Irv the Mole

Nowadays, there is very little note passing in our campaigns.  It used to be after a session there would be a handful of notes.  But this practice has fallen out of favor in our group.

At one point, I had a large poster tube that stored all of the crumpled passed notes.  At the end of the session, since I typically played host, I would go around the game area, pick up all of the notes and without reading them, put them in the note tube.  Slowly this collection built up.

No other session in my gaming history has generated more pieces of notes than the one-shot Rolemaster game that involved Irv the Mole and a motley of other characters.

The session started with a myopic pick-pocket (Irv the Mole), a greedy halfling ex-cultist, a wrongly accused bard, a highwayman (of the non-Waylan Jennings variety), a duelist, a rough and tumble brawler, and perhaps another character, all being sprung from jail and tasked with fetching a cart that was out of town.

A simple quest for a one-shot session.  The characters quickly arrived at the cart, and there was a bit of role-playing.  The group had found some item of interest in the cargo of the wagon, but Irv had found a secret compartment under the wagon containing a bag of jewels.

Irv’s player sent me a note saying he wanted to keep this discovery a secret, and made a pick pockets roll.  At this, I broke the session a bit, looked at everyone’s character sheet, and rolled their opposing perception checks and passed each other player a note saying what they saw (most everyone saw Irv’s pick pocketing).

At this point, the scene tension grew, and the disagreements started flying as fingers were being pointed and an argument was being made about how to split the wealth.  There were notes being passed, concerning weapons and looking around for exists.  But gasoline was thrown onto the situation when the crossbow happy highwayman said to no one in particular:

You know, we could split this two ways.

At this point, everyone immediately went to writing notes about their character’s actions.  Frantic decisions.  The halfling realized the highwayman was not talking to him.  Mind control spells were cast. Irv knew he had to run. Swords were drawn.  Crossbows nocked.  All kinds of chaos was afoot.  For a good hour or so everyone scripted their actions and we resolved them.

And because this was Rolemaster, everyone knew the crossbow was likely an instant kill (or at least an incapacitation).  Also, everyone knew that once that bolt was fired, the person would be relatively defenseless.  Casting times were important.  Single cuts from the sword could kill.

Ultimately, Irv died as he couldn’t run fast enough. The other details of the conflict are very fuzzy as it has been 10+ years since, yet I continue to look fondly and favorably on that session.

That evening, I believe our gaming group generated over 150 individual notes that we then fed into the note tube.

A year or so later, with a rather full tube, we spent an evening reading through all of the notes from the year or so of gaming.  It was a magical evening, as we reconstituted actions from numerous unrelated campaigns and adventures.  The notes were both from the GM but also from the player, and often times there was not just the action but the rational and the contingencies.  We were able to so easily reconstruct that magical evening when sill Irv decided to take a bit more than he was entitled to.

And to my shame, I have since lost those notes. Those bits of memories that connected me to gamers who no longer game at my table.  In fact, I would surrender my game collection to have the Irv the Mole notes again.

12 thoughts on “Irv the Mole

  1. Ah… it’s been too long. I know I (the halfling) at one point had the crossbow… because I had it pointed at the highway-man when we were along and I thought he had the gems. This led to more hilarity (terror) when the crossbow misfired.

    Also… I wasn’t a cultist. I had been found lying unconscious in a secret cult lair, surrounded by the mutilated corpses of the a fore mentioned cult, and too terrified to speak of the events that had transpired. Besides being greedy… I was also unlucky… always in the wrong place at the wrong time.

  2. Usually notes indicate that some form of Player versus Player is happening. But they’re also used for secrets: It’s fun to try to figure things out, and for many people, it’s fun just having a secret that others don’t know about fully. It also adds to things getting playfully messy; especially in fiction, many plots would unravel if people would just come out and tell everyone else the full story right at the start rather than being obstinate and keeping things to themselves or deeming details “unimportant”.

    Also, sometimes it’s fun to send all the players the same note just to sow seeds of doubt! ;)

  3. Pingback: The Enjoyable Chaos of Scripted Actions | Take On Rules

  4. Pingback: The Enjoyable Chaos of Scripted Actions | Take On Rules

  5. Pingback: GM Questionnaire Asked by Zak S | Take On Rules

  6. Pingback: What Should the Game Master Fight For? | Take On Rules

  7. Pingback: Dungeon World – GenCon 2012 Edition | Take On Rules

  8. Pingback: Examining the RPG Sessions That I Ran and Think Were Awesome | Take On Rules

  9. Pingback: Backing Project: Dark by Will Hindmarch | Take On Rules

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

This site uses Akismet to reduce spam. Learn how your comment data is processed.