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RPG Parties: Grim’s Gang in the Deadfire


While Pillars of Eternity 1 never really gelled with me, the sequel really scratches an itch. A fantasy backdrop based on renaissance technology – matched with a free-wheeling colonial/pirate theme – make for a very different sort of feel than typical sword and sorcery.

The biggest issue I have with it is the story setup. It tries to continue the main character from PoE1 – ala BG1 to BG2 – but still wants to reset everything to Level 1. Then it sets up an urgent, linear, world-shattering main story quest… paired with a free-form open world that begs for exploration and engaging with the various factions. Its just a very disjointed setup.

Despite all of this a lot of the basic themes are *perfect* for Grim’s mercenary “to-hell-with-the-gods” attitude. So to make this all work I’ll be making the following story changes to Deadfire’s framework:

  • Re-imagine the prologue making Grim a separate person from the Watcher of Caed Nua from PoE1 – while still giving him personal stakes in the story.
  • *Don’t* give the Gang all the background that the Watcher learned in the first game – forcing them to figure out more and have less idea where to go and what to do.
  • Divide up some of the “protagonist” roles. Grim will be the Leader tasked by the God Berath (Grim snidely interacting with the Gods is too good to give up), but Watcher spirit visions and the like will come through Star. I may even have the Gods “speak” thru Star – cementing her even further as the “weirdness nexus”.

This should lead to decent stretches of the gang doing their own thing, engaging with the game’s factions their own way, and pursuing their own ends – punctuated by events and “visions” from Star sending them in new directions. It also emphasizes the conflict that’s always present in this team between Grim’s hard-nosed pragmatism and Star’s stubborn idealism.

Note that because Deadfire has a 5-man party, I will be dropping Black from the group for this run – even though I plan to use the 6-man party mod. I want the floating slot available for when we need to accompany NPCs. This will make the party skew more “good” than normal, as Black is usually the one backing Grim’s pragmatism against Star and Ace.


Grimslade “Grim”

Race: Human/Savannah

Class: Brawler (Fighter/Monk)

Culture: The Living Lands

Background: Mercenary

Skills: Athletics, Intimidation, Streetwise, Survival

“A smeared painterly dnd portrait of a big intimidating Turkish mercenary. He is muscular and 40, with maori face tattoos, shoulder-length black hair, a goatee, wearing barbarian armor. dark gray background”

Notes: Monk may seem like an odd choice… but in PoE Monks gain power from wounds and pain. And operate under the philosophy “*I* am the weapon, the blade in my hand is a tool” and “power through Will“. Such things suit Grim’s “practical mystic” side better than the wild Rage of the barbarian class. Grim is all about discipline and control. But for him fighting without weapons and armor is still a last resort. What fool punches a Dragon when a polearm is available? Or disdains armor battling Ogres? So Fighter/Monk.

Grim requires very little adaptation here. There is steady work and opportunities for Mercenaries in the Deadfire. Its a natural place for him to end up.


Brigit “Blur”

Race: Human/Meadow

Class: Barbarian

Culture: The Deadfire Archipelago

Background: Slave

Skills: Athletics, Stealth, Sleight-of-Hand, History (bits and pieces of heroic sagas)

“A smeared painterly dnd portrait of a fierce irish rogue woman. She is age 22, scruffy, restless, with freckled skin, short wild reddish bob hair, flashing green eyes, and small celtic tattoos. She wears sleeveless leather armor. red background.”

Notes: Barbarian for Blur may also seem odd. But the Barbarian in PoE is characterized by a wild, frenzied attacking style – using speed and tenacity in place of discipline and skill. That’s Blur to a “T”. Add in being better at fighting groups of minions (where they get in each others’ way trying to deal with her) than at one-on-one duels with single strong opponents, and its actually a really good match.

Blur doesn’t require much adaptation to fit in here either. Background is “Slave” as its the closest thematic fit to “street urchin”.


Adam “Ace” Masters

Race: Dwarf/Mountain

Class: Rogue (Sniper)

Culture: Rautai

Background: Merchant

Skills: Mechanics, Bluff, Diplomacy, Explosives

A smeared painterly dnd portrait of a charming midget rogue. He is age 30, stout, clean shaven, italian, stocky, with short black curly hair and a round face, wearing black leather, with a wink and a sly grin. Blue background.”

