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[[Category:Jaws of the Six Serpents]]
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== Swords and Darkness ==
== Summary ==
 
  
A pbp game using [http://www.silverbranch.co.uk/jaws/index.htm Jaws of the Six Serpents] (Prose Descriptive Qualities) by Silver Branch Games for both system and setting, and [http://www.mythic.wordpr.com/page14/page9/page9.html Mythic GM Emulator] by Word Mill Games serving as the GM.
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A pbp game using Jaws of the Six Serpents (Prose Descriptive Qualities) by Silver Branch Games[http://www.silverbranch.co.uk/jaws/index.htm], and Mythic GM Emulator serving as the GM[http://www.mythic.wordpr.com/page14/page9/page9.html].
  
[http://forum.rpg.net/showthread.php?574026-Mythic-Jot6S-Swords-and-Darkness IC Thread]
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IC Thread[http://forum.rpg.net/showthread.php?574026-Mythic-Jot6S-Swords-and-Darkness]
  
[http://forum.rpg.net/showthread.php?574024-Mythic-Jot6S-Swords-and-Darkness OOC Thread]
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OOC Thread[http://forum.rpg.net/showthread.php?574024-Mythic-Jot6S-Swords-and-Darkness]
  
 
==Characters==
 
==Characters==
==='''Mahon'''===
 
''aka Mahon the Bear, Mahon Kinslayer''
 
 
Mahon is tall and muscular, with long black hair. He was handsome once, until he was branded on his face as exile and murderer, and now has a spiderweb of scar tissue on his cheek, pulling his face into it like a black hole. He dresses in leather breaches and a vest,and does not seem to feel the cold. He loves to have the sky above his head and so hates Narrowhome, and takes his hatred out on those that cross him and his employers. He has little need for money, and has taken up the mantle of thug and leg breaker as an outlet for his misery and self-loathing.
 
 
====Backstory====
 
 
Mahon had no exuse, no answer. Of course he regretted what he'd done in a red rage, but the fact remained that his brother Tain the Bull was dead, and Mahon the Bear had murdered him.
 
 
At the age of 20, the fraternal twins had become skilled hunters, and came to the autumn meet at Bryhope laden with furs and salted meat. They sold their stock quickly and commenced drinking. They spied a girl at the same time and quarreled over her until Mahon, blind drunk and furious, bashed Tain's head against a tavern table until his brother stopped moving. Later, at the Branding, Mahon saw the girl again; they must have been drunk, because she weighed nearly as much as he did and had a lazy eye to boot.
 
 
Mahon was brought before the meet. He had killed before, in raids against rival clans and in arguments turned ugly, sometimes for trivial reasons, but this was different. He knew it, and everyone else did too. The Earth Tribe elders pronounced sentence, banishment from the Kalet lands. Then Mahon was held down and a glowing brand placed against the side of his face, so that all who saw him would know him as Kinslayer. Then he was driven with sticks and thrown rocks to the edges of the Kalet lands, where he could never return to on pain of death.
 
 
He wandered in the forest for a long time, until alone, miserable, and mourning the loss of his brother and his home, decided to stop eating. He became delirious with hunger, and had a vision of Hursa, the Earth Goddess. Hursa forbade him from a coward's end, and commanded him to go forth and seek renown for her, his people and himself. He was to show that Hursa's chosen people were worth any three southerners.
 
 
Armed with hope and purpose, Mahon wandered west to Narrowhome. He despises the place and the people, but has become known and feared as assort of freelance enforcer in Narrowhome's criminal underground.
 
