There is a small paragraph in the WotS rulebook about how to role-play a spirit contact: it encourages improvisation and story-telling during these phases of the game, leaving relatively much freedom to the players’ imagination in the way they describe their experience. In order to illustrate this, I will present a couple of examples of how I imagine what can be a shamanic journey in the play, inspired from a real gaming session. It will also clarify some mechanics.
Of course, this represents my understanding of the sources I consulted and every group can freely conceive another spirit world according to its own sensibility and long as it is consistent with the shamanistic beliefs.
In this first post on the subject, we’ll start with a simple case of a shaman trying contact one single spirit at once.
A major shaman tries to coax a hostile creek nature spirit (ichchi) preventing the party to reach its goal. Shaman’s features: POW18, Knowledge (Spirit World) 69%, Allegiance Animism 74%, Perform (Sing) 38%, Persuade 46%, Soul Escape 54%.