I left out MC advice in my Changeling the Lost PbtA hack. I usually like “GM” sections from PbtA games because they present a strong sense of the intended flavor and play. But
as mentioned in a Gauntlet thread today, a much of that boils down to “do
something one of the PCs is likely to care about” or “do something compelling.”
Jason referenced an article from Black Armada on that concept.
With that in mind, I’ve written these Agendas, Principles,
and Moves to remind me of the cool and player-connected things I should keep in
mind for CtL PbtA. I’ve left out most of the classics (trade harm, tell consequences & ask, offer an opportunity).
Those are in play as well. What I present below is either an addition or refinement.
AGENDAS
Here’s what Urban
Shadows says:
At the highest level, your job is to balance three agendas when you MC:• Make the city feel political and dark.• Keep the characters’ lives out of control and evolving.• Play to find out what happens.
The last two work clean, But I’d rephrase the first. Make the city seem dark and the Freehold
seem conflicted. Their city, the larger community outside of the Freehold,
is both sanctuary and threat. It contains past lives, hidden secrets, hints of
the Keepers, and more. Likewise the Freehold will always be conflicted. At the
highest level the four linked Courts have competing interests. They also take
on authority to protect from a more dangerous authority. As well the Courts have
internal divisions.
PRINCIPLES
Display the split between the City and the Freehold.
The PCs live in both worlds. Leaning towards one side over
the other has costs. The Freehold cannot provide all their needs and the real
world rejects the lost and unrecorded.
Push together and pull apart the motley in equal measure.
The motley should be the characters’ anchor. Show them the
value of it, then apply a crowbar. Let them build their motley, but don’t
destroy it. Since players can invest in their Hollow, irrevocably smashing
that’s bad move.
Put the characters at the center of conflicts and choices.
The PCs have a value: maybe they’re unique, maybe they’re
pawns, maybe they’re leverage. Catch them up in disputes and conspiracies. Make
their varying allegiances a source of tension.
Name everyone, know what they want.
Everyone wants something- know that desire.
Remind them of their past: their lost life and their Durance.
The PCs should be haunted. They lost many of their pre-Changeling
memories, torn away by the thorns of the Hedge. But they’ve likely deliberately
hidden away their memories of Arcadia and what they did there. If they’ve
established details about their experience, echo those. Draw a parallel between
that and the present. If they haven’t, ask them how this moment reminds them of
something from their time in Arcadia or activates a lost memory from before
their change.
Show the risk and value of trust.
Changelings fear commitment and obligation; they have a hard
time trusting. Favors don’t incur debts. Unless someone asked and made a
deal, they’re under no requirement to pay back. Yet in a motley you have to
trust against your nature. The Freehold itself is built on trust in an
institution. And eventually the untrustworthy and the isolated become pariahs.
You should show all of these considerations.
Spam weirdness and beauty
Changeling calls
itself a game of beautiful madness. It isn’t a gore-fest or overtly sinister
game. The tension’s more subtle, things are off-kilter. Hint at weird beneath
the surface: fantastic, lovely, uncanny, spoiled. Think Twin Peaks, In the Company of
Wolves, Dark City, The City of Lost Children. Consider how
to echo the inevitably of fairy tale lessons in a modern world.
Make the Princes vivid
The ruler of each Court should be a fascinating, attractive,
and dangerous figure. They exemplify the Seasons as they appear within the
Freehold. Make them larger than life. Show the necessity of the Freehold as a
means of explaining their choices.
Color the supernatural
If you introduce supernatural elements, monsters, and foes
from outside the changeling paradigm, still consider how it fits with that
world. How would changelings interpret these things? What would they look like?
There’s a danger in bringing in too many outside elements, but one of two later
on can make a good contrast. I recommend the Prometheans especially for this.
Remind them that they’re neither human nor Fae
They’re strange. The Mask hides them, but the Mein still
remains: emotionally and physically. They have needs which make them parasites
on others. They can’t trust their own reactions. And they’re also dangerous to
be around. On the other hand, they’re not fully Fae. Obviously they’re not True
Fae Keepers. But they don’t have a fully “fae” nature: they haven’t given
themselves over completely as some did, they aren’t beings created of magic,
they aren’t the downtrodden and resentful goblins. They still have a soul and
human desires.
GM MOVES
Draw them into a dispute
The Courts are hotbeds of deals, arguments, and enmities,
many unknown to the PCs. They find themselves knowingly or unknowingly trapped
in that web.