 
====Character Stats (PDQ)====
 
'''Strengths:'''
 
* Expert [+4] Warrior
 
* Good [+2] Fearsome Presence
 
* Good [+2] Redeem Himself in His Goddess's Eyes
 
* Good [+2] Hunter
 
* Good [+2] Stealth
 
* Good [+2] Improvising
 
* Good [+2] A Barbarian's Hardiness
 
 
D = Damage; F = Failure; S = Shift
 
 
'''Weaknesses:'''
 
* Poor [-2] Fearsome Presence
 
 
'''Fortune Points:''' 3
 
 
'''Learning Points:''' 1
 
 
'''Story Hooks:''' Redeem Himself
 
 
'''Props:'''
 
* Average [0] Gold Ring
 
 
 
==='''Karesh'''===
 
==='''Karesh'''===
  
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Karesh served on one such mission in exchange for his freedom. He was sent to his target, but was set up to be ambushed by the palace guards. By luck, he learned of this and altered his plan of escape, never reaching the mark. He instead escaped the city, but not without a price on his head, and the enmity of both Mufahd and the sword master’s employer.
 
Karesh served on one such mission in exchange for his freedom. He was sent to his target, but was set up to be ambushed by the palace guards. By luck, he learned of this and altered his plan of escape, never reaching the mark. He instead escaped the city, but not without a price on his head, and the enmity of both Mufahd and the sword master’s employer.
  
====Character Stats (PDQ)====
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====Stats====
 
'''Strengths:'''
 
'''Strengths:'''
 
* Good [+2] Peoples: Trade
 
* Good [+2] Peoples: Trade
 
* Good [+2] Faculty: Quick Wits
 
* Good [+2] Faculty: Quick Wits
* Good [+2] Driver: Keep His Past Behind Him '''DD'''
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* Good [+2] Driver: Keep His Past Behind Him
* Good [+2] Thief '''DD'''
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* Good [+2] Thief
 
* Average [0] Charm: Pyrotechnical Display*
 
* Average [0] Charm: Pyrotechnical Display*
 
* Good [+2] Bengarheen Fencing
 
* Good [+2] Bengarheen Fencing
 
* Good [+2] Knowledgeable
 
* Good [+2] Knowledgeable
 
* Good [+2] Acrobatic
 
* Good [+2] Acrobatic
 
D = Damage; F = Failure; S = Shift
 
  
 
'''Weaknesses:'''
 
'''Weaknesses:'''
 
* Poor [-2] Impulsive
 
* Poor [-2] Impulsive
  
'''Invisible Urge Qualities:'''
 
* Average [0] Fire Urge
 
  
'''Fortune Points:''' 3
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'''Fortune Points:''' 1
 +
 
 +
'''Learning Points:''' 0
 +
 
 +
====Notes====
 +
''Karesh’s Charm can produce minor and flashy effects, including the alteration of existing open flames. These can take the form of colorful flames that dance for the duration, a single bright flash that snuffs out the flame, creating smoke (and causing all within the area to resist the TN or suffer Failure Ranks in temporary blindness), or burning sparks that may shower one target within a short distance (resisting TN for damage).''
  
'''Learning Points:''' 2
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==='''Mahon'''===
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''aka Mahon the Bear, Mahon Kinslayer''
  
'''Story Hooks:''' Thief
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Mahon is tall and muscular, with long black hair. He was handsome once, until he was branded on his face as exile and murderer, and now has a spiderweb of scar tissue on his cheek, pulling his face into it like a black hole. He dresses in leather breaches and a vest,and does not seem to feel the cold. He loves to have the sky above his head and so hates Narrowhome, and takes his hatred out on those that cross him and his employers. He has little need for money, and has taken up the mantle of thug and leg breaker as an outlet for his misery and self-loathing.
  
'''Props:'''
+
====Backstory====
* Average [0] Gold Ring
 
  
====Notes====
+
Mahon had no exuse, no answer. Of course he regretted what he'd done in a red rage, but the fact remained that his brother Tain the Bull was dead, and Mahon the Bear had murdered him.
''Karesh’s Charm can produce minor and flashy effects, including the alteration of existing open flames. These can take the form of colorful flames that dance for the duration, a single bright flash that snuffs out the flame, creating smoke (and causing all within the area to resist the TN or suffer Failure Ranks in temporary blindness), or burning sparks that may shower targets within the area (resisting TN for damage).''
 
