were to continue I could use this as a seed of doubt to possibly cause him to question his actions.

I suspect that if I get the opportunity to play in another Dogs campaign that I will play a variation of this same character, as I find the potential for such a character quite interesting over an extended period of play.

Wednesday, July 21, 2010

Dogs in Liz' Vineyard 2

A little over a month ago I blogged about character generation for Liz' Dogs in the Vineyard campaign. Thanks to a summer cold, I wasn't able to attend the first actual session of the campaign, but it sounds like they had a good time. Fortunately, I was able to make it to the second session. Unfortunately, Seth and Ty weren't able to. That left Jonathan, Emily and me to play through the town of Angel's Rest.

I should interrupt here to state that I'm describing these events in the terms my character views them, not the way I view them. For those who are unfamiliar with Dogs, it places the characters in a fictionalized 19th Century Utah as upholders of the morality of that time and place. This results in a game with very mature themes concerning the very nature of morality and faith.

What we encountered was the usual mix of sin and tragedy that I've come to expect from a game of Dogs. Little by little we uncovered a chain of events that began with the twin prides of a father who thought his daughter could do better than a teenage troublemaker, and a teenage boy who thought he knew better than the town Steward as to whether or not he should be able to court the Steward's daughter. This led to the injustice of a thwarted love, which led to the sin of an illicit affair, which ended with the murder of an unborn child and the death of the mother from complications. We had just determined what we believe to be the identity of the abortionist when we had to call it a night.

Dogs are young men and women who have been given the authority and responsibility to maintain the moral character of entire communities, and my character in particular is completely sure of his faith. He's positive that he knows what's right from what's wrong, and doesn't hesitate to let others know what's what. When it comes to matters of the Faith and the Book he feels that he's an expert (hmm, some pride developing there...). With matters outside of his expertise, he's not quite so sure of himself.

It was fun to play him as we discovered that there was an illicit affair and an unplanned pregnancy. He's as close to a city boy as you can get in the setting, aside from a bit of experience with hunting, and has had a very sheltered upbringing. He's probably never kissed a girl, and his parents surely never had the "talk" with him. This all leaves him just a bit unsure about how all of that "biological" stuff is supposed to work.

So, when things started to get specific about whether or not the deceased was pregnant, and how anyone knew that she was, he quickly and gratefully turned things over to Rebecca (Emily's character).

The contrast was especially amusing to me given that he had just finished lecturing the kid that was responsible for causing the pregnancy about morality. Suddenly it was the kid who had all the answers and my character that was at a loss.

What's going to be really interesting though is when he starts losing some conflicts, and taking fallout. So far he's managed to succeed in all his attempts to convince others of the rightness of his beliefs. It will be interesting to see what happens when he fails. The circumstances surrounding any fallout he takes will probably determine whether his faith proves brittle and begins to crumble or whether it simply becomes stronger in adversity.

Wednesday, June 09, 2010

Dogs in Liz' Vineyard

We had our character generation session for Liz' Dogs in the Vineyard campaign on Monday, and despite two of the five players having to bail at the last minute, we still had a good time. We only had one complete newb to the system, but it had been long enough since I ran my one-shot that the rest of us had to get re-acquainted with some of the rules.

Liz came prepared with a questionnaire about our characters that she wanted us to fill out. While I didn't find every question on the questionnaire useful, overall it was a great idea, and helped focus some of the ideas I had for my character.

I also got to scratch my GMing itch when Emily came up with an initiation concept that Liz didn't feel like running. I had an idea on how to do it, so she let me run it instead, which I really appreciated.

While it was fun to do a little GMing, it also made me realize that I'm going to have to work some to keep from "back-seat GMing" the game. Hopefully once we're actually playing I'll be too busy playing my own character to interfere much.

I like my character. I deliberately made him a little bland to start with, because I want to play a sheltered character going out and running smack into the real world. Because of this I had some trouble thinking up traits at first, but in the end I came up with a set that I'm pretty happy with.