Hint at the Keepers’ attention
Odd happenings, signs only their former master would know,
suggestions of a turncoat Fae. The whispers of a Keeper’s work should be enough
to send most right-minded changelings to ground.
Force a Clarity check
Make them Stay Strong
in the face of terrors, heartache, and moral questions. Being surprised by
someone from their past life or durance. Do checks when they: share a moment of
intimacy with a mortal; commit violence against an innocent; avoid contact with
Changeling society for a long time; dwell on the cold streets. Mark Clarity if
they fail.
Impose a Debt
Debts have power and reduce autonomy, so reserve this for a
hard move. But sometimes the players have to call on aid to get them out of a
spot.
Mark a Condition
This is harm and more. Conditions represent emotional
states. The fiction can dictate what should be marked. Or the player can show
something about their character by what they choose to mark. This will in turn
force them to make decision as to how they clear that condition.
Warn of Impending Danger
Somethings coming for them. Hint at pursuit, suggest betrayal,
threaten associates, bring the hammer down. If they don’t act that danger will
come to pass. Consider their NPC debts. Bring their rivals on stage.
Bring them Face to Face with Their Past
This can be soft: they see something they used to treasure,
a car model they once owned, a changeling who looks like someone they betrayed
during their durance. This can be harder: they run into a family member, they
see their fetch, they’re confronted by someone from their durance. The harder
the move, the more you can and should frame things. You can reveal secrets
about their taking, their family, and their fetch. For a softer approach, you
can suggest that someone knows more about these things.
Call in Debts
Someone calls in their marker. That forces a choice and possibly
a move to avoid it. Either way things change. Consider each PC has a constant
debt to their Court. The Season provides basic resources, someone they can go
to in disputes, and other services. In return, they’re expected to help out. I
wouldn’t hit this all the time, but call on these to remind them. The same
holds in reverse, the Court’s obligated to aid at least a little. But more aid
means they’ll likely ask for larger services eventually. On the flip side,
offer them a debt and draw them into a web.
Separate the Motley
Obviously you can do this physically, but it’s worth
remembering to do this emotionally and politically. Play on Seeming divisions,
Court allegiances, and friendships. Force hard choices.
Intrude on Dreams
While I don’t dwell on dream mechanics in this version, we
know that changelings have a strong connection to that realm. Even those not
trained in Onieromancy have vivid dreams. Use this as a channel for other
moves. Stage dangerous visions, recalled pasts, and even the intrusion by
outsiders here.
Crack their Mask
They reveal more about themselves then they intended. You can have a human pick up something
subtly wrong or even have their mask completely slip for a moment. You might
put a question to them about their agenda, giving that info to an NPC. It is
also a chance to have them express their Seeming, Kith, or Seasonal nature as
they see it. That’s an opportunity to learn how their experience shaped them
into their specific form.
Call on catches
Catches are costs. Sometimes they get away from Changelings.
They forget to pay things or allow mystical debts to pile up. Now they have to
do something—maybe silly, maybe dangerous, maybe costly to reset the balance or
face even more challenges. Consider this a variant on “Activate their stuff’s
downside.”
Show the bite of the Hedge
Perhaps a principle above should be make the Hedge dangerous
and valuable. That’s true. It is also omnipresent. It takes effort to enter,
but sometimes it bleeds through. That may be random or the result of a
Changeling’s action. What do they do when things spill out into the real world?
What do they do when someone falls into the Hedge?
Shifting perceptions
In CtL, Clarity shapes perceptions. I don’t handle that
mechanically in this version. Instead, those shifted and shattered visions
should be a GM move. It can be as soft as a misreading or as hard as being
trapped fantastical illusion. Make them question their perceptions.
Deplete a resource
Everyday life should be tight for a motley, at least at the
start. They’re beholden to others for money, connections, and more importantly
identification. That last one can be withdrawn at any point. Beyond those
mundane questions, changelings have to call on glamour to clear conditions.
Perhaps a dance club they haunted for desire goes bankrupt. Now they have to
find a new place to replenish themselves.
Make a Seeming or Court Move
Finally, while I haven’t specifically written these out,
consider these elements strongly in your moves. The Courts have desires and
they will act to carry those out. It might be as small as a little favor. It
might be the Season moving to gain influence in new places. It might be a war
for control. OOH Seeming moves are internal. It means forcing them to act in
accordance with their nature or suffer a cost.
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