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Session 0 (and a description of what's going on here).
I started off RUNEvember by playing through the Great Serpent Tree:
Standing in a petrified half life, the Great Serpent Tree balances impossibly on the tip of its own tail, scales falling to the ground as branches burst through serpentine flesh. Blood and venom flows down its length, as distant figures move about its stretch, carving up the still breathing beast.
As you can tell from the description, this Realm is poised on a giant snake which has a tree growing in it! It's a fascinating idea and I love the map! Very good use of Evlyn Moreau's incredible art, and it's cool to see it subdivided per-point as various parts of the snake/tree as the Realm unfolds.
The clock for this Realm is Death Throes. The snake is still dying, and every once in awhile it lets everyone perched upon it know. How this translates in game is that every 6 actions, a Death Throes action happens. This is different based on where you are on the snake-tree: at the base of the tree, this might either be minor or even beneficial (like opening up new paths or Lore). At higher levels, this might throw you off of the tree entirely!
I'll get into this in other Realms too but I'm always interested in how to make more cyclical clocks interesting - in my experience the more "one-way" ones are better for putting on pressure, but you run the risk of making things more unrecoverable - and this is a very cool way to do it.
The Death Penalty is that, like the snake you're on, you start growing trees in you too! You gain a random penalty from 1 to 6, from reduced Move to reduced max Health to just making future rolls on the table worse. Unlike a lot of the death penalties, this one's persistent until removed by a specific thing in the Realm.
Death Penalties are a mixed bag for me because I feel like they can either be a waste of time or lead to a pretty bad death spiral effect or both. I kind of like that this one sticks around and accumulates (though, and this is something that will come up in other Realms too, -1 Move is absolutely brutal to keep around).
This was pretty fun as a whole! A few places where things were a little unfinished, or cleaved a little towards the older playtests, but with those caveats I overall recommend at least giving it a look!
The Death Throes clock was interesting because if you know what's happening for a certain area, it gives you an incentive to kind of fudge it by lingering to make sure you're in the right place at the right time. I feel like this would be better as a random roll, maybe tweaked based on how high up on the snake-tree you are.
Equipment's a little touch and go, which makes sense because it's not too far from the original playtests. The shield offered (Scale Shield) is very good as written! I reduced the movement on 6 to bring it in line and I'll tweak down the lower values as well for Realms to come. The weapon offered (Talon Fauchard) is a two-hander but the one-hand moveset is the standout with a reliable Move 2 at range 1-2. (I left this one behind because I can't easily fix it.) The Gear (Crown of Branches) uses the older Locked terminology and even with that terminology no longer being a thing (and with no third stamina die) it could be pretty handy in a pinch. (I didn't get it because it was locked behind an optional encounter with an otherwise-friendly NPC and I've never been that kind of Souls player.) There are a few consumable bombs you can get which are pretty cool, I'm always in favor of consumables.
The faction stuff was cool when it came up, but it didn't come up all that often, probably owing to the fact that the Realm's a bit on the short side. That's the kind of thing that needs a little space to breathe.
There's a setpiece fight which is pretty neat conceptually! A great hawk attacks you on the Realm's one vertical combat map while a few of the knight faction are fighting both it and you. It's not physically on the map, but it targets various areas based on the random roll and you can attack it by attacking anywhere it's currently targeting. This is a cool way to do big-enemy setpieces! I've got a few gripes with how it works relative to the verticality mechanic though:
So it's a very cool concept, but could stood to have a little more time in the oven. (It was, however, extremely funny when my first enemy roll was such that 2/3 of the knights moved 2 spaces downwards and then got pushed 2 spaces downwards, meaning they got instantly thrown off. 10/10.)
The Rune Lord is ok! A little easy if you got the Scale Shield as written because you can pretty reliably trade damage with it but that's fine. There's a pretty interesting idea here, which is that if you're out of range it'll target the tree itself, which ticks the Realm Clock (which in turn causes reinforcements to arrive if it fills). Otherwise, though, there aren't any secondary enemies, meaning it's pretty hard to get overwhelmed.
Unfortunately, in spite of there being a Rune Lord, there's no Rune at the end! I just randomly rolled another starter Rune (Fate's Hunter) and went with that.
Next stop, @Yuigaron 's Bulwark Hollow!
(Read the original on cohost here!)
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