Hey all, looking to crowdsource/brainstorm ideas a little.

Hey all, looking to crowdsource/brainstorm ideas a little.

Hey all, looking to crowdsource/brainstorm ideas a little.

In Stonetop (my “hearth fantasy” Dungeon World hack), the fae are established as residing in the Great Wood near town. See the image for the text I’ve written on them so far.

One of my playtesters asked me for advice on portraying the fae in play, and I realized that I’m not very good at it myself.

So… What tips or ideas do you have for portraying fae like this? For making such alien-yet-familiar creatures “pop” on screen? And for emphasizing their strangeness?

If it helps, elements associated with the fae in Stonetop include:

1 Beauty/wonder/awe

2 Ugliness/horror/disgust

3 Fluidity of time and space

4 Illusion/glamor/pretense

5 Singing/poetry/art

6 Debts/vows/obligations

7 Strange, fickle customs & etiquette

8 Callousness/cruelty/indifference

9 Yearning/passion/desire

10 Dancing/revelry/sex

11 Wondrous food & drink

12 Tiny in size

Also, their history involves them having been bred, long long long ago, by the Green Lords, giants who bred and cultivated and experimented with life. I’ve sort of got in my mind that the Green Lords bred the fae at least in part to attend them in their false afterlives, which is why the fae are creatures of spirit and dream as much as flesh and blood.

It’s also established that fae rebelled from the Green Lords, and drove the Green Lords to embrace the utterly corrupt and evil Things Below, but that the fae ultimately won.

Thanks!

24 thoughts on “Hey all, looking to crowdsource/brainstorm ideas a little.”

  1. My favorite fae folk from fiction are those portrayed in the Kingkiller Chronicles, which seems aligned with what you have here. In those, there are wide variety of fae, differing by fae court and realm. They clearly operate by rules unlike our own and will mention things important to themselves, but with little to no explanation. Its super satisfying (for me anyways) when they are portrayed as following one of their rules or performing their own magic (which is largely nature based) without them saying why or how, just doing it directly. The political schemes defy logic, but everytime it is interrogated, it seems to be far too complicated and they lose interest in their politics as much as anyone does. hope something in there is helpful!

  2. My favorite fae folk from fiction are those portrayed in the Kingkiller Chronicles, which seems aligned with what you have here. In those, there are wide variety of fae, differing by fae court and realm. They clearly operate by rules unlike our own and will mention things important to themselves, but with little to no explanation. Its super satisfying (for me anyways) when they are portrayed as following one of their rules or performing their own magic (which is largely nature based) without them saying why or how, just doing it directly. The political schemes defy logic, but everytime it is interrogated, it seems to be far too complicated and they lose interest in their politics as much as anyone does. hope something in there is helpful!

  3. I second the Kingkiller reccomendation – and perhaps the integration of an adverse reaction to iron, which is something for real folklore that both Patrick Rothfus (Kingkiller Chronicles) and Terry Pratchett refer too. In fact, Terry Pratchett’s “elves” would be good research material re: how to play Fae too.

  4. I second the Kingkiller reccomendation – and perhaps the integration of an adverse reaction to iron, which is something for real folklore that both Patrick Rothfus (Kingkiller Chronicles) and Terry Pratchett refer too. In fact, Terry Pratchett’s “elves” would be good research material re: how to play Fae too.

  5. Lu Quade oh, yeah… iron is definitely anathema to them. I sort of assumed that goes without saying, with fae. =)

    As for Terry Pratchett’s elves… like from Discworld (which I cringingly admit I never was able to get through).

  6. Lu Quade oh, yeah… iron is definitely anathema to them. I sort of assumed that goes without saying, with fae. =)

    As for Terry Pratchett’s elves… like from Discworld (which I cringingly admit I never was able to get through).

  7. No need to cringe, haha – it is always nice to be gentle with other nerds special things though 😉 Terry Pratchett is an acquired taste I reckon. You kind of have to read the early books to get into it – but the early books are kinda spoof/parody and not that great. He does eventually get to some reeeally great places though. However, it might just be that you don’t like his voice: the overt nomenclature always got to me a little bit. The stuff about standing stones being iron rich stones that stop the fae from entering our plane is pretty cool.

    On the callousness/cruelty/indifference point: i like fae that cause harm out of a bored curiosity, like a child pulling the wings off a fly.

  8. No need to cringe, haha – it is always nice to be gentle with other nerds special things though 😉 Terry Pratchett is an acquired taste I reckon. You kind of have to read the early books to get into it – but the early books are kinda spoof/parody and not that great. He does eventually get to some reeeally great places though. However, it might just be that you don’t like his voice: the overt nomenclature always got to me a little bit. The stuff about standing stones being iron rich stones that stop the fae from entering our plane is pretty cool.

    On the callousness/cruelty/indifference point: i like fae that cause harm out of a bored curiosity, like a child pulling the wings off a fly.

  9. I have found it useful in some games to decide that each given fae character has some kind of drive that governs how they act, how they think, and what they pursue—and that drive need not ever be pointed out to players, nor made sense of for myself.