I'm also liking what I've seen of Emily's and Jonathan's characters. It should be interesting how they all develop over the course of the game.

I'm now looking forward to the first full session. Unfortunately, that's probably not for another three weeks as we have a NWARPG meeting and a Magpie Gaming Night first.

Friday, March 12, 2010

Dogs In Shepherd's Rest Part 2

We wrapped up our Dogs in the Vineyard game, and it went pretty well. The players identified what they believed to be the root causes of the problems in Shepherd's Rest and came up with a solution that didn't involve shooting anyone in the head... maybe next time.

The short version is that while questioning one of the townsfolk about something completely different, one of the dogs uncovered an illicit affair between the two single women of the town. The dogs' solution was to quickly marry off both women to the two eligible men of the town. They had actually joked about this affair existing earlier in the game, but it was apparently a bit of a surprise when they found out it actually existed.

It was interesting to see how the group suddenly reversed their own successes from earlier in the game in establishing their chosen solution. The group had been focused on matching the younger woman with the younger man and convincing the older suitor to go after the available widow instead, and had run several conflicts in an attempt to further that goal. When it became apparent that the younger woman was actually the instigator in the illicit affair, they decided it would be better if she was married to the older man after all as he would be able to exercise firmer control over her (remember folks, this game is set in a fictional 19th Century Utah, and the players were playing characters that have bought in to the morality of the setting).

After arranging the marriages, the dogs then left Shepherd's Rest confident that they had set things to rights. Too bad they only discovered one of the two illicit affairs going on in the town...

We had a shorter session this time as there was a meeting of the NWARPG prior to the session, and so I decided to let the group implement their chosen solution without further conflict resolution. After the session was over, I probably got a bit too chatty about the affair they missed and some other details of the motivations of the NPCs, but I usually can't help myself from revealing those kinds of details after a game is over. In the future I'll try to restrain myself more, at least delaying the reveal so that the players can dwell on their own resolution for a few days first.

Overall, an enjoyable and satisfying session, and it's highly likely that we'll be returning to this game after trying out some others. I'll also probably get to try it as a player at some point as Liz has expressed interest in running a town either for RPG Night or for a NWARPG Game Day.

Tuesday, February 23, 2010

Dogs in Shepherd's Rest

We had our first session of Dogs in the Vineyard on Monday. I can't go into too much detail, because the story of Shepherd's Rest hasn't yet finished, but I can at least describe the cast of characters so far.

To start with we have the dogs. Melissa "Missy" Whitehoof (Liz) is a half-breed with a mountain-folk father who comes from a troubled family. David Snow (Jonathan) is a pious student of the Faith. Kimble Smith (Seth) is a not-so-pious young man with a temper. They're all newly initiated members of God's Watchdogs out to do good, and their first stop after leaving the temple is Shepherd's Rest.

Shepherd's Rest is a small community overseen by Steward Matthew, a middle aged man that the dogs have not had a great deal of interaction with yet, although he was the first man they talked with upon arriving at the town.

Next they met Widow Joanna, the woman who is providing them with room and board while they stay in Shepherd's Rest. She is frustrated by the lack of attention that the available men of the town are paying to her.

Brother Silas is one of those available men, an older gentleman recently granted permission to take a third wife by the Elders of the Church.

Brother Caleb is the other available man, a young man looking to find his first wife.

Sister Sarah is the young woman that both men have set their sights upon, but who desires neither of them.

Sister Mary and Sister Rebecca are Brother Silas' first and second wives respectively.

Finally, Brother Giles is Sister Sarah's father, who wants to see her married to the relatively well-to-do Brother Silas.

Oh, and there's something about some bandits who have robbed a supply wagon, killed the driver, and stole some sheep.

So far the dogs have dealt with relatively mundane matters, but we still had a good time exploring the mechanics of the game and getting to know Shepherd's Rest. I'm looking forward to seeing how the dogs decide to resolve the problems of Shepherd's Rest in our next session!