Putting It All Together
Texto
Now that the GM has created and detailed the Children of the White Wolf, it only remains for the GM to incorporate the group into the game. The GM envisions making this happen by building a particular component of the story around the group.
The GM decides that the PCs will be contacted by an Isawa shugenja who seeks their help in dealing with a potentially dangerous situation. The shugenja will tell them that, during the course of some rather routine spiritual research, he inadvertently released a powerful and hostile spirit, which fled into the nearby Isawa Mori. The shugenja, who knows the PCs through a mutual acquaintance, understandably wishes to deal with the matter before it becomes widely known. Since an upcoming festival demands the Isawa’s time, he will ask the PCs to track, find, and destroy the wayward spirit, a service for which he will owe them a great deal.
The GM decides that the PCs should able to find the spirit without much difficulty. However, the GM designs the encounter with it such that the PCs not only will be badly defeated in their first confrontation with it, but also will suffer serious injuries and be subjected to the Afflicted condition. Shortly thereafter, as they struggle alone in the midst of the Isawa Mori, they will encounter the Children of the White Wolf. The GM plans to manage this encounter in a way that keeps the PCs unsure of the group’s nature and motives, and even intends to hint at a link between the group and the spirit the PCs are chasing. Ultimately, if the PCs are able to come to trust the Children of the White Wolf, they are likely to find the group very helpful, aiding the PCs in their recovery from the spirit’s attack and assisting them in resuming their search. If the PCs do not begin to trust the Children of the White Wolf, then they will make new enemies of them.
In either case, the stakes and tension will be raised further by an encounter with the Asako Inquisitor. Afterward, the PCs must decide if they trust this individual and how much they are willing to divulge regarding not just the Children of the White Wolf, but also the Isawa who released the dangerous spirit in the first place. And they still have that spirit to find and confront, for a second time.
Satisfied that the religious group and the story and encounters built around it are satisfactory, the GM is ready to unleash it on the players and their PCs.
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Celestial Realms · Chapter 3: Power of Worship › Building a Religious Group › Putting It All Together · p. 124 p. 126
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Now that the GM has created and detailed the Children of the White Wolf, it only remains for the GM to incorporate the group into the game. The GM envisions making this happen by building a particular component of the story around the group.
The GM decides that the PCs will be contacted by an Isawa shugenja who seeks their help in dealing with a potentially dangerous situation. The shugenja will tell them that, during the course of some rather routine spiritual research, he inadvertently released a powerful and hostile spirit, which fled into the nearby Isawa Mori. The shugenja, who knows the PCs through a mutual acquaintance, understandably wishes to deal with the matter before it becomes widely known. Since an upcoming festival demands the Isawa’s time, he will ask the PCs to track, find, and destroy the wayward spirit, a service for which he will owe them a great deal.
The GM decides that the PCs should able to find the spirit without much difficulty. However, the GM designs the encounter with it such that the PCs not only will be badly defeated in their first confrontation with it, but also will suffer serious injuries and be subjected to the Afflicted condition. Shortly thereafter, as they struggle alone in the midst of the Isawa Mori, they will encounter the Children of the White Wolf. The GM plans to manage this encounter in a way that keeps the PCs unsure of the group’s nature and motives, and even intends to hint at a link between the group and the spirit the PCs are chasing. Ultimately, if the PCs are able to come to trust the Children of the White Wolf, they are likely to find the group very helpful, aiding the PCs in their recovery from the spirit’s attack and assisting them in resuming their search. If the PCs do not begin to trust the Children of the White Wolf, then they will make new enemies of them.
In either case, the stakes and tension will be raised further by an encounter with the Asako Inquisitor. Afterward, the PCs must decide if they trust this individual and how much they are willing to divulge regarding not just the Children of the White Wolf, but also the Isawa who released the dangerous spirit in the first place. And they still have that spirit to find and confront, for a second time.
Satisfied that the religious group and the story and encounters built around it are satisfactory, the GM is ready to unleash it on the players and their PCs.
