Greetings, fellow GMs!
First of all I apologize in advance for all grammar and spelling errors, as English is not my native language.
I started a DH Campaign about half a year ago (though due to life's general lack of weekends we only have finished the introductory chapter), and so far my players assure me I'd be a great GM concerning NPCs, drama, immersion and general atmosphere (and hell, I have loads of fun doing it, too).
HOWEVER I simply know that my ability to find story-ideas and my affinity towards the more mechanical part of a scenario (i.e. the numbers) is definitly below average and I'm struggling to find my plot every time I start a new chapter or new round.
Also after reading many a post here, I know there a lot of GMs scurrying about in this forum that are literally busting with ideas (ah, how I envy you!), aaaaand so I imagined, maybe one or another of you might care to help me out of my misery now and then…
What's the situation
Currently I'm trying to work out a short introduction to the next chapter of the campaign for each of the PCs, to get them into the mood after our long pause, and as an opportunity to have each player do something that I know they like to play and that's taylor-made for their characters.
Our Moritates
In case of my Scintillian-Noble-On-The-Run Moritat-Assassin Malcolm that would be the first one of three sacred trials that are called "The Ordeal of Head, Hand and Heart".
Malcom's player and I pictured the moritat (or at least Malcolm's cell, wich is everything he knows) to be a bit Zen-like, all about self-control, renunciation and sacrificing one's ego and all of its feelings to the Emperor by means of meditation, ritual pain and one hell of a combat training. So our Moritats are an emotionally cold lot, carrying all this hatred, bitterness and whatnot the Inquisitor's Handbook describes as inherent to the Moritat's members safely hidden under the surface, distilled, refined and focused, as a source of power to tap. We imagined this cell of nascent assassins and their master to live in greatest possible simplicity in the middle hives of Sibellus, at the lower end of the social scale, as this would give them a good training ground and sufficient privacy.
After the First Trial Malcolm will be allowed to leave his master and operate independently from the cult at his Inquisitor's behest, while I plan to use the other two throughout the campaign as either plothooks or again chapter-introductions for Malcolm.
The First Trial (outline)
The First Trial is supposed to get one message across: Know your limits. Know yourself.
To this end, after days fasting, praying and the usual stuff to clean one's body and mind, Master Kenan will have Malcolm sacrifice a small, colorful bird and drink a portion of its blood. The bird is a Perreya from Dusk, and it's picked for its allegoric qualities: it looks harmless and beautiful and it sings a beguiling song, yet it is deadly poisonous – like many a foe of the Imperium it is at the same time alluring and devastating. The Perreya's toxin is a strong hallucinogen, but it takes its time to affect and in the end kill the intoxicated person.
My idea of the Trial is to let Malcolm advance from point A to point B where the antidote awaits, therby testing all of his primary assassin skills like climbing, sneaking, effective killing with only one silent blow etc. He has only a limited amount of time (the magical "one hour" maybe) before he succumbs to the poison, and he will have to pick the smartest way, as every unnecessary effort will quicken his circulation and thus accelerate the lethal effect. The idea here is the "know your limits" part - to teach the assassin the necessity of focusing all energies on the target, of not letting oneself be distracted, and of knowing how to plan out one's strength.
Gradually, he will be weakend and start to hallucinate, although naturally both Malcolm and his player don't know these things aren't real. I imagine having him stumble through his own haunted past under the toxin's influence and at the end, hanging to life by a thread, battle an image of himself for the antidote. The idea here is "know yourself" – that the greatest enemy might be oneself, on the inside.
The player has made an effort writing a cool prelude for Malcolm, and I know he would love me to seize the doubts and conflicts he built into the character.
What do I need?
Now I'm having trouble fleshing some bits out and humbly ask for your ideas.
1. Where could this "parcours" be located, and what could it look like? I'd like to avoid to have it overly artificial, but I'd like it to have an urban feel to it, as this is on of the focus points of the character. I had this idea of an abandoned hive district that the order recovered and now uses as a trial ground, kind of a gigantic cave filled with rabble and the ruins of a once thriving community. In the center there could be the torn down walls of the once dominating company (bit like the Tantalus Combine in EoD), wich then could turn to the Dunkeld Family Estate to Malcolm's drugged mind. But somehow I am not entirely happy with this, mainly because it also feels pretty dead (which in itself is a bit inappropriate for a hive), and the assassins skill should also include moving unseen between living people.
2. What obstacles could there be between the starting point and the end point of the trial? There I really hit a wall… Okay, if I use the abandoned hive district maybe he would be required to climb down to the ruins first, then pick his way between them, but I also want him to avoid some fights and to quickly carry out others as a logical decision, and I the hell cannot figure out how to do this, nor what enemies could possibly be met along the way.
3. How do I press the "quickening your pulse brings death swiftly" into rules? I find crunching numbers particularly difficult. Of course, I could simply fake it and have Malcolm reach the end of the trial in a condition suiting the narrative, no matter what he did along the way, but I know that my players sometimes cherish their dicerolls and their outcome in game terms, and seriously, if I'd only tell them what happens, what point is there in roleplaying? I want him to succed, naturally, but maybe at the expense of a fatepoint. Or such. At least I don't want the player to take survival for granted (though maybe it is ;-)).
I'd greatly appreciate any hints, ideas and comments on this, and I thank all who have read through this rather long post!


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