Now let's see what you should expect or not (sorry it's long but bear with me for a little while longer)
Should expect:
1. A dumb protagonist (I mean, he is nine), in the sense that he is naive to the reality of the world and thus will see it beaten into his flesh. Because I can, and it's hilarious for all of us.
2. Magecraft babble, but just enough to get by, I don't want to spend long on it, especially if we go delve into additional lore for vampires and other stuff I have in mind. Wouldn't want to burn myself out on mechanics and bore people who prefer action and interaction.
Plus, I'm sure most participants will be at least familiar with magecraft. If you aren't, you shouldn't expect a quest made for fun to delve deep into it. Unless the QMs are masochists. (looking at you fellow QMs out there!)
Because I am a shameless lazy fuck, I picked a MC that seems familiar (he has nothing truly unique about him, really) yet can still surprise. He is a possibility that we weren't allowed to experience (as the son of Kayneth and Sola-Ui), so I think it should be interesting. I also find the idea of having a spoiled kid messing things up for centuries old plans quite thrilling.
3. A variety of places to inspect, and I would encourage you to explore, for its through these steps that you find clues to solve situations that arise around you. However, be careful where and when, for there are times when one should sit patiently at home, hidden by dozens of magical barriers, while this part of the town is put to the torch by the crazies out there.
Interacting with characters is also a good thing, but the way you do that also matters, as you would expect. Circumstances also changes, as visiting your father's office when he has a break in his schedule may be acceptable, but committing errors such as doing so when he is discussing political business will not reflect greatly on either of you.
And yeah, you do fit the position of potential candidate for Roa's selection, in case you didn't pay attention. Heir of a long family, a position of wealth and power, with boundless magical potential... On top of that, Noah as perfect compatibility with the supernatural (as a medium), especially spiritual fusion and the likes. But hey, you gain cool sparks magecraft at the cost of losing yourself. Equivalent exchange, right?
I'm going to have fun with this, yes.
4. Bloodsuckers, gore and likely mental trauma for Noah. I promise not to be too graphic, but that's the kind of setting, right.
5. Crazy strong enemies facing the absurdity that only (insane) brats can pull off!
6. Catch your own pokem- familiar. There should be enough of a choice to pick one you like. You can only have the one, but you may enhance it further by accomplishing certain tasks. The choices will be either animal type, artificial type, spiritual type. Each will have its strengths and weaknesses of course. You can even give them a name of your choice!
7. Gain additional skills, some legit, some a lot less, and others completely made up by yours truly! As long as it works...
8. Accomplish the impossible! Yeah, it comes in pair with the level of danger really. I couldn't describe it another way but "a miracle" to survive the ordeals incoming. Herakles had his Twelve Labours, you will have your Three Gauntlets! Rejoice, in another world, you might have become a Hero from the Future!
9. Become the disciple of someone/thing inhuman! Through hell and back you will struggle but, by fulfilling requests (yes, fetch quests are a thing too) you may unlock lessons from powerful individuals who transcends or genuinely never belonged to, humanity.
Each of the mentors will teach you invaluable things (in the form of points of fate, additional skills, knowledge to unlock treasures, weapons etc...), which could mean victory when there was only despair. However, those are not mandatory and totally skippable. As they are not without a risk either.
10. Getting your ass handled to you (you're nine years old at the start, and thus lack critical levels of experience, preparation and common sense) - a lot. You may be a talented kid with quality education but, you're facing the stuff of nightmares which doesn't die when killed.
Dying doesn't mean dying either for you. You could be brought back as one of the Undead (or becoming Roa), essentially ruining your family hard-earned reputation, as well as becoming the target for those who hunt Dead Apostle. Being a member of the El-Melloi family will not protect you from Executors, The White Princess of the Moon or perhaps worst, the Burial Agency.
So be careful not to die, undie and die again for it's game over for good!
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Stuff you shouldn't expect:
1. A fixed update rhythm (sorry).
2. Heroic spirits (not sorry).
3. Decisions that go in an unexpected decisions.
Let me explain a bit, you'll be responsible for the decision process but, you see, Noah is grossly unreliable, even when it comes to decision-execution. His brain makes strange leaps and turns at times, which might end up going beyond what you (or really I) would assume.
In case you're confused, I'll be rolling a pair of die for the duration of the quest and will deduce how our protagonist acts based on the decision made. It could roll perfectly with the scene, overblow, or just... yeah, flow backwards and cause utter chaos.
You know when you sometimes don't want to say something but ending up saying it anyway? That kind of stuff but cranked up (sometimes with magic stuff too), because it wouldn't be fun otherwise. Except you'll be interacting with characters beyond your strength and more than often not, they'll have little patience for Noah's stupidity naiveté.
Of course, failure to roll properly will not mean instant death or penalties, but those may come around if you screw up on a choice and rolling a bad combination of die.
4. A competent protagonist, yet with his own downsides.
Yeah, Noah is a top tier magus in the making, however he is far from being perfect and takes immense risks if the decision is left to him (read me). So I encourage that you think carefully when facing a matter that requires the boy to go with his own ideas. It may bring up great boons, but you should curb the worst of it.
Through repetitions you get a pattern, and Noah's instinct will naturally follow that new habit he developed, which may cause you to miss on some (potentially) important choices (Noah skipping your input, by not even thinking about it, since it became an automatic response).
Why?
Remember that the character is still shaped (like a kid would while growing) by the experience he goes through, and as the people who direct his morality and fate (ultimately), you share a part of how he is raised, don't you think?
Telling him to be nice to people constantly, will have him doing just that, right? Eventually he won't have to be told to. But what happens when he acts nice and obedient to the vampire in disguise, hm? You catch my drift, I'm sure. Getting too comfortable with your choices may thus backfire splendidly, even more so if it's something Noah's entourage would genuinely disapprove of.
For example, repeatedly doing good actions is perfectly acceptable, but it has repercussions, for magi are not usually caring about fellow humans, especially those who are ignorant or don't understand their drive for the root.
Doing "unmagus" things may result in damage to your reputation, depending on the gravity of the offense, you might even receive punishment for it. The Magic Association and the Clock Tower have their own way to function, and dynamics between factions play a large part of it. Associating with Dead Apostles or the Holy Church have implications of their own, much as it is to use technology as a magus. Just like being too much of a stereotype, will make those who don't like the MA, dislike you as well.
If you save people for the sake of protecting the magical masquerade, it's all good, however if letting burn a group of folks means protecting it, things are not so clear cut.
You should evaluate it from the perspective of the character you want to be, however it's Noah who has to pay the consequences for it. Remember that there are other candidates for the Archibald source crest. You are also putting political pressure on your Lord family when you do stuff that resonates poorly with your education level, etc...
But in the end, the decision goes to you, quest players. If you want to have fun with a couldn't care any less magus, it's fine on its own too.
What doesn't benefit you from one faction, might from another, but be careful who you can trust or not, for people will be using you for their own ends, regardless of their alignment or affection. Do not ever doubt that.
You are also free to ally, befriend, and even date (eventually) whomever you wish that is available. Just try not to get backstabbed, some of these guys could end you much thoroughly that I could describe it in text.