  
== Mythic Scene Tracking ==
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At the age of 20, the fraternal twins had become skilled hunters, and came to the autumn meet at Bryhope laden with furs and salted meat. They sold their stock quickly and commenced drinking. They spied a girl at the same time and quarreled over her until Mahon, blind drunk and furious, bashed Tain's head against a tavern table until his brother stopped moving. Later, at the Branding, Mahon saw the girl again; they must have been drunk, because she weighed nearly as much as he did and had a lazy eye to boot.
===NPC List===
 
  
# '''Jidi Craggly'''—Mahon & Karesh’s current criminal employer
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Mahon was brought before the meet. He had killed before, in raids against rival clans and in arguments turned ugly, sometimes for trivial reasons, but this was different. He knew it, and everyone else did too. The Earth Tribe elders pronounced sentence, banishment from the Kalet lands. Then Mahon was held down and a glowing brand placed against the side of his face, so that all who saw him would know him as Kinslayer. Then he was driven with sticks and thrown rocks to the edges of the Kalet lands, where he could never return to on pain of death.
# '''Styno the Buzzard'''—Jidi’s chief rival
 
# '''Constable Jonah Tanner'''—the law in Narrowhome
 
# '''Silas Feather'''—the guy the PC’s are after at the start of the story
 
# '''Jory Feather'''—Silas’s cousin and trusted lieutenant
 
## Expert [+4] Streetwise
 
# '''Brennan'''—Kalet priest of Hursa and father of a man Mahon killed
 
# '''Bogdan Slickfellow'''—Snitch formerly in the employ of Jidi, now in the service of Silas Feather
 
## Expert [+4] Nimble '''D'''
 
## Good [+2] Making Deals
 
## Good [+2] Has Valuable Info
 
# '''Jirel Rockdweller'''—Gossip in Narrowhome that may have sold Karesh off to killers from Nilsomar
 
# '''Sarheed'''—Mufahd's latest trained assassin; on the trail of Karesh
 
## Expert [+4] Knife Fighting
 
  
===Thread List===
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He wandered in the forest for a long time, until alone, miserable, and mourning the loss of his brother and his home, decided to stop eating. He became delirious with hunger, and had a vision of Hursa, the Earth Goddess. Hursa forbade him from a coward's end, and commanded him to go forth and seek renown for her, his people and himself. He was to show that Hursa's chosen people were worth any three southerners.
  
# Extract a sum of money from Silas Feather on behalf of Jidi Craggly (open)
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Armed with hope and purpose, Mahon wandered west to Narrowhome. He despises the place and the people, but has become known and feared as assort of freelance enforcer in Narrowhome's criminal underground.
# Avoid Brennan the priest (open)
 
# Find a way out of their new subterranean confine (open)
 
# Discover what Styno, Feathers, and Jiriel have planned for the characters (open)
 
  
===Chaos Factor===
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====Stats====
: '''Chaos:''' 6
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'''Strengths:'''
 +
* Expert [+4] Warrior
 +
* Good [+2] Fearsome Presence
 +
* Good [+2] Redeem Himself in His Goddess's Eyes
 +
* Good [+2] Hunter
 +
* Good [+2] Stealth
 +
* Good [+2] Improvising
 +
* Good [+2] A Barbarian's Hardiness
  
===Scenes===
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'''Weaknesses:'''
====Scene 1 Setup====
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* Poor [-2] Fearsome Presence
The PCs have learned about the whereabouts of Silas Feather, who has been in hiding for weeks, avoiding their calls. He’s been holed up in No. 33 High Crag street with a cousin. Karesh and Mahon are paying him a visit at night when it’s expected he’s there.
 
:: '''Altered?''' No
 
:: '''Notes:''' At the end of an ambush conflict, Jory Feather says that the Feathers will be a new institution in Narrowhome and offers the two protagonists a job at double the salary Jidi Craggly offers. Mahon and Karesh send him away to fetch Silas before the sun comes up.
 
:: '''End scene—chaos higher or lower?''' Higher
 
  
====Scene 2 Setup====
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'''Fortune Points:''' 1
The PCs try to track Silas's cousin Jory to Silas's hiding place. They think Silas might be making a play for power in Narrowhome's underworld, and want to know what's going on.
 
