Category Archives: Chapter II

FGLE Chp II:III, GM Debrief

Session Recap; Stream

GM confidence: 3/5. This session went mostly as planned, but I really buggered part(s) of it, dragging the whole thing down, in my opinion. A rough week at work resulted in a rough week prepping, and the session didn’t get the thorough attention-to-detail it needed.

What Went Right

There were two “organizational” foci for me in this session, and those both went rather well, actually. The first was pacing: The previous two sessions went a little longer than I intended, so I wanted to keep the early parts moving in this one, and get to the climax on-time. This worked out as I intended. The second: I mentioned in the last debrief that I wanted to start addressing the individual players rather than asking intentions of the group as a whole. I did that in this session, and I think it worked out pretty well—definitely better organized. I will be using that from now on.

What Went Okay

There was a long-distance travel bit again. Other than taking a bit more time than I had anticipated deciding whether or not to rent horses—I didn’t realize anyone might not want to—the travel-planning wasn’t too painful. As to the travel itself: On the one hand, it went pretty quickly and smoothly. On the other hand, I missed some opportunities for some “color”—especially Ser Magnus shenanigans.

I was concerned about the “village meeting” being a big info-dump with no real opportunity for PCs’ input. Obviously, I didn’t want to script out a huge, multi-party argument, so I tried to distill it down to the most basic points, to deliver the necessary facts and detail the factions involved. I don’t think it took too much time, and I feel like it delivered what I intended.

The combat went reasonably well, and about as quickly as I had anticipated. I was very deliberate about describing the battlefield conditions at the beginning. I had some fun with the spells. The goblins were a bit weak, I think, and I forgot some rules here-and-there, as usual. Once again, I really wanted to get into the Fantastic Dungeon Grappling but none of the bolas hit. Behind-the-scenes: I had decided that in the abstracted larger battle the Shariff would take the same damage as the worst-off PC, and his right-hand-man would take double that—Maykew’s was the only injury, at the end.

What Went Wrong

Just to get the least-worst out of the way: I had to shoe-horn in the town crier this time, which was less than ideal to start with. And the Ferris Bueller ripoff was fine on its own. But for some reason, I just couldn’t read the lines in the proper “voice”—apparently I’ve developed a “reflex” in that regard. I meant to watch some of those scenes on YouTube beforehand, but I was scrambling to get everything sorted before the game already, and didn’t get to. I feel like it sounded terrible, so much that I’m cringing at the thought of hearing it again. A golden opportunity somewhat wasted.

It was late in the process when I decided the fairy-forest should be a High Mana area, and I didn’t (a) refresh my memory on what that actually does, and (b) figure out how that interacts with Sanctity (Clerical/Divine Magic). It’s a shame about the latter, because this would have been an ideal opportunity to explore that aspect. I’m putting that on the list of things I need to nail down ASAP. But this is also fairly minor.

Now, the complete screw-up: The “fairy traps” scene was what I am referring to as a “Skill Gauntlet”: basically, a Skill Challenge without a specific goal to achieve other than to get through it, inspired, here, by the French troops traveling through the enchanted forest in The Brothers Grimm. The intention was that for every incident, a man would be lost, and if the “save” failed, a second; also, for each failure, an additional goblin appears at the combat scene (that is, the missing troops meant the PCs’ share of the bad guys would be larger). Similarly, for each failed attempt, I would add on another incident (capped at three additional). The concept is sound, I think, I just managed to completely botch the execution. All of this could have been remedied with a little more attention during prep.

  • I failed to communicate the parameters and expectations, as I had learned to do with Skill Challenges. Specifically, I failed to communicate that the “saves” were an immediate, reflexive action. This led to much confusion, and questions I wasn’t prepared to answer, like “How fast are they going, and how far?”
  • The PCs’ choice of guide was going to determine the BAD for the scene. When it was under way, I forgot about BAD entirely, throughout.
  • I had not nailed down how the PC’s would be “chosen” to act. I did have the “1d6” I intended to use to determine who was near enough to each other to give assistance, but while that mechanic has worked quite well for me in most cases, here it kinda made it worse. After-the-fact, I’m actually not certain what the right way to handle that would have been.
  • The above point resulted in “choosing” the wrong PC for the wrong incident, resulting in spending waaaaay too much time trying to find a spell Dustan could use to rescue a guy. I ended up stepping in and putting a stop to it, but I felt really bad about doing so—taking away player agency is a big no-no.
  • I had, sadly, not given any thought to what the group would do about those “left behind.” After-the-fact, I realize there was not enough urgency established to justify leaving them alone—which might have been easily remedied.
  • Because of the confusion and excessive time taken to make decisions—and my mental state as a result—I went ahead and cut the Gauntlet off at four incidents, when I had quite a few more “prepared.” At least the PCs succeeded at all of them (without the BAD penalty).

