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All!
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me know!)
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Program Announcements
There are NO sessions for the following days in February and March:
Saturday, February 14th (all staff out of town for a convention)
Monday, February 16th (all staff out of town for a convention)
Tuesday, March 2nd (Home school group)
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Upcoming Holiday Sessions
Wednesday, February 18th, 9 am - 5 pm, FULL
Thursday, February 19th, 9 am - 5 pm, 2 spaces available
Friday, February 20th, 9 am - 5 pm, 4 spaces available.
Possible Holiday Sessions
** Reserve your space now! **
Friday, March 5th (Berkeley)
Friday, March 19th (St. Paul’s)
Monday, March 22nd (St. Paul’s)
Monday, March 29th (Oakland)
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Liberty’s Column
Dear Parents,
Things are getting pretty exciting at the Roleplay Workshop. Enrollment
is up, and Abantey is starting to gear up for another great summer of
programs. Becky is almost ready to unleash a calendar online that will
allow you to get a real-time look at the scheduling. Look for a link on
the scheduling page of the website.
This month we have a great question that will give you an entree into
the real workings of this fabulous game. Becky responds with an answer
that may take some effort to understand, but is clear and helpful. Hang
in there (your kids do this everyday!).
All the best,
Liberty
***********
Parent Questions/Discussion
If you would like your question answered next month, just send us
an email.
“How do the Game Masters decide the fate of the characters?”
First, the fate of the characters is rarely ever left solely to chance
(or the roll of the dice, in our case). What happens to the characters
is based on the players’ decisions, and, as much as possible, the
real life consequences of those decisions. Additionally, if the outcome
of a situation depends upon their character’s abilities, we do use
dice to determine their success or failure. In all cases where the players
or Game Masters are rolling dice we strive to make the outcomes as realistic
as possible. However, we also include chances for things to go wrong.
Perhaps this is best illustrated using an example. Let’s suppose
that the characters need to find out if a person is registered at an expensive
Hotel. There are many ways they could attempt to get this information
and many possible outcomes. Following are some of the things that could
be done, possible realistic outcomes and examples of when a character
would use a dice roll.
1) They could ask an employee of the hotel.
a) in most real life cases, a hotel will not reveal
information about their guests to casual inquiry, particularly if you
look suspicious. So, the players would not get the information with casual
inquiry.
b) If you’re another guest or meeting them
there, the hotel might give you the information, particularly if you,
say, left a message for the person. If the players say things that fit
the situation they would get the information. This is also a place where
we might use dice rolls if the player wasn’t comfortable speaking.
c) If the person was rich and/or famous, the hotel
would definitely not reveal the information, and might call security to
escort out disruptive people who are asking too many questions.
d) Depending upon the quality of the hotel, you
might be able to ‘buy’ an answer to your question. The outcome
here would depend upon who the person was that the characters are looking
for and what class hotel it is AND how much money they used for their
bribe.
e) If they were able to make up an acceptable
reason for needing the information (you are a police officer, you have
a package to deliver, you’re their personal assistant and they aren’t
checked in at the correct hotel), the hotel would give it to them. Here
is a great place for the players to roll dice. If they have the skills
to disguise themselves and act like someone else, they would roll dice
based on their probability of success. If their character(s) were very
skilled they would in all probability succeed. If they were not very skilled,
they would in all probability fail. Good role play in this case could
tip things in their favor.
2) They could ask some of the guests of the Hotel. You’d have to
be extremely lucky to randomly find a person who knew about the person
you were looking for. This would be a case where the Game Master would
roll dice to see what happens.
3) They could sneak a peek at the register. Here, the outcome is based
entirely upon how the players plan to accomplish this combined with their
dice rolls. If they have a solid plan to keep the front desk clerk occupied
and have made sure that no one else can see them do it, the probability
is high that they will succeed. If they have little or no plan and aren’t
paying attention, they have little chance of succeeding.
Suppose the players choose to pretend they are police officers - they’ll
get into a ton of trouble if they get caught! To figure out if they succeed,
we start by assigning a ‘difficulty’ to the task. Difficulties
range from easy (5) to very difficult (60). If the hotel is high quality,
the difficulty will be high, if the hotel staff is poorly trained the
difficulty will be low.
Let’s say the difficulty is medium (30).
The players have 2 people who are skilled at acting and disguising themselves
and they have a person who is an off duty city guard. The skilled characters
have skill numbers for acting and disguising of 25. Actually having a
trained guard present, gives them a +5, bringing their total to 30.
Here is where the dice roll comes in. Chances are, they will succeed,
however, their degree of success or failure varies AND they could just
mess up. We roll a 10 sided die. We get a +1 one for each number above
above 5, and a -1 for each number below 6. A roll of ‘10’
is a critical success and a roll of ‘1’ is a possible critical
failure.