Notes: The biggest issue for Ace is that Halflings don’t exist in PoE! The closest analog is the diminuitive Orlan, but Ace is *not* a furry goblin with big ears. So short, beardless Dwarf it is.

Ace was originally a Gadgeteer, so being able to cut loose with early firearms and explosives really lets him come into his own. Switching between sniping with an Arquebus, blazing with Pistols, or pulling out a Blunderbuss is really satisfying with him. And he’s both a smooth talker and a backup to Star when she and Grim go at it. Merchant background as he worked as a gunsmith in addition to sniper training, and that develops his people skills.


Selena “Star” Cullen

Race: Human/Meadow

Class: Theurge (Chanter/Lifegiver Druid)

Culture: Adeyr

Background: Clergy

Skills: Alchemy (herbalism), Insight, Religion

“A smeared painterly dnd portrait of an alabama cleric woman. She is 30, with a plain puffy face, haggard, short brown hair, brown eyes, wearing necklaces and trinkets, with a forehead tattoo. She wearing plain leather and a cloak. She has an unfocused expression and a dreamy smile. Green background.”

Notes:

Star is an ecclectic fit in any gaming system. Here we go with Chanter – because a class based around the power of stories and narratives is very, very Star. Mix in Druid for divine magic not wedded to a particular clergy, and Lifegiver kit (which trades out Druid summoning for enhanced healing) because healing is very much Star and summoning creatures to do your bidding very much isn’t.

Narrative-wise, making Star the focal point for Watcher visions cements her role as the source of metaphysical weirdness in the party.


Sapphire

Race: Elf/Wood

Class: Wizard

Culture: Old Valia

Background: Scholar

Skills: Arcana,Metaphysics, History

“A smeared painterly dnd portrait of an serious ethiopian elf sorceress. She is 45, thin and peaked, with dark skin, pointed ears, straight dark black hair, arcane silver facial tattoos, eyebrow rings, and dark eyes. She wears purple hooded robes. Lavender background.”

Notes: This one is trivially easy. From race to class to background and culture. Sapphire sees the world like a scientist, and comes from a culture predisposed to see the science in terms of “what *can* we do” rather than “what *should* we do”.

Sapphire definitely takes the “pro-Animancy (soul magic)” viewpoint in the party – which should contrast nicely with how several of the others would think.


3 responses to “RPG Parties: Grim’s Gang in the Deadfire”

  1. I always enjoy your teams and the variety of styles you use!
    You mentioned a lot of things you’re doing different with their set-up. Is most of this head canon or is their something in the game that changes with what they know and their back-story? I do like the idea of relationships between your own characters playing out in some game way; from where they come from top how they know each other (friends/siblings/significant others…). But apart from what the game tells you with its own characters I’ve not really seen this baked into any game.

    1. Deadfire has some really gorgeous watercolor-style game art that I wanted to replicate. Makes for a fun departure from my previous styles.

      It mostly involves rewriting the cutscenes – so head canon, but in a way that doesn’t change the flow of the game too much. Only other thing I may do is use an editor to move Watcher Powers (psychic stuff involving visions and past lives) over from Grim to Star as they show up. Kinda like moving BhaalSpawn powers to another character.

      The rest is about providing justifiable reasons for them to muck about with side quests, bounties, and such instead of beelining the main quest. Sort of like pretending the party in BG2 doesn’t know where Imoen is or how to get there until later. Or head-cannoning the cost to be much higher – to justify more questing before Spellhold.

    2. I just read that Solasta 2 is planning an interesting implementation of this (taking into account party relationships). Your party is all siblings/adopted siblings coming home upon the death of your “mother”. When you define your characters you also define things like attitude (surly, jokester, etc) and “family dynamic” (golden child, black sheep, etc.). These then get reflected in how the various members of the party interact with each other and the world. The first game had some of that, but was inferred by the game in the form of (formal/casual/slang) depending upon your background, class, etc. The second game appears to be expanding on that further. Will be interesting to see how that plays out.

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