    Like:

    Foley, faerie of the Citgo Sign in Boston, will trade information if you buy them a hamburger. They hear a lot of useful rumors even though they never leave Kenmore Square. They always wear a dirty jumpsuit and speak in a steadily rising and falling lilt, brightening and relaxing again over the course of every sentence. They will answer to any pronoun, not really following that others recognize different genders.

    Or:

    The members of the Court of Storms are known to be noisy, chaotic, and impulsive by nature—save for one, the court’s sole Herald. The Herald, sometimes known as the Calm Before the Storm, quietly and politely announces to local personages of interest and power that the Court of Storm will be arriving soon.

  10. I have found it useful in some games to decide that each given fae character has some kind of drive that governs how they act, how they think, and what they pursue—and that drive need not ever be pointed out to players, nor made sense of for myself.

    Like:

    Foley, faerie of the Citgo Sign in Boston, will trade information if you buy them a hamburger. They hear a lot of useful rumors even though they never leave Kenmore Square. They always wear a dirty jumpsuit and speak in a steadily rising and falling lilt, brightening and relaxing again over the course of every sentence. They will answer to any pronoun, not really following that others recognize different genders.

    Or:

    The members of the Court of Storms are known to be noisy, chaotic, and impulsive by nature—save for one, the court’s sole Herald. The Herald, sometimes known as the Calm Before the Storm, quietly and politely announces to local personages of interest and power that the Court of Storm will be arriving soon.

  11. I have wondered this as well. Fay should be etherically sensuel, horryfyingly and alluringly different and all the things you’ve mentioned.

    I am not at all great with voice or even very physical, but I notice people will react, often subconciously if your eyes aren’t behaving properly when you GM these creatures. Look excactly not at people, or 5 yards behind them ad whatever, … or look at one player as you talk specifically at another.

    If someone has hidden, or aren’t even with the party (but still in the forest), have them gestalt what they’re doing. Then, suddenly when portraying and playing the faë, not looking at anyone properly, suddenly look intensily at the one who isn’t there and look curios when they get dressed after their bad, eats the venison or whatever, then ask something seemingly innocous like “and you are … four?”

    Using eerily strange vocabulary can be helpful as well: “I venture you all respect the forest’s hospitality.” and using a tone that doesn’t immediatly identify questions is cool, especially if you look at the player gestalting collecting tinder.

    Remember, you’re allowed to play the players to add to play. You might not want to release your pet tarantula to traverse the table, but it could be very effectful.

    My favorite thing to use, and which is easy even for us who aren’t trained actors/voice actors is to use story telling techniques/devices:

    Temporal control. Warn them about something that will happen. Let it happen. (Reveal a Grim Portent, then let it happen if the players don’t do something, but don’t be afraid to reveal it in true seer fashion. On a 10+ give them at least something the players understand. Players can be frustrated if you are to good at portraying mystical.)

    In an Apocalypse World One-test (one shot) I portrayed two guards who dreaded seeing the Gentleman Witch Doctor Charmer, and while doing it I told the player “someone is coming”, and just when I imitated preparind to knock on his shack I tolk him with imperative: “Someone is coming,” and the look on his face when I winced, withdrew my hand and portrayed the guards whisper on top of eachother “I hate when he does that!” and “Every. Fucking. Time!”

    More temporal control:

    – answer the question they said they were going to ask when they talked about seeking the wisdom of the Moonligt Grove Faë, not the question they are actuallly asking or ignore their platitudes if they don’t even ask how they are.

    – While gazing into the Moonlit Cauldron ell them something is happeing and they will receive a scar. They tell it vividly, but the player will realize that they got the scar or lost their brother 20 years ago.

    I’m suddenly off in my head concerning Storytelling techniques (painkillers), but …frame scenes and use chekov’s gun: That innocuous flower he is playing with in the river is actually the thing they’ll need, but he just remembers it as an afterthough just when they have thanked him for the information.

    Use Portents and Dreams which the Faë take credit for or can interprete.

    Have them be hassled by an agitated white-tailed sqiurrel early in the campaign and when they later seek out the wisdom of the Sylvan Faë have them see a white-tipped sqiurrel. When they have explained their errand the still very confused Lady Sylvan asks incredulous: “Are you first seeking me out now??! I sent Percival here to fetch you to summers ago!” (She will probably be confused they confess to not speaking squirrel as well.)

    Have them SHRIEK UNEXPECTEDLY!!! whenthey notice something cold iron in thecharacter’s stuff!

    Off course: Remember to play eerie music. Once I GMed for some kids in summer school, and since I learned he could play a fantastical eery, tinkling sound I set a romantic scene by a magical fountain in the palace garden.

    Oh, for the callously cold otherwordly shit, have a big sabre-tooth or malicious looking worg look at a character and growl when the party seeks the help and the wisdom of the Frost Fäe.