:: '''Altered?''' Yes-alteration. Jory doesn't go to Silas, he goes to Styno the Buzzard instead.
 
:: '''Notes:''' They loose Jory only to happen into Bogdan Slickfellow who flees. Catching up with him, they corner Bogdan into leading them to Silas' hideout.
 
:: '''End scene-chaos higher or lower? ''' Lower
 
  
====Scene 3 Setup====
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'''Learning Points:''' 0
Bogdan takes the PCs to where Silas is holed up.
 
:: '''Altered?''' No
 
:: '''Notes:''' Bogdan takes the PCs near the Pit, where they see a meeting of interesting figures. Jiriel Rockdweller, a local snitch whom Karesh slighted in the past, meets with Styno the Buzzard and a dangerous assassin from Nilsomar. As they three spy on the meeting, Bogdan triggers a sinkhole and the three fall into a mysterious inhabited underground area.
 
:: '''End scene-chaos higher or lower? ''' Higher
 
  
====Scene 4 Setup====
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== Mythic Scene Tracking ==
Under Narrowhome. The characters find themselves trapped and injured underground in a maze of unknown (possibly made by some intelligence). There are signs of inhabitants down inside and perhaps a guardian.
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'''NPCs:'''
:: '''Altered?''' No
 
:: '''Notes:'''
 
:: '''End scene-chaos higher or lower?'''
 
  
==Concerns & Considerations for Running Mythic with PDQ==
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1. Jidi Craggly—Mahon & Karesh’s current criminal employer
  
===Interpretation===
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2. Styno the Buzzard—Jidi’s chief rival
Interpretation is a fine art, and spending too much time fretting over a meaning can lead to system shut-down. Mythic only gives very vague results, which at first might not have any real logical connection with the action; this can be frustrating.
 
  
It's good to go with whatever pops in the head first, even if it's only a tenuous connection to the listed meaning. Going with bold, interesting interpretations leading to immediate action and/or consequences usually works out best. Don't worry about whether or not you knew that you wanted—or didn't want—a particular outcome or scene setting. It has to come from the players' minds anyway, so it's best not to agonize over any choices. That's pretty much straight out of the Mythic book, but it's great advice, nonetheless.
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3. Constable Jonah Tanner—the law in Narrowhome
  
===Upshifts and Rules Arbitration===
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4. Silas Feather—the guy the PC’s are after at the start of the story
Mythic GM Emulator also works well helping to adjudicate rules. One of the fun features about PDQ is the use of upshifts based on good description. A player can rate his or her attempt being made to describe particular maneuvers in combat (either for attack or defense). Is it “Likely” that the attempt produces an upshift? What one really needs is an agreement that the attempt was good enough to earn an upshift to the roll.
 
  
Sounds like cheating? Not at all! First, players really wouldn't want to over-elaborate on dull things or pointless action. A player will ask these questions when the characters really need it—the drama will be high and the characters placed in some sort of desperate situation. That's when they need it, and the narrative will reflect this sort of elevated dramatic circumstance. Plus, one may likely find that one describes NPC action with as much descriptive detail because of the narrative demands (even without realizing it). That means NPCs get this benefit too. It's safe to be generous about rating one's own attempts.
 
  
For that matter, a player might consult with Mythic about whether or not a particular Quality is relevant. Always give a generous assessment of likelihood about whether a Quality is relevant and then, if the situation comes up again, the players can assume a consistent result. The same effect can be applied to NPC Qualities. If the PCs' Qualities are broadly applied to different situations, the same goes for the baddies. Then, game balance is a no-brainer. It doesn't matter if a GM (or GM Emulator) allows extraordinary benefit of broad Quality Penumbra, because both sides will benefit. It's also fun to stack qualities. A game for all those min/maxers, without perverting the system. Of course, one has to write a convincing description.
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'''Threads:'''
  
Also, Fortune Points falls into the above category. They're not exactly easy to earn. If unsure, ask Mythic. The players can always reserve the right to award one another's characters a point for interesting and exceptional roleplaying...but perhaps only one every few scenes or so.
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1. Extract a sum of money from Silas Feather on behalf of Jidi craggly (open)
  
===Story Hooks===
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'''Chaos:''' 5
When characters accrue Story Hooks through assigning Damage to Qualities, apply them as soon as possible and ask Mythic when in doubt or to clarify. Event Focus and Meaning can help to understand the nature of the Hook.
 
