garner_adam
Dec 22 2013, 06:18 AM
So during one of my Shadowrun's I introduced the Shaman in the group to the idea that they she had attracted the attention of another totem. The totem is sinister, malignant, and an enemy of her given totem, Thunderbird. In narrative or a movie it's easy to have loopy stuff happen while a particular character is by him or her self. Like Luke and his experience in the cave during The Empire Strikes Back gives a good indication of the challenges of a vision quest.
Running a vision quest in game while also doing a runs for the other players I find actually to be a little tricky. So I'm here looking for input. Here's one of the scenes I've done so far.
The shaman was alone in an abandoned building providing over watch. When the scene was finished she turned around and saw a cigarette with a smoke trail in the shape of swirling circle (a symbol of the enemy totem). After examining the cigarette with assensing she determined that some one had taken one long satisfying drag from it. Later she encountered a helpful merc who assured her that every thing would go to plan but then he took a long drag of a cigarette (which the player did notice).
So I got the ground work but I'm actually not totally sure where I should go with this.
Sendaz
Dec 22 2013, 07:32 AM
Well, a totem is supposed to call to that part of that shaman that reflects itself, so you have to think what about the player is calling out to this second totem, drawing it's attention?
A recent tragedy, hidden rage or other discontent?
It is not often one changes totem, but there are those whose have veered down other paths, but never lightly.
garner_adam
Dec 22 2013, 08:22 PM
I live in the Seattle area and I once read a crazy story about this killer whale that was giving the tribes trouble. They eventually had to ask Thunderbird to help drive it off. So for my game I've transplanted that old story and made said whale a super natural villain. The player is a Thunderbird shaman so this enemy totem testing her and making life tricky I thought might make for a more meaningful adversary. It's less about the player actually switching totems and more about fleshing out the strange world of magic and how it might influence a character instead of just being a bunch of very useful spells and spirits. Below I've outlined what I had in mind.
In small points I imagine the scenario like so.
-Enemy Totem wants to ruin rival shaman.
-Various tests while Given Totem helps navigate.
-Figuring out how to get rid of the enemy totem's influence
-Purging the enemy (Astral Combat, Secret ritual, so on)
I'm mostly posting here because I haven't done any things oriented towards vision quests, magical tempting, strange influences, and so on. So hoping that you or some one else has ran a game that poses these sort of scenarios for players. That way I can kipe them whole sale.
DMiller
Dec 23 2013, 06:00 AM
Our GM’s favorite way of doing visions/vision quests is to get everyone involved. The GM meets with the other players without the target knowing (off-line) and discusses the proposed idea. When the vision starts all the other characters react to it as they should (including being killed if need be). When the vision ends everything resets to the characters asking the person having the visions what’s up as they just stood there dumb doe a few minutes/seconds.
It’s a lot of fun for the other players and when pulled off correctly can be quite a surprise.
garner_adam
Dec 23 2013, 06:12 AM
DMiller,
Thanks for the idea. I definitely think my other players would have a hoot with this.
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