Sunday, March 10, 2013

Crazy Street Preacher IV part 2

In order to test new 9Q Special Edition I had to split characters. Since I have only 1 PC, I decidec to add a "part time" PC. It happened to be Monk Cult Leader. 

Q4. How can the fight be brought to the enemy, gaining ground for the heroic motivation?

A) Gerry:
Be the player first: Gerry goes to ravine.
Be GM next – attainment a plot: There are people in ravine, lots of them. They are doing something, but Gerry cannot define what.
Be the player once more: Gerry tries to infiltrate among them.

B) Monk:
Be the player first: Monk goes to library to check if there is any earlier note about ravine in question.
Be GM next – oppress attention: Some mentions of ravine can be found in newspapers from past years, but it seems that someone took care to move public attention from each such accident to something else.
Be the player once more: Monk decides to convey to his spiritual sources.

Q5. How can any heroic gains from the results of Question 4 suddenly be undermined as new information about the true face/scheme/power of the enemy becomes known?

A) Gerry:
Be the GM first – arrive status quo (revelation, combat): People are talking around Gerry about some big change coming to the world. Seems that people in ravine are here to stop it! Then, one of the leaders in ravine begins to get suspicious about Gerry, and he approaches hem to see who he is and what is he doing here. The battle of wills occurs, but Gerry manages to sweet-talk his way past leader.
Be the payer next: Gerry continues to sniff around trying to learn the nature of the change and what actions are to be taken.
Be the GM once more – haggle suffering: Gerry notices that people in ravine are involved in rituals that practice self hurting and indulging in pain and discomfort.

B) Monk:
Be the GM first – communicate illness (betrayal, combat): Monk turns to his spiritual contacts, but the spirit that was usually obedient to him turns aggressive as possessed by some evil madness. Monk tries to fight the spirit but he cannot parry its mad strength.
Be the payer next: In terror, Monk tries to return from spirit world into reality, and barely makes it, closing in process all his channels to spiritual world. He will not be able to communicate with supernatural for long time!
Be the GM once more – inspect pleasures: Left without supernatural support, Monk starts to question himself if he succumbered to earthly pleasures and if he is really destined to lead the cult. He is not the only one to ask this question.
(This ends Monks excursion into PC world)

Q6. How can the adverse results from Questions 4 and 5 be further intensified, forcing the heroes to commit to a do-or-die course of action in accordance with the heroic motivation? 

Be the GM first – communicate suffering (pursuit, intrigue): Flagellants from ravine approach Gerry and ask him to start performing acts of self-destruction in order to gain divine knowledge needed to stop incoming change.
Be the payer next: Gerry decides not to reveal his mask and joints a group of flagellants who are hurting themselves by being hanged by wrists on the tree branch and then spin with high speed. Gerry was able to withstand beating long enough to get part of the knowledge: what happens in the ravine is part of the war between two supernatural entities wanting different things. After that, Gerry lost consciousness.


  1. Cool. And creepy. You used the split-story option very well, here. Ironically, that option was one of the least favorite of those who tried the new 9Qs options in playtest, so it probably won't make it into the final updated edition this month. Honestly, I ultimately felt it was too much, too.

  2. I have to agree. I used it for 2 questions and I also felt that it is too much. There is always danger to get out of control and split session into 2 different games. I am not sorry to see this option out :)