    Tell them honestly the consequences and ask, but have the Faë utter something like: “Nevemind him, he’s harmless – he just wants to tease you, ignore him and follow me!”, and then tell the player honestly: “If you turn your back he will ounce you! If you back away slowly you’ll antagonize him and Defy Danger

    … it’s a confusing Catch 22, but when the beast tears off your arm the Faë might actually be horrified that you killed her pet and refuse to help or just laugh and say: “I had bet on the cat, but that was impressive so I’ll still help you save the lands from the Frost Giants anyway, if you spend the night while your companions gathers the travel gear?” Is s/he joking? That will take a roll, how do you read a Fäe, or do you know something useful?

    One of the GMs that ran a con-module of mine had portrayed the ancient jotun as speaking only in rhymes. If you can pull something like this off, it will lend magic and wonder to the scene, I heard from one of his enhusiastic players.

  12. I have wondered this as well. Fay should be etherically sensuel, horryfyingly and alluringly different and all the things you’ve mentioned.

    I am not at all great with voice or even very physical, but I notice people will react, often subconciously if your eyes aren’t behaving properly when you GM these creatures. Look excactly not at people, or 5 yards behind them ad whatever, … or look at one player as you talk specifically at another.

    If someone has hidden, or aren’t even with the party (but still in the forest), have them gestalt what they’re doing. Then, suddenly when portraying and playing the faë, not looking at anyone properly, suddenly look intensily at the one who isn’t there and look curios when they get dressed after their bad, eats the venison or whatever, then ask something seemingly innocous like “and you are … four?”

    Using eerily strange vocabulary can be helpful as well: “I venture you all respect the forest’s hospitality.” and using a tone that doesn’t immediatly identify questions is cool, especially if you look at the player gestalting collecting tinder.

    Remember, you’re allowed to play the players to add to play. You might not want to release your pet tarantula to traverse the table, but it could be very effectful.

    My favorite thing to use, and which is easy even for us who aren’t trained actors/voice actors is to use story telling techniques/devices:

    Temporal control. Warn them about something that will happen. Let it happen. (Reveal a Grim Portent, then let it happen if the players don’t do something, but don’t be afraid to reveal it in true seer fashion. On a 10+ give them at least something the players understand. Players can be frustrated if you are to good at portraying mystical.)

    In an Apocalypse World One-test (one shot) I portrayed two guards who dreaded seeing the Gentleman Witch Doctor Charmer, and while doing it I told the player “someone is coming”, and just when I imitated preparind to knock on his shack I tolk him with imperative: “Someone is coming,” and the look on his face when I winced, withdrew my hand and portrayed the guards whisper on top of eachother “I hate when he does that!” and “Every. Fucking. Time!”

    More temporal control:

    – answer the question they said they were going to ask when they talked about seeking the wisdom of the Moonligt Grove Faë, not the question they are actuallly asking or ignore their platitudes if they don’t even ask how they are.

    – While gazing into the Moonlit Cauldron ell them something is happeing and they will receive a scar. They tell it vividly, but the player will realize that they got the scar or lost their brother 20 years ago.

    I’m suddenly off in my head concerning Storytelling techniques (painkillers), but …frame scenes and use chekov’s gun: That innocuous flower he is playing with in the river is actually the thing they’ll need, but he just remembers it as an afterthough just when they have thanked him for the information.

    Use Portents and Dreams which the Faë take credit for or can interprete.

    Have them be hassled by an agitated white-tailed sqiurrel early in the campaign and when they later seek out the wisdom of the Sylvan Faë have them see a white-tipped sqiurrel. When they have explained their errand the still very confused Lady Sylvan asks incredulous: “Are you first seeking me out now??! I sent Percival here to fetch you to summers ago!” (She will probably be confused they confess to not speaking squirrel as well.)

    Have them SHRIEK UNEXPECTEDLY!!! whenthey notice something cold iron in thecharacter’s stuff!

    Off course: Remember to play eerie music. Once I GMed for some kids in summer school, and since I learned he could play a fantastical eery, tinkling sound I set a romantic scene by a magical fountain in the palace garden.

    Oh, for the callously cold otherwordly shit, have a big sabre-tooth or malicious looking worg look at a character and growl when the party seeks the help and the wisdom of the Frost Fäe.

    Tell them honestly the consequences and ask, but have the Faë utter something like: “Nevemind him, he’s harmless – he just wants to tease you, ignore him and follow me!”, and then tell the player honestly: “If you turn your back he will ounce you! If you back away slowly you’ll antagonize him and Defy Danger

    … it’s a confusing Catch 22, but when the beast tears off your arm the Faë might actually be horrified that you killed her pet and refuse to help or just laugh and say: “I had bet on the cat, but that was impressive so I’ll still help you save the lands from the Frost Giants anyway, if you spend the night while your companions gathers the travel gear?” Is s/he joking? That will take a roll, how do you read a Fäe, or do you know something useful?

    One of the GMs that ran a con-module of mine had portrayed the ancient jotun as speaking only in rhymes. If you can pull something like this off, it will lend magic and wonder to the scene, I heard from one of his enhusiastic players.

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