  
===Turns===
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'''Scene 1 Setup:''' The PCs have learned about the whereabouts of Silas Feather, who has been in hiding for weeks, avoiding their calls. He’s been holed up in No. 33 High Crag street with a cousin. Karesh and Mahon are paying him a visit at night when it’s expected he’s there.
It might be fun option to take turns to set each subsequent scene, and not worry about deferring to one another. Just do it. Each player will, no doubt, have his or her own style of interpretation; but if the players slow down to query opinions, it can take extra long (unless a player is really stumped). By doing this, the players will enjoy a far faster game than the average pbp.
+
'''Altered?''' No
 +
==Concerns & Considerations for Running Mythic with PDQ==
  
Each player can run his own conflicts, running either a few turns at a time, or the whole conflict in one go, depending on the length and scope. If it's a long conflict, then a few turns at a time before deferring to one another is appropriate rather than the whole thing. Then it can be quite cinematic, panning from one character's spotlight to the next.
+
===Interpretation===
 +
I'm not sure about how much you've used Mythic. It certainly had a steep learning curve for me. Interpretation is a fine art, and spending too much time fretting over a meaning can lead to system shut-down. Mythic only gives very vague results, which at first might not have any real logical connection with the action; this can be frustrating.
  
One other option is to adopt a convention from ''PDQ Sharp!'' “Duels”—all opponents split into one-on-one duels or groups against one character. Of course, if there's a powerful opponent, the PCs would naturally gang up on it and take it turn by turn as needed. But as a general rule, at the start of a conflict, the players would decide who pairs up with which opponents. For example, if there are ten minions, how do they divide? (Perhaps moot point in terms of minions, since they would get maximum 3d6 + MOD on a character, redistributing as needed.) This maybe won't be an issue at all.
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What I've learned is to go with whatever pops in the head first, even if it's only a tenuous connection to the listed meaning. Going with bold, interesting interpretations leading to immediate action and/or consequences usually works out best. Don't worry about whether or not you knew that you wanted—or didn't want—a particular outcome or scene setting. It has to come from our minds anyway, so don't agonize over any choices. That's pretty much straight out of the Mythic book, but it's great advice, nonetheless.
  
===OOC Text===
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Upshifts and Rules Arbitration: I've found that Mythic also works well helping to adjudicate rules. One of the fun features about PDQ is upshifts based on good description. What I've done in my solo sessions is to rate the attempt being made to describe particular maneuvers in combat (either for attack or defense). Is it “Likely” that the attempt produces an upshift? What we really need is an agreement that the attempt was good enough to get an upshift.
After the first few scenes, the players shouldn't feel the need to record every question and answer in the post, or details with the rolls, as that can all slow down the post. Random events might be recorded, but all depends on one's taste. Sometimes a player might list the details something like, "Are there 2d6 mooks? Yes," or "Karesh attack: 14 vs. TN 9." Sometimes it's simply easier to leave it out unless the notation of it is useful for future reference.
 
  
==Jaws of the Six Serpents: The Setting==
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Sounds like cheating? Not at all, I say! First, we really wouldn't want to over-elaborate on dull things or pointless action. We will ask these questions when the characters really need it—the drama will be high and the characters placed in desperate situations. That's when they need it, and the narrative will reflect this sort of elevated dramatic circumstance. Plus, we may likely find that we are describing NPC actions just as well because of the narrative demands (even without realizing it). That means NPCs get it too. It's safe to be generous about rating our own attempts.
  
