Lee couldn’t make the Nobilis game tonight, so Randy, De, Jackie and I started what will be a short “Grade School Sorcerers” riff.
Notes to follow regarding character generation, opening kickers, and some observations on playing kids in a game that’s designed to create people in dysfunctional relationships, but for now, you can check out the wiki page for Grimm Therapy, which has the PCs, their demons, a fun little customized character sheet, and the One Sheet that describes the game’s customized Humanity and Descriptors.
Update: Here’s the rest.
So after the golf game yesterday, I called up De to see what the plan was, since Lee couldn’t come up. To put it mildly, she was interested in getting out of the house after a long weekend, so we decided to game anyway — I said I’d “run something”. A tentative gathering time of 4 was also agreed on.
This was around 1.
When we got back to the house, however, the garage door demanded attention — one of the track rollers had finally given up the ghost and snapped off its shaft, plus the whole thing needed a tightening. Between the trip to Home Depot for a replacement shaft&roller (and being amazed such a thing existed) and putting them in, it was a little before three before I got in the house.
Right. My Life With Master had been vetoed by Jackie (“Not without Lee playing… that’s silly.”), Dust Devils didn’t feel like the right genre at all, and frankly I didn’t want to grok an untried system, so that led me around to Sorcerer and the recent great ‘grade school’ thread on the Forge (previously mentioned). I grabbed up all the contributed text from the various thread participants, edited it all down to a two-page “One Sheet” detailing descriptors, lore and humanity and started putting together a character sheet (necessary, in my mind, both to capture the feel of the setting as well as to accomodate a few modifications to the standard list of Scores).
Somewhere in there I accidently deleted the one-sheet unsaved and unprinted, had to create it again, and had all kinds of printer difficulties, so it was unfortunately about five-going-on-six before we actually started character generation, but for a no-prep, no-warning thing, the material came out pretty darn well I think.