In the end, there’s really nothing to be done but to try to do better next time.


FGLE Chp II:II, GM Debrief

Session Recap; Stream

GM confidence: 4.5/5. Aside from a handful of very-minor mistakes, I’m really pleased with how this one turned out.

One of my chief goals of this session was the presentation of Ser Bryton Good-Heart and his relationship to the campaign theme (that is: is Fame and Fortune really all that great?). I feel like this part was a great success. All the players were appropriately scratching their heads and raising eyebrows at his shenaniganry as I intended, but they also “figured him out” by the end, without me really having to explain.

I was concerned that this episode in particular would be a bit of a railroad, with the PCs just following Ser Bryton along. It turned out okay, in that regard, I think. I tried to give them plenty of choices along the way to preserve their overall agency. But it’s definitely a situation I usually intend to avoid.

Even before the campaign got under way, I was concerned about pacing versus content. My intent was to make all the individual “jobs” (with a couple of intentional exceptions) be contained within one session. So far, so good. But the first two did run a little short of 30 minutes late. That’s not so bad. But the session recordings allow me to go back and see where I might have trimmed the fat a little better, and I will be paying attention to that in the future. I already have some thoughts in that regard.

This was the first session where the PCs would be traveling away from the Capital. Handling “travel” is something I’ve wanted to smooth out in this run. While I am still using Dungeon Fantasy 16: Wilderness Adventures as a basis, I am more focused on “getting on with it” rather than making it its own mini-adventure—travel is not the focus of this run (unlike something like Earthfall). That said, in this session, the PCs were mostly just following along, so there wasn’t much (in-game) prep to be done. I had run across the idea of taking multiple PCs’ rolls for a particular situation and totaling the margins-of-success; I decided to use that here and see how it worked. I’d say it worked out, at least, when it comes to generating Plot Points—ended up with a lot fewer of them than if they had been considered individually, which is appropriate.

The (very minor) fail-point with regard to travel—that appeared in a couple of other spots as well—is that when asking the group what their intentions are, things have a tendency to get a little muddy. I am realizing that it’s probably far more efficient to go to each player individually, in sequence, and ask them what their intentions are, then execute, rather than wait for the group to sort out who’s talking, and who’s handling this-or-that. We’ll see if that works better in the next session. Interrogation scenes are notorious for this kind of thing.

Probably my biggest fail-point for the session was with the “fishing” segment. I really had not planned for the PCs to stay behind and keep an eye on Ser Bryton, in which case they would have directly observed the assassination attempt, and the interrogation afterward would have been moot—that would have been a shame. This is another “I should have known better” situation; my plan depended on them all to leave together, and that’s a no-no. Fortunately, the players’ compromise solution worked out for me. Secondarily, the discussion about whether to stay or go took a little longer than I would have liked, but there’s not a whole lot one can do about that except to allow sufficient time for it.

I actually had several “church” maps standing by, but the one I chose fit the image of the interior best. Unfortunately, it didn’t have enough exterior to allow a “literal” tactical representation. I had bet on the PCs to work from the inside, and I lost that bet. I really should have extended that map a little further. We were so late getting to the combat that I was concerned the session would run intolerably late, but the PCs got in some lucky hits that made it go by faster than usual. I’m almost disappointed I didn’t really get to “explore” the bad guys capabilities here; this was my first time running proper spellcasters. I was annoyed about forgetting the Fright Check was supposed to be -3 for the Terror spell—that would have changed the outcome quite a bit.