===Narrowhome===
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For that matter, we might consult with Mythic about whether a particular Quality is relevant. Always give a generous assessment of likelihood about whether a Quality is relevant and then, if the situation comes up again, we'll just assume the same result. Same goes for NPCs, by the way. If the PCs' Qualities are broadly applied to different situations, the same goes for the baddies. Then, game balance is a no-brainer. IME, it doesn't matter if a GM (or GM Emulator) allows extraordinary benefit of broad Quality Penumbra, because both sides would benefit. It's also fun to stack qualities. A game for all those min/maxers, without perverting the system. Of course, one has to write a convincing description.
Narrowhome is one of the canon locales described in the Jaws of the Six Serpents rulebook. It is briefly described in the following terms:
 
  
:''“The town of Narrowhome was founded by exiles from other lands. They built a shanty inside fissures in the rock and tapped into lava flows and steam vents for energy. It has grown into a dynamic but ramshackle trading town that sprawls through a network of chasms, continually adapting to changes in the landscape.”''
+
Also, Fortune Points falls into the above category. They're not exactly easy to earn. If unsure, ask Mythic. We can always reserve the right, as players, to award one another's characters a point for interesting and exceptional roleplaying...but perhaps only one every few scenes or so.
  
The following is a description of some of it’s interesting features and locales.
+
===Story Hooks===
====Dung Street, and the Pit====
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We've talked about it before, and I think you have a good take—apply them as soon as possible and ask Mythic when in doubt or to clarify. Event Focus and Meaning can help to understand the nature of the Hook.
A road leading to the Pit, a bottomless chasm into which the citizens of Narrowhome dump their waste. The Pit is thought to be inhabited by crawling horrors that feed off of the waste, and upon unlucky commuters.
 
  
====High Crag Way====
+
===Turns===
High Crag Way is one of the high ways that wanders above a main chasm way. A number of ramshackle dwellings line this “street.” No. 33 is where Silas’ cousin, Jory Feather, lives.
+
It might be fun taking turns to set each subsequent scene, and not worry about deferring to one another. Just do it. We will each, no doubt, have our own style of interpretation; but if we slow down to ask an opinion, it can take extra long (unless we're really stumped). In this way, I think we'll see that the story progress far faster than the average pbp.
  
====Street of Rags====
+
We can run our own conflicts, running either a few turns at a time, or the whole conflict in one go, depending on the length and scope. If it's a long conflict, then a few turns at a time before deferring to one another is appropriate rather than the whole thing. Then it can be quite cinematic, panning from one shot to the next.
A colorful narrow crevice alley where a clan of Witch-folk have made their temporary home, until Jonah Tanner (see [[#NPC List]] above) has them dispersed, at which time they set up their tents in another back alley part of town.
 
  
====Turoc’s Plaza====
+
One other suggestion I have related to conflict situations is to adopt a convention from PDQ Sharp! “Duels”—all opponents split into one-on-one duels or groups against one character. Of course, if there's a powerful opponent, we would naturally gang up on it and take it turn by turn as needed. But as a general rule, at the start of a conflict, we as players would decide who pairs up with which opponents. For example, if there are ten minions, how do they divide? (Perhaps moot point in terms of minions, since they would get maximum 3d6 + MOD on a character, redistributing as needed.) This maybe won't be an issue at all.
This dormant volcanic crater is accessed by means of Scorpion Way and Merchant’s Crag Way. This multi-purpose plaza serves as a bazaar on odd months, a livestock pen during others, and sometimes a vacant place of dark meetings.
 
  
====The Warrens====
+
===OOC Text===
Located off Turoc’s Plaza, the Warrens is an area of narrow mole-like tunnels through one of the volcanic canyons of Narrowhome. A haven for the homeless vagrants and seedy elements of the town, the city watch turns a blind eye to the sordid murders and illicit activities that happen here. Extremely confining, most passages require travelers to proceed on hands and knees.
+
We shouldn't feel the need to record every question and answer in the post, or details with the rolls, as that can all slow down the post. Random events might be recorded, but all depends on your taste. Sometimes I might list it as, "Are there 2d6 mooks? Yes," or "Karesh attack: 14 vs. TN 9." Sometimes it's simply easier simply to leave it out unless the notation of it is useful for future reference. I'm not sure how you feel about it.

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