A large element of The Watch is the premise that males are particularly susceptible to the corrupting force which is The Shadow (which is itself very loosely defined, so I was curious what that would look like in play). When creating your character, you define your gender as one of the following: Trans Woman, Cis Woman, Genderqueer, Fluid, Non-binary.
In the real world I'm a Cis Hetero Male. I play a mix of male or female characters in general (probably with a majority being female, especially when I find it balances the character gender ratio at the table). I've rarely played a gay character, and never someone trans. There was some internal conversations I had with myself about whether or not I'd feel comfortable playing a trans character, given I have a few friends, but not sure that I'd do justice in empathizing with growing up in that position. I don't think any of that is particularly answered at this point.
In the end I decided that Lollec would identify as non-binary, having them not identify with either gender. I went with a pronoun choice of "they/them/theirs", partly because I myself haven't internalized that use in the real world.
I decided that Lollec would be in a relationship. In this case, since the setting is pretty agnostic as far as culture, I decided to have a family structure that consisted of a triad, with a male (Leera) and female (Tannar). Due to worship, I decided that Lollec has been on a journey, and has had to prioritize that mission, and therefore has not seen their partners in some time. This would also lend itself to some savory unknowns: What had happened to Leera, and has he succumbed to the Shadow? Is Tannar alive? Do they have any children, and if so, what had happened to them? Are their partners also Richti, or part of some other clan? (Again, the answer to that could be good fuel in the future, so it's left ambiguous.)
All the above were initial thoughts on character generation the night before the game, so I had a framework for my character in mind. But now it was time to see what would happen when Lollec was thrown into the mix of session 5 in an already established story arc.
MXH (Michael), the GM, told me ahead of time that Rezzi and Rinic (2 PCs) were coming back from a mission that involved bring back separatists into the watch. Where did I fit in? Separatist for sure! But I already decided that I wasn't married to the separatist cause. We established pretty quickly that the journey I had been on had taken me past the borders of the clans, and it was during my return that The Shadow struck, and that I was still getting my bearings on the situation and the players in this conflict.
The players already had some great personalities, and you could see the bonds, as well as the conflicts, between the established characters. I quickly interjected myself as a sort of lurker in their scenes. Rezzi (The Bear, played by Mike) was quickly appearing to be the established leader, and Rinic (The Wolf, played by Horst) was the wildcard.
One of the Ties That Bind (i.e. character sheet bonds) I wanted to use was "I saw Rezzi in my dreams before I ever met them and am afraid to tell them." This made it easy to explain why I immediately started to gravitate towards these other characters, and the ongoing fiction made it easy to tap into this in a supernatural way. Another I used was "I have fond memories of the time spent with Rinic's clan." This worked well in establishing a scene where I began to hum a tune from Rinic's clan (the miners) to try and create a bond between us. It did help spur the conversation, but rolls went sour, feelings were hurt, and old wounds uncovered. But again: good drama and story came out of it.
At a later point I came in contact with Reva (The Eagle, played by Stephen), and our bond was a little more nefarious. The alliance between our clans was broken when The Shadow came. I decided this was something I had heard about (coming from my journey abroad) but would allow Reva to have strong thoughts about, and already give her a way to hold something against me.
I mention all these Ties That Bind because as a new player in the mix, they really made it very easy to establish quick narrative and flavorful connections with the rest of the party, especially given that I was new to the game and they were 5 sessions in. This isn't necessarily different from other PbtA games, however I did like that mix of bonds that are both personal (___ serves the gods faithfully, I trust them explicitly) and clan-related (The alliance between my clan and ___'s clan was destroyed by the Shadow) that flow through the choices.
In the narrative, Rinic and Rezzi come into the warrior camp that my people are also a part of. They ask for the separatists to join them. Rinic gets in a brutal clan conflict and goes overboard on the violence, but earns respect.
The Shadow's warriors make an appearance, and in this case they are the men of the clan, who are starting to take on mechanical and robot-esque features. This was something that MXH had started to establish in the game, and I can see how the build-up to any particular visualization of The Shadow could work really well in game. Similarly, woman effected by The Shadow take on a statuesque form, where they look "prettier" than in real life, but just sort of solidify. As a player, I'm coming a little late to the party, so it's a little quicker and less impactful for me, but I'm taking notes for when I get to run a session in the future!
The Shadow attacks, and Rezzi protects the separatist leader, but also loses his arm (mechanically in game he had reached the limit of harm, and to reduce it had to take a scarring wound). After the combat many of the separatists join the PC's group to join The Watch, and of course I am among them. We quickly join up with Reva.
We return to a Watch encampment, and are given a new mission... disrupt a force of The Shadow in a valley.
On a related note, this was probably the first PbtA game I've played with dedicated missions and mission moves. I know that games such as Night Witches does something similar, where there is a separate phase for downtime versus the action phase.
This definitely has quite a different momentum then games like Dungeon World, where actions are more on-going and embedded in the on-going narrative. Here, we actually stop, define who is planning to take which of the mission moves that are available (which appear to be: Watch Their Backs, Navigate and Strategize, Recon and Lookout, and Take Point), and then roll all those to find out the outcome of the mission. Depending on how well you roll, you need to add complications, which have the effect of possibly killing off members of your party (NPCs), or people getting separated or captured, getting harmed, and so on.