  • Ser Bryton is the mirror image of Geralt of Rivia from the Witcher (et al). I used images from the series and games a lot in the session.
    • The prostitute, Trisste (who was actually an informant) = Triss
    • Taxford = Blaviken (visually, not “literally”)
    • The “fishing” hole was where Geralt fished out the djinn in the TV series
    • The village of Hammlet image is White Orchard from the game, though the name is also an homage to Hommlet from D&D’s Temple of Elemental Evil—I had originally thought to work more of that in
  • Mae govannan, mellonamin = Sindarin Elvish for “Well met, my friend”
  • Shamukh, murkhûn = Dwarvish for “Hail, shield-man” (best I could do 😛 )
  • Murdok’s Secret triggered for this session, though I think he got off a little easy—supposed to have to take action to suppress its revelation
  • The priests from whom Maykew nicked the relic should, legally, have raised the hue and cry but (I justified after the fact, admittedly) their practice of selling relics (or access to them) in the first place is illegal
  • The bartender Crit Failed his resistance to Murdok’s intimidation, which doesn’t mean anything extra in a Quick Contest, but he did fail really badly
  • I had a couple more incidents of Ser Magnus shenaniganry that I forgot to work in, sadly
  • The cultists were using the “Dark Path” magical style from the recently-released Magical Styles – Horror Magic, which I added in at the last minute. I pulled their spell list from there; it just happened to have the ones I wanted.
  • Phil picked up on my The Middleman trick already, of having the episodes’ bad guys repeat the same line of soliloquy; you will see this again

FGLE Chp II:I, GM Debrief

Session Recap; Stream

GM confidence: 3.95/5. Not a bad start, really, IMO—certainly better than the start of Chapter I—but a handful of minor mistakes and an undefinable sense of “clunkiness” on my part (deserved or not) prevent me from giving it a full “4.”

There were some missed opportunities with regard to some dialogue, here and there. I had learned that I need to write out bits of dialogue/monologue that need to be delivered in my notes, regardless of whether or not I intend to read them directly. I didn’t take the time to do that here, and it showed, I think. One of the benefits of doing so is making sure certain pieces of information are delivered. But sometimes, even that doesn’t work.

Any time you know a complicated mechanic will be called for, write down the damned page numbers! I’m usually really good about that, but I forgot to write the location of the “Gain Admission” stuff in Social Engineering, and that lost me some time. Having said that, it had actually not occurred to me that the PCs would be talking to a clerk or somesuch, and I needed to sort out the effects of Status on that interaction. Another oops. I accidentally breezed past the PCs’ opportunity to learn what the bustle was about at City Hall, too. It wasn’t super important, but it could have affected things further in, and the effort I spent generating that content was wasted.

I thought my first attempt at “The Hunt” from Monster Hunters 2 went reasonably well. It wasn’t meant to be a complicated mystery, and I expected the players to figure it out easily, so I knew they were going to be getting the +4 for “guessing correctly” a lot. I don’t have specific plans to use this again in this run, but I wouldn’t have a problem with it. What could have been better, though, was the process of getting the interviews they did. As soon as I got started, I realized I hadn’t properly thought through how the skill rolls would interact with the results. I didn’t mean to break it up into “days” of operation like that. Likewise, I had worked out what clues the interviewees would have available, but I didn’t actually sort out what the PCs would be required to do to get them. Ultimately, it turned out okay, but I think that situation would have benefited from a more “skill challenge”-like structure—a clear “do this, get that” process. I probably needed a couple more backup witnesses, too.

The Skill Challenge in the sewers went much better, mechanically. We’ve been using Skill Challenges (from D&D 4e) in GURPS for a while now, and we’ve gotten fairly proficient at them, much like the GURPS “Chase” mechanic. I’m going to be using these quite a bit throughout the run. I thought my “twist” worked out pretty well: giving them the “obstacle” and letting them sort out the who and how—this may actually be a better method—though I really needed to come up with a few more (logically, you’d need one each for the total of successes and failures, minus one). My mistake there was that, although I had defined consequences for failing the Challenge, I had not fully processed failure of the mission—fortunately, they ended up squeaking by, with maybe a day to spare.