Suppose the players roll a ‘7’, that is 2 above 5, so they
get a +2, bringing their total to 32 - so they succeed. Suppose that their
roll is a ‘4’, that is 2 below 6, so they have a -2 or a 28.
A 28 does not succeed - but is not horrible, so we’d have the desk
clerk ask questions or be hesitant to answer their questions. At this
point, the players can roll again and/or try to role play their way through
the situation.
When role playing, what comes out of the player’s mouth is what
their character is saying to the clerk. If the players hesitate and mumble,
the clerk is not going to believe them. If the players speak confidently
and what they say makes sense, the clerk is going to believe them and
give them the information.
The chances of failure add excitement to the game, as well as occasionally
throwing a wrench into the works. When that happens, the players must
find a way to deal with the new situation. In the above example, suppose
there was a critical failure on the dice roll. The easy thing for the
game master to do would be to just have the desk clerk tell them nothing
and ask them to leave. The challenging thing the game master could do
is have a town guard choose that moment to walk in the door! This puts
the characters in the position to deal with their choice of impersonating
a town guard.
So, as you can see, the fate of the characters is decided by many things,
not just the Game Master’s choices or the roll of a die.
***********
Session Summaries
Mondays
We have one group on Mondays. We have space for 8 more students.
Greg
Questions continue to arise about the goals of the GM-05, the secret Plajet
organization, that seems to be using the players as pawns to rob Fort
Candy Brain. As the players question their employers motives, they are
sent to retrieve the next part of the puzzle in Northern Plajet. While
they take the train towards their destination, they are attacked. Though
they are able to defend themselves, the train is shut down. Now they are
stranded deep in the mountains in a snowstorm. Will they be able to survive?
Tuesdays
We have two home school groups meeting from 12:30 - 2:30 pm, and one after
school group on Tuesdays. We have space for 7 more students.
Becky Home School
Off to Tabur we go. Our party of adventurers is very confident - after
all, they have good descriptions of the people they’re looking for,
AND they have a special magic obsidian trace so they can find the people
anywhere. After they get themselves set up in Tabur, the biggest trade
city on the planet, their confidence appears well deserved, as their obsidian
trace leads them unerringly to a circus out side of town. There, things
begin to go sour. The circus workers swear that they have never seen either
of the people they are searching for. Yet, their magic trace leads directly
to the circus. The party buys tickets to both evening shows. They also
check with some down-on-their-luck adventurers who are camping out across
from the circus. They have not seen people matching the description, but
mention some robed people who may be part of the mysterious ‘freak’
show…
Greg Home School
Having been shrunk to the size of mice, Greg's Home School group finds
themselves in a precarious situation. They manage to fight off a giant
house cat, only to find out later it's Os'Plajet's cat! As punishment,
they are trapped in an underground sewer dungeon, where they have to think
critically in order to escape alive. After a couple close encounters,
they are safe, and free to continue their mission to save their friend
Chi-Chi, a Sakeet who thinks he is a chicken.
Becky After School
Our party is still struggling through the winter wilderness, en route
to Pak’s Treasure. Their bad luck continues… snow laden branches
break onto their tents… drying socks fall into the fire… mistaken
consumption of Pak’s super spicy food… and worst of all, a
fall into an icy stream! By this point, the party is beginning to wonder
why their luck has been so bad. Pak is quick to point out their inexperience
in the wilderness, but the party is not convinced. It is late in the evening
when the party sets up camp on a ridge overlooking a valley. In the valley,
the ruins depicted on Pak’s map. In the morning, they will venture
down, but first, the party decides to cast some risky magic - trying to
determine Pak’s identity. It has occurred to some of the party,
that they have a very serious family enemy - a Marked Plajet woman who
is a very high-ranking Juggler. Perhaps Pak IS the juggler! Using all
of their magical power, (injuring the casting magic user, Ookami, in the
process), they discover that Pak is a woman… Plajet… and Marked!
What are they going to do now?
Wednesdays
We have no current enrollment for Wednesday. If you would like to start
a Wednesday group (4 students minimum), please let me know. We can enroll
up to 12 students on Wednesdays.
Thursdays
Our Thursday group is mostly girls (6 out of 8), ages 10 to 12. We have
space for 4 more students.
