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Interlude
1. Introduce & Explain Fates
1. Pass out Fates
2. Have everyone foreshadow their Fate
3. Explain & Change Trust
4. Introduce Scene 2: Auntie & Uncle Tengu
1. Have players declare Watch order
2. Have Uncle Tengu call out watching Samurai.
1. Have Uncle Tengu give watching samurai the message.
3. Have Auntie Tengu wake a sleeping ronin.
1. Have Auntie Tengu give sleeping ronin the message
4. Provoke various samurai to a fight
5. Give players a moment to reflect on events.
Purpose
The purpose of this demo is to highlight the dual-nature of Trust
by showing the players the importance of Aiding through one
short combat scene, and then sow the seeds of mistrust in a
second scene.
Script: Intro
<Begin the demo by placing a copy of the book in the hands of
the players, giving each player a copy if you have enough.>
Outline
1. Intro
1. Pass out characters
2. Introduce Scene 1: Wolf Attack
1. Roll for Surprise
1. Explain Rolling
2. Introduce Wolves
1. Roll for first conflict
1. Explain Degree of Success
2. Explain Damage, if necessary.
3. Explain Trust
1. Pass out and explain Tokens
2. Explain Trust Options
4. Finish battle with Wolves
1. Ask if anyone wants to use Trust to Aid.
you have just started out and you're still in the forest at the base
of the mountain. But you're not alone. There are other
creatures---servants of the Witch maybe---that roam these
woods.
<Roll for the conflict and then let the appropriate person
narrate. Point to the Degree of Success section on the
charsheet as you explain what can be done with the roll. If
someone took damage, explain that damage acts as a
temporary penalty to one's roll. Again---and this time its
important---let the dice just sit there while you explain how
trust works.>
GM: I'll also tell you that these creatures are looking for you.
Let's roll to see if they find you, or if you find them first.
<Hand each player a die.> We all roll together, you all against
me.
<Have everyone roll. For this conflict, the GM should just roll
a single die. Make sure to leave the dice alone, as they stand
on the table. While you explain the conflict & resolution.>
GM: We now take the highest die that you guys rolled, which
is a {whatever} <point to the die>, and compare it to my roll,
which is a {whatever} <point to your die>. Since {my/your}
roll was higher, {I/you guys} win.
GM: Normally, we take the highest die from your group and
the highest die from my group of enemies and compare. This is
actually a rather brutal resolution system... But here is where
Trust comes in...
it to {so and so}>. But if he trusted him a lot, he might give him
four or five. <Hand {so and so} some more tokens. After a
short pause, take the tokens back and give them to {whoever}.
>
GM: Now, just to start the game, we use the characters' zodiac
signs to determine how many trust points everyone starts the
game with. Ally zodiacs begin the game with three Trust points,
Enemy zodiacs zero, and everyone else two. <Go character by
character, announcing their zodiac once again and who they
are allies or enemies with. Pass the each player the
appropriate number of tokens from each of the respective
characters as you do. Again, point to the charsheet as you
explain.> Real quick, a character's allies and enemies just
explains who they get along with, it doesn't mean to imply that
characters are literal allies or enemies. This is just based off
the Asian zodiac, and its the same thing you'll read if you go to
a Chinese or Japanese restaurant.
GM: You spend these tokens to do a few things. First, you can
spend a token to Aid another character in a conflict. Second, you
can spend a token to buy the right to narration a conflict. And
lastly, you can use these tokens to betray another character in a
conflict. <Point to the trust reference section on the charsheet
as you explain.>
GM: Take a card, and make sure no one else sees which one
you hold. <Shuffle the cards and pass one out to each player.>
It is up you, the players, to make the exact details of your
characters' Fates. At any time, you may make up any fact about
your character's past, the environment, the Witch, or even your
fellow player's characters, *IF* it relates to your character's
Fate. In fact, it is your responsibility to bring these Fates into
play, I as the GM will nothing to do with it.
soft voice from the woods, just beyond the light of the fire:
'Psst... Pssssst... Hey samuai...over here!'
GM: Let's assume now after your encounter with the wolves,
night is approaching, so you decide to set up camp. What I want
each of you to do now is narrate one little thing that each of
your characters do that foreshadows their Fate. Just something
small that each of them does secretly while setting up camp. It
doesn't have to reveal the fate, just hint at it. <Allow each
player to narrate this foreshadowing.>
<Go player by player and ask them if and how they want to
change the trust they are giving to different characters. Make
sure they re-distribute tokens according.>
GM: So night falls on the camp, and you all decide you need
to set up a watch, which order do yo want to go in? <Allow the
players to declare their watch order.>
<Whenever you want, usually during the first watch, start the
following encounter, addressing which ever player is standing
watch...> GM: As you sit around the fire, you suddenly hear a
General Tips
Cut the scene short if it's taking too long. Don't worry about
completing the demo. The demo is just meant to give players
a taste. In fact, the trick is to give just enough of a taste to make
the player want more (and buy the book). So if a scene is
dragging, end it and continue with the demo.
Use Tokens to represent Trust. This demo sheet has been
written assuming that the GM will use tokens (poker chips or
some other object) represent Trust points. Though this is not
required, I have found that for demos, players have a better time
keeping track of physical chips than numbers on the character
sheet. (This also means that the demo sheets don't get marked up
by pencil marks, so they can be re-used.)