I’m still working on my “Action Challenge System” here and there. For the rats, I used the very-unfinished “Quick Combat” piece. We used this before in our Session Zero, where we revisited the “bridge fight” in Chapter I:V. It is definitely faster—a fight that size would have taken multiple sessions in Tactical Combat. It still needs work, though. The first problem was “Surprise”; I didn’t consider how that would affect the combat until we got to it, and I definitely went about it the wrong way—should have just given the rats a penalty on their first round. The “long term” effects of individual combat maneuvers needs better definition, and I had meant to define a “battle skill” (much like 3e GURPS mass combat). The PCs were all killing a lot more than I had anticipated, even without my forgetting of the Size Modifier, but in retrospect, it was probably “correct”—in a 15 second span, it is feasible they could disable 15 discrete targets. I completely forgot to track the number of neutralized rats as we went, but the PCs took out so many in the first two rounds that it really didn’t matter. If the rats had been able to make any real progress against the PCs I would have been using Fantastic Dungeon Grappling to bring them down, but alas, I didn’t get to see how that would have worked out. There will be other opportunities to try again, though.


  • I’m using “Novigrad” (mostly) from Witcher 3 as a Vancouver for the Capital
  • I pre-rolled (via spreadsheet) the weather according to Dungeon Fantasy 16: Wilderness Adventures; this will be the case throughout the entire campaign
  • I completely missed giving the name of the “siege experts” as Ser Reckett’s Crew
  • I had quite a few “news items” on tap for the town crier, but the PCs decided to move on. I probably should have reminded them they could go back later. But that just means I have more for later.
  • Being a fairy-tale inspired campaign, you will see the Rule of Three a lot
  • The “Jon Thatcher” witness was ripped straight from A Knight’s Tale (as Paul correctly identified)
  • The “Old Mack” witness was “Miracle Max” from The Princess Bride—I really wanted to do more with that one; see “write it down” above
  • The “Procuro Morgeld” witness was the merchant from Shakespeare’s The Merchant of Venice—I also didn’t bring out his details the way I wanted
  • There are more Easter-eggs here that I don’t want to give up just yet…

FGLE Chapter II Introduction

It’s long past time to introduce the next campaign I’ll be running, officially starting next week.

Legends of Generica: Chapter II, “Year One”

Maybe a month after Earthfall wrapped, I decided I needed to clear my head before continuing to work on the next installment, by looking to something else. At some point, Matt Colville talked about his Birthright campaign, where he did some offline realm management and such with his players, using “letters” written back and forth between the PCs and some NPCs (in some cases, without their knowing who were which). I started making some plans to do the same with Generica, but quickly came to realize that, narratively, I couldn’t make that work properly without getting through Chapter II first. By that point, though, it was too late for other campaigns—this one was already stuck in my head. No way to go but forward.

This campaign was supposed to have started just after the third Banestorm run, now two months past. I probably would have introduced it sooner, but scheduling issues kept cropping up, pushing the start out further—for a while, I wasn’t even certain it would happen at all. I hate announcing something and having to constantly correct, so I deferred…a lot.

What’s New?

We’ll have a proper intro this time. And my YouTube GM presentation has (IMHO) greatly improved since Chapter I.

The characters are the same, minus Rayna, but a couple of the players are new, taking over Dustan and Murdok from their former owners/creators. Some of the rules are changing, but these are mostly minor. The most relevant rule change is the dropping of “general purpose” Plot Points entirely in favor of Bennies, which I’ve used in two campaigns now, and found I prefer them.

Chapter I was a linear, introductory adventure, for the most part, by design. I had always intended for the campaign-proper to be an open-world/sandbox in a more West Marches style. At one instance, I was gearing up to run Chapter II, and realized that what I was developing was not what I set out to create, but a standard “linear” run. This caused me to back-burner the campaign at the time. However, since then, I’ve run multiple sandbox campaigns (see Earthfall and Sea Dogs), and decided I wouldn’t mind going back to a linear approach for a while.

What to Expect

As the name suggests, this Chapter will span around a year in-game. I’ve broken it up into what I expect to be one-session “jobs,” not unlike the Shadowrun series we just wrapped was intended to be. I am going for a “full” 12 sessions this time, but depending on how well (or badly) I’ve paced things, it could go longer. I am already expecting a number of breaks in the schedule, which will cause this run to stretch out to mid/late September. Although I feel pretty confident in the overall narrative, I am definitely feeling that pre-campaign “dread” I usually experience. But the show must go on.

Here goes nothing, anyway…