Turnaround

Jun 19, 2013 19:17

Lately I've been having trouble getting into Madrigal headspace.  I've missed the, as Amos put it, "quaintness" of the older days; Grum misses them too, especially now with all this talk of the end of all things.  He and I have both clung to the ideal of, 'just being a guy' and it's made it really, really hard to progress into anything resembling ( Read more... )

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quentarielf June 20 2013, 01:40:30 UTC
In a previous PC incarnation, I was a part of a group that saved the world. A hero. And yet the campaign didn't end, but continued onward, although my PC would never be the same. So she retired to her homeland, the homeland she had saved from destruction. It was another adventurer's turn to take her place.

It is natural after playing a LARP for so long to have to shift your mindset. . Things aren't "new" anymore; the world and the people travelign with you have lost novelty. Adventuring can feel "routine." While you may be "nobody" in a certain community of adventurers, it's interesting to undergo the emotional exercise to recall that Shadowfane is really Special.

Warriors who have seen combat again and again are never the same once they go home. I have seen at least 3 stories in the past few months of PCs coming to terms with the fact that what they have done in Shadowfane will always set them apart from the rest of the work-a-day world. Each person has come to terms with it. Some, like Grum, figure it out with their IG family. Some with understanding that they are the "Light that shines against the Darkness, the Shield that stands before the Helpless," and that leaves them with a certain obligation.

Adventurers take care of the horrible and challenging and harrowing things in the world so that the farmer and the smith and the children don't have to. And if you're lucky, you'll eventually get to enjoy the fruit of that ugly labor, and still be able to enjoy them.

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