new Dragon Blood story - Wyld Hunt

What advice, or ideas would people have for a ST getting ready to start a new DB game as a Wyld Hunt party? Any story hooks, or ideas would be welcome. Also anyone with CotI who has any tidbits from that would be appreciated tremendously.


(dual posted on WW - Exalted forum)
 
One episode to show at least one Anathema that is out of control.  Let the characters feel good about what they do.


One episode that lets them take down a God Blood cult.  Maybe something Infernal or Deathlord based, or just an odd God Blood.  Mortals wrapped up in the affairs of powerful beings.


One episode with the political machinizations, at the very least.  


One episode where they get to take down a newbie Solar just after it Exalts.  Focus on how scared folks are.  Loss of control.  Maybe even a couple of missions.  It's what they do.  Take down Anathema before they get all crazy and out of control.  Maybe a little begging or a tragic story with the Anathema.  They might question what they do as well.  


Stalking a more powerful Exalt--Lunar, Solar, or what not.  Focus on why the sucker has to be taken down, and the wicked nature of their Anathema plot to bring down the standard order and their blasphemy.  Maybe focus on their allies as well--the DB's and the Anathema's.  Who are they trucking with.   Depends if you want to make them Fearless Monster Hunters or more in the X-Files sense how you roll it out.
 
In that case, let your PCs tag along with more experienced Huntsmen.  


Give them a sector to hold, and a good sight line on the Anathema in question.  And orders NOT to engage the sucker under any circumstance.  This is their graduation run.  


In the ensuing melee, the characters spot the Anathema's followers and allies making a run for it, a wagon of prisoners who were destined to be brainwashed to accept the Anathema as their master.  Cue running fight scene to catch up to the prisoners, and a member of the Anathema's Circle moves to protect the wagon--Night or Eclipse.  


The DBs get to drive off the Anathema and rescue the prisoners, who were meant to be inducted into the Anathema's army.  Any captured prisoners go to the leadership to break the Anathema's organization.


The PCs don't get to take on the Dawn Caste who the big guns are going for--but the rescue, the glimpse at the power that the other Circle mate can wield, and the snappy chatter designed to rattle them--should keep them busy.  


You get them started with a bang.  Not much in backstory, give them something to sink their teeth into first.  Action.  A rescue to make them feel good.  A glimpse into the job that they're supposed to do.
 
I like the new recruits joining up with the more experienced team. That has promise.. maybe after a session or two, the rest of the team could go missing or die, and they players will then have to deal with what to do now. Especially if the Anathema that killed the others is still on the loose and maybe looking for the younglings. oooh, I'm gonna be so evil to them. Thanks I think I have my idea. Of course if anyone wants to throw more ideas at me, I'm open to suggestions.
 
Maybe they shouldn't take over what the other team was doing.  


They graduate, and get their own missions.  Then, they get a mission to investigate the disappearance of the team they assisted earlier.  That way, they don't stand in the shadow of another group.  Let them have their own moments, their own glory.  


I'd develop a few plot lines, and let them sift a bit.  Find their own way. Give them chances at a couple of arcs, even as you spring the larger arc upon them.  They've got to feel that they are indeed competent, before they get thrown into serious challenges.  Especially for Huntsmen.  They are supposed to be the baddest mamma jammas in the Valley.
 
Yeah, I wasnt going to force them into taking over for the old team, just giving them a few options. Heck they could go rogue and leave the Realm for all I care.


I'll probably go at least one session with the main team, but I dont want to leave them under the care of the experienced team for too long or they might feel overshadowed.
 
If I were running it, I would be sure to give the players:


*at least one mission where the Anathema they're sent to destroy has an opportunity to show them she's not a bad person.  Teach them regret.


*at least one mission featuring an Anathema whose conduct is even more degenerate and despicable than legends told them they would be.  Teach them disgust.


and


*at least one mission that rapidly turns against them and turns into a hide-and-seek game of survival - turn they predators into prey.  Teach them fear.


Not necessarily in that order.
 
A very simple yet effective plot:


- Introduce a few opposite gender npcs and wait for the romance to happen


- Exalt her to a solar and make it be the fault of her lover. Nothing like him leaving her behind and come back to see her having exalted in defense of the village/town he abandoned out of duty or whatever


- Throw in some immaculate monk/inquisitor style person who makes sure the party goes against the newly born exalt and kills her


If you take your time with this plot and let it happen over a few weeks the players will always remember it.
 
Maybe, but I've found that you have to be very careful when including an element as fickle as romance into a story.  The best way I've discovered is to just let it happen, but sure, set a few possible 'loves', but don't try to force a certain npc to a specific character, since it probably won't work.  


Although, saying that, a spurned love can lead to all sorts of story hooks...


~FC.
 
.... you can always let two NPCs (one from from said more experienced circle for instance) fall in love, and try ther above scenario. Let the PCs be the third party, watching the tragedy unfold.


When/if the PCs manages to kill the Anathema, let the NPC left behind o mad with the loss of his love. Turn him rogue. Maybe blame the PCs personally. Excellent instant antagonist for later.


Could be done more subtly as well, for a whole story arc with a "hidden enemy" in a political game later.
 
Possibly, but the guys I'm gaming with have never been much for romance as part of their RP experience, so I dont think it would go over well. They'd probably feel forced into it or something. I may consider that third party idea though.
 
The "Star Crossed Loves" theme is a bit much, I think, for Wyld Hunt tales.


Not so bad if they're investigating a Dynast who has fallen in love with an Anathema...not so much for a Hunter.  They're supposed to be chosen for their ability to resist exactly such things, and recognize them as well.  


Kind of like a vice cop falling for a streetwalker.  They know already what these girls are, and most just aren't buying it.  They might accept a few favors in return for not busting them, but they're not going to fall for one.  


And an experienced Wyld Hunter falling in love with Anathema?  Even less likely.  It's got Movie of the Week feel to it, and not so much interesting as forced.  You want complications in your plot yes, but it's better an outgrowth of play than a set up.  Consequences to actions, certainly, but not just scenarios dreamt up just for the complication factor.


I find that when you just let players do their thing, they find ways of giving you more ideas than you can really use.  Most of my plots involve introducing characters and letting them create their own relationships--and that's usually enough.  


My best Mage game had the PC's wind up getting pretty chummy with the local MiB, and getting recruited for a few jobs for the NWO, because the threats that were coming in were big enough that they had to work together.  It brought their relationships into play as time went on, and when they did get into conflict, it made things very sticky indeed.  


But that's an outgrowth of play, not just an arbitrary sort of plot point.  You have to grow plots, and let them mature.
 

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