GM confidence: 3.5/5. Another rough week leading up didn’t do me any favors. A lot went really well. A lot went really clumsily.
Failure to Prepare is Preparing to Fail
I had some basic plans for this week’s session but the details refused to come together, for various reasons, until late in the week—that is, the last puzzle-piece fell into place on game-day morning. As a result, I was very late getting everything typed in, and that meant a lot of my usual notes keeping everything in proper order and accessibility were incomplete. It showed, especially when dealing with the minutiæ of the travel segments. I kept losing track of the date. I kept mixing up the weather. I kept having to do math that should have been done beforehand. My spreadsheet was set up for a later segment, not the one we were working at the time. Very messy. If nothing else, it certainly shone a light on the value of proper note-keeping. A side effect was when I realized at the last minute that I really needed to build tables in Fantasy Grounds to automatically handle the details for “Medieval Sea Trade” I had no time to create them. More mess. It was fortunate that these issues could be handled on the fly, where the background details would certainly have suffered worse for it.
Geoffrey de Saloman
AKA Solomon, son of Geoffrey, Trenton Solomon (and many other names); AKA The Saxon. I’ve been waiting a long time for the opportunity to bring in this character. I was happy with how it turned out.
I have always included the unofficial Highlander: The Gathering material for World of Darkness in the Daniverse. The players have already correctly deduced that Geoffrey is an Immortal (Highlander style). He was actually an old non-GURPS WoD character of mine that I only got to play once or twice. He began in WoD Sorcerer character whom I gave the “Immortal” trait. Naturally this became the HTG-type Immortal when I discovered that material. I have a long timeline dating back to his origin in 8th-century Saxony, all the way to modern age (where he would presumably be killed before McLeod could claim the Prize). In Sea Dogs he has been operating in the Caribbean as a “buccaneer” for (actually) around a hundred years, and did know Captain Morgan personally. His story about the two troubadours is autobiographical. He is, however, also (still) a hedge-wizard—this will show up soon—and former Templar. This introduction was one of many versions I had considered, but they all ended the same way—in a secret duel the PCs would (likely) eavesdrop.
That said, he won’t be hanging around. I don’t intend him as a GMPC or anything.
For each player’s “Treasure Map” I’ve been rolling vs 6 each session, at +1 per fail, to determine when some clue is revealed or related event occurs. Rogers has had some truly rotten luck in that regard since the beginning, compared to the others, but his turn finally came in this session. Since the player had ripped off Buck Rogers, I have intended to introduce other related characters throughout. This is the first time one has made an appearance—and won’t be the last. I was just happy that everyone recognized Erin Grey when I brought up the picture (except Ethan, understandably, who is not nearly old enough to have seen the show). It got the reaction I had hoped for.
- The Expedition is finally starting to turn a little profit—a small start
- I’m running out of “bad luck” events for Red Sherd to find himself on the wrong end of
- Falko Rijnders was the Frisian—though actually, after rewatching The Highlander recently, I realized I had been mistaken all these years, in that they weren’t actually referring to the other Immortals by their place of origin as a matter of course, only when they didn’t know their names. Was I the only one who thought that? Now I have to wonder if there being only one per “region” is also incorrect? (Which is one reason the TV series always bugged me.)
- I’ve been focused on the “storytelling” aspects of GMing. I still feel I have a long way to go, but I am starting to feel like I’ve made some progress. (If only my notes hadn’t been so rushed.)
- I finally got a good cliffhanger ending, after a few lackluster ones. It felt good.
The End is Nigh
The original plan was to do a run of twelve sessions, which means three remain. I wanted to end at the end of one of the Treasure Map quests, at least, but that doesn’t look like it will happen. I actually feel like I could keep going, which is unusual—I’m usually pretty exhausted by this point. Unlikely, but we’ll see.