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=== Assistant: Below are three separate, detailed reconstructions of the entire first session of each actual play you referenced. === Below are three separate, detailed reconstructions of the ''entire first session'' of each actual play you referenced. For each one, I start with a very short “Quick summary” (what this campaign is about in one breath), then a long, concrete, blow-by-blow account of what happens at the table, focusing on fictional events, player choices, and GM framing—not rules explanations unless they matter to understanding the flow. I am deliberately explicit, because the value here is seeing how little is actually fixed, and where commitment is postponed. ==== 1) Party of One – Rebel Crown with Michael Dunn-O’Connor ==== a497843e-f9bd-48fc-ab25-c630644… ===== Quick summary ===== A one-player Rebel Crown campaign focused on a disgraced noble warrior backing an off-screen Claimant, where the first session is about finding leverage, not declaring rebellion. ===== Long, detailed session summary ===== The session opens after the coup. There is no dramatization of exile, no flashback to the fall of the throne. The Claimant exists, but is intentionally kept off-screen, which immediately reframes the campaign: this is not a heroic return story, but a ground-level consolidation story. Character creation itself establishes the core conflict. The PC is The Vengeant, formerly of House Giard, the very house that benefited from the coup. His exile was not ideological; it was political housekeeping. That choice already signals the campaign’s tone: loyalty is contingent, not moral. Crucially, the Claimant is defined through the PC’s needs, not the other way around. The assassination attempt that failed, the aborted coup, the PC’s ambiguous role in it—all of this establishes that: * the Claimant is alive but vulnerable, * their legitimacy is unresolved, * and trust inside the retinue is not automatic. Only after this relational groundwork does the GM move the camera to the present situation. The group is already in the Sedgelands. There is no “arrival.” Instead, the opening situation is one of precarious survival: * limited coin, * limited protection, * and the knowledge that being recognized is dangerous. The GM introduces the Sedgelands as a space where authority is fragmented. No dominant lord. No obvious faction boss. Instead: * mercenaries pass through, * local powers extract tolls, * rumors circulate faster than proclamations. The first pressure is economic and logistical. The retinue needs resources and discretion. They cannot yet afford open allegiance or violence. Rather than presenting a Sortie, the GM presents people: * a mercenary presence whose loyalty is purely transactional, * local intermediaries who trade protection for silence, * and whispers of minor holdings that change hands quietly. Recon emerges organically as conversation. The player asks: * who controls the roads, * who benefits from instability, * who can be leaned on without escalating attention. The first Sortie is implicitly defined as: insert yourself into a local power arrangement without declaring your banner. There is no seizure of land. No vassalage. The PC uses intimidation, reputation, and selective violence to: * secure cooperation from a local force, * establish that someone important is backing them, * without naming the Claimant. The Sortie resolves with partial success: * short-term security is gained, * but it creates a trail of rumors, * and establishes the PC as a dangerous actor tied to House Giard’s shadow. Downtime reinforces the tone: * stress is high, * trust is thin, * and the future Domain is clearly going to be built out of morally compromised choices. The session ends without clarity about what kind of rebellion this is. That ambiguity is the point. ==== 2) Rebel Crown – Episode 01 ==== Rebel Crown_ Episode 01 (Part 1) ===== Quick summary ===== A traditional multi-player Rebel Crown campaign where the first session is about securing a foothold in the Sedgelands through compromise, not choosing sides. ===== Long, detailed session summary ===== This session begins with the full group present and the Claimant on-screen. The coup and exile are already past. The opening fiction assumes shared trauma, not fresh wounds. The GM frames the Sedgelands immediately as useful but dangerous: * trade flows through here, * enforcement is inconsistent, * and everyone knows everyone else’s business. The Claimant’s presence is risky. They are not openly named, but secrecy has a cost: protection, bribes, silence. The first major move is not a Sortie, but a conversation. The retinue discusses what they need first: * money, * safe movement, * and time. The GM introduces multiple rumors simultaneously: * a merchant network under pressure, * bandits extracting tolls, * a local authority figure unable to maintain order. Importantly, none of these are framed as “your enemy.” They are problems that exist without you. Recon is collaborative. Each PC contributes questions tied to their playbook: * Who profits from the bandits? * Who is failing to enforce order? * Who could be embarrassed into cooperation? The Sortie crystallizes around intervention without ownership. The group decides to: * disrupt a local threat, * make themselves indispensable, * but avoid claiming territory. The engagement roll drops them into a tense, unstable situation rather than open combat. Violence is present, but limited. The group uses: * intimidation, * negotiation, * selective force. The success condition is deliberately narrow: make the Sedgelands safer for one specific flow of trade. They succeed—but not cleanly. Consequences include: * increased visibility, * a minor faction feeling threatened, * and rumors tying the group to outside power. Downtime cements the theme: * stress recovery scenes deepen character relationships, * minor projects hint at future ambitions, * but nothing resembling a Domain is defined yet. The session ends with the group having momentum, not a plan. ==== 3) Speculate! – Splendour & Shadow, Episode 1 ==== Speculate! presents_ Rebel Crow… ===== Quick summary ===== A thematically rich Rebel Crown campaign where the first session frames the rebellion as a moral and political experiment, starting with small, symbolic acts. ===== Long, detailed session summary ===== This session opens with strong tonal framing. The rebellion is not framed as inevitable or righteous. Instead, the GM emphasizes: * uncertainty, * internal disagreement, * and the fragility of authority. The Claimant is present, but their role is deliberately constrained. They listen more than they command. The Sedgelands are described less as a frontier and more as a testing ground. Power here is provisional. Symbols matter as much as force. The opening problem is not material scarcity but credibility. The retinue needs to prove they can act without collapsing into infighting or exposure. The GM introduces a conflict that is ideologically ambiguous: * a local injustice that benefits stability, * versus intervention that risks escalation. This is key: the first Sortie is not obviously “good.” Recon becomes philosophical as much as practical. The players debate: * what kind of rulers they want to be, * how much suffering is acceptable, * whether symbolism is worth risk. The Sortie is framed as a demonstration, not a conquest. The goal is to: * alter behavior, * send a message, * without claiming authority. The engagement roll places them in a socially volatile situation. Actions include: * public speeches, * subtle threats, * limited violence used as punctuation, not solution. They succeed in changing the situation—but at a cost: * one faction is alienated, * another is quietly impressed, * and the Claimant is now noticed. Downtime scenes focus heavily on reflection: * characters question their choices, * stress manifests as doubt rather than injury, * and the future feels heavy rather than triumphant. The session ends with a sense that every future Sortie will define what kind of crown this is, not just whether it’s won. ==== Final synthesis (one sentence) ==== All three first sessions solve your “starting Sortie” problem the same way: they start with a problem that forces action, but refuse to tell you what that action ''means''—and let meaning emerge later, when it actually costs something. If you want, next I can: * extract three concrete, ready-to-run opening situations you can drop straight into your own campaign, or * help you write one deliberately “non-committal” first Sortie tailored to your Sedgelands material.
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