We’re Finally Starting Heart: The City Beneath Next Session

We finally finished The Ground Itself. Our final ten showed up as our second draw and then, as we wrapped up the game, I moved us into talking about what our first session of Heart: The City Beneath would look like. I checked in with my players, asked about some thematic stuff, and then pushed us into talking about characters and how to tie all the excellent worldbuilding we’d done to the systems and nouns of Heart. While Heart was in our minds the whole time we played The Ground Itself, we were still using a bunch of the nouns that I’d come up with for the core worldbuilding proposal, not to mention the plethora of nouns we produced in our game, so we had to slowly work through the mechanics of Heart and lace the disparate elements together. It required some careful work, since we were also pushing through character creation at the same time, I had a hard out an hour before our session was typically done, and I had some other stuff going on that was distracting me, but we got through most of it. I’m sure there’s plenty more that will need to be done on the fly as we play, but that’s just part of the game. Can’t have it all built out beforehand or else we’re not leaving room for us to play the game!

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Going Off The Rails After Adding Trains

I genuinely did not think that I’d ever look at a game of The Ground Itself that I’m using as a means of doing collaborative worldbuilding for a different game and think “this has clearly gone off the rails,” but that’s what I’ve found myself doing as I review the notes from my Sunday group’s latest session. This isn’t necessarily a bad thing, mind you, just something that has gone far beyond all of my expectations about what we’d accomplish in a session or two (which will soon be three since we once again ran out of time without finishing our game). We’ve wound up more focused on individuals and their places in the area than the game is designed to be, but we’ve also gone from slowly developing an area over time to wildly inventing things. It’s honestly a great energy, even if I worry that we’ve lost the plot a bit. I’ll be able to weave it all into the world we’ve going to play in when we finally get to Heart: The City Beneath, but there’s just so much stuff happening and so many vague characters introduced that I’m not sure how I’m going to be able to include it all in any kind of interesting and meaningful way.

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Burying Heart: The City Beneath Within The Ground Itself

I wound up going another session of my every-other-week Heart: The City Beneath campaign without playing Heart. We’re still in the throes of The Ground Itself and I regret nothing. I’m having a great time. Almost all of my players just so deeply understand what we’re doing that they’ve done half the moves I’d planned for myself, in terms of setting up the horrors of the world we’re going to play in. This means I’ve been able to focus on specifics and painting good images during my turns rather than introducing aspects of the world at large or adding to the tension of this downright awful bit of geography. I get to do things like talk, in detail, about a mysterious creature that emerged from a horrible sinkhole, described in stories as but a shadow on the horizon, that now wanders this world on some sort of mission that only it knows. Or describe how the dominant species (a froglike non-sentient creature that is incredibly long, flat, and known for hunting down everything in the area, including the people who used to live there) has been impacted by the force of decay called The Rot (which decays anything it touches/infests in every dimension and way, rather than being bound strictly to biological materials like we’re familiar with in meatspace) and how some of them have mushed together to form some kind of horrible beast that has been disappearing people for an unknown number of years. Or how a train, riding rails of limestone, bone, and metal over slowly dessicating dirt, emerged from the same pit that every horror has left behind in order to discorge its unknowable passengers upon the surface. It has been an absolute delight to play this game, even if it is, somewhat predictably, taking an incredibly long time to play.

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There’s a Lot of Creative Heart in My Heart: The City Beneath Group

Session 0 of the Heart: The City Beneath game went pretty well, I’d say. We got through the initial stages of character building, which has gotten us all pretty much on the same page as to what we’re expecting to see in-game. We talked through a bunch more stuff that might have made it into the Line and Veils list, since everyone now knows the sort of stuff that this game might introduce, but wound up not adding anything. I think I did a pretty good job, through my (just for the vibes, since they were originally produced for a very different game system) setting documents and explanation of the game, of setting the expectations for the group when we picked the game, since no one was surprised by what they found in the book. After that, we talked through our characters a bit more specifically, did a little bit of work to figure out what they’re all about, and then talked through the kind of game we want to play, the stories we want to tell, and what world we want to explore. It was a pretty thorough Session 0, if I do say so myself.

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