Alicia
On their search for a missing companion, the adventurers find themselves
in a strange clearing with an enormous tree in the middle carved with
every animal living. There they encounter Falcon, the Baluud man they
have been unwittingly sent to find. They must convince him to return with
them to the city after fifty years alone in the rain forest. He is needed
to settle a dispute which has cost the characters their home, livelihood
and possibly some of their family. However, there is one small problem--Arun
the mysterious Plajet who had been traveling with the party was sent to
kill Falcon, and Falcon has no scruples about killing him first. The question
falls to the party and through elaborate planning they manage to convince
Falcon to leave Arun alive as long as the party keeps him under guard
until they get back to the city. Now all that remains is to get themselves
back to civilization, hopefully unnoticed...
Fridays
We have one more space available in our Friday groups.
Becky
In the abandoned Sakeet city, our party begins to have some problems.
First, they need to close the gate - the one opened by our Blue Sakeet
party members using some mysterious magical items. This proves to be a
problem as the gate turns out to have some magical traps! Once, twice,
three times Nezumi and Azunai trigger the trap and are shocked with lightning.
Two of our Runts, Garjakd and Drahcir, help keep them alive by redirecting
the lightning harmlessly into the ground. Just when it seemed that they
would never be able to get the gate closed, Ben remembered that their
magic item keeps track of things and recorded the code that opened the
gate in the first place! Now they are working on a plan to explore each
of the seven family compounds of the city, so they can get out as quickly
as possible.
Greg
The adventurers are stuck in a Marked Feeshan town looking for an art
collector (and thief) named Pierre. After much multicultural and language
confusion, they manage to find out where he lives. They go there, meet
Pierre, and proceed to pretend to be fellow art collectors interested
in a trade. In truth, they are checking out his castle to see if they
can find the 'Mesmeric Feeshan', an ancient artifact Pierre stole. Hopefully
they can find it before Pierre figures out what's going on!
Scott and Marcus
After our intrepid party of heroes rescued the traders from lions and
sent them on their way, they realized that their friend Jimmy, whom they
had left on the road to watch for the shipment they were hunting, had
disappeared! Using magic to search for his mind, they soon found him unconscious,
but moving rapidly down the road. They followed him and eventually he
stopped a few miles outside of a nearby inn town. Checking with the local
sheriff, the party discovered that there were a few bandits in the area.
The party asked the sheriff to watch the road for the shipment while they
went in search of the bandits and hopefully find Jimmy. The party soon
found the bandits’ small encampment. After a quick battle (including
a magical slip which left the bandits’ leader dead) they apprehended
the trio of bandits and rescued Jimmy. When they returned to town they
discovered that the wagon that they are searching for had just roared
through. After a quick stop to the towns healer, they charged after the
wagon as fast as they could. The members of the party who could ride horses
sprinted ahead, and are, at this very moment, in a heated chase with the
wagon they must intercept.
Saturday (1st & 3rd)
We currently have two tables. Becky’s table is full with kids ages
12 - 14 year olds. Greg has 2 spaces available at his table of 11 - 12
year olds.
Becky
We haven’t had a meeting since our last description. Look for their
decision next month about their daunting task: getting the survivors,
75 children and 36 adults, all wounded, away before the army catches up
to them, or getting help from the closest major town - 140 miles away,
or somehow slowing the army’s advance …. The numbers look
very bad… but I believe the players will come up with something!
Greg
Saturday's Adventurer's have been captured! Deep in the deserts of Wa'la,
they were caught off guard by their enemies. After being taken to the
secret hide-out of their Arch-Nemisis Bily Bonqa, they are thrown in prison,
to rot away, who knows for how long! But, quickly the party realizes the
fortress is a Giant Sand Castle! Able to dig through the walls, the party
is quickly free, but they must be careful not to cause the whole fortress
to collapse on top of them! And what of Bily Bonqa? Can they find him
before he gets causes more trouble?
Saturday (2nd & 4th)
The 2nd & 4th Saturday of each month has one regular group (full)
and 1 to 2 tables of training for our assistant program. Assistants (ages
13 and up) play in advanced games that stress the more difficult aspects
of the Abantey game. They are polishing their skills in preparation for
assisting with the summer program.
Dominic & Eric (regular group)
After tracking the elusive mad genius Leon to the decimated pirate city
of Soloman, the party try to find him. After getting an idea of Leon's
exact whereabouts using Emerald magic, the party enlists the aid of a
local street gang. They then create a massive distraction by destroying
an Amethyst BSV stone and unleashing the powerful energy stored within.
Under the cover of this distraction, the party approaches Leon's location.
The party captures Leon, although some are wounded in the struggle. Suddenly,
all goes dark. They wake in a mysterious compound with equally mysterious
hosts, who give them healing and teleport them back to Tabur, where Leon
is handed over to the Guards' Guild.
******************
Rebecca L. Thomas
Director
(510) 654-3582
The Roleplay Workshop
http://www.roleplay-workshop.com
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