Sea Dogs, Chapter I:X, GM Debrief

Session Recap; Stream

GM confidence: 4.25/5. This session went pretty well, overall; I don’t have much to complain about. The entire session more-or-less revolved around “The Shindig,” plus Spenser’s “Treasure Map” plot-point.


  • I am discovering that asking individual players, “What is your character doing?” is more effective than asking the entire group and waiting for individual responses, which usually only trickle in slowly and inefficiently.
  • Spenser’s meeting with Cassandra went as expected, though he missed a few possibly-important questions I had prepared (a little) for—again, the players’ “necessary questions” issue, which I haven’t discovered the solution for yet.
  • Spenser’s serendipitous snagging (:P ) of the lurker’s pendant was something I wasn’t actually prepared for, and afterward, I realize I should have been.
  • After last week’s session, I realized the PCs had arrived at a foreign (French) port and had not been harassed by customs. I’ve had a little more luck with related research, lately, so I have a better picture of how that should go. Thanks to the fact that the goods had not been delivered yet last session, I was able to insert an encounter without breaking the narrative. As I was working that angle, though, I realized they hadn’t used any of their Plot Points yet—I have always struggled with how to keep the players mindful of them. Now I’m also wondering if those should carry over to the next run.

At the Shindig

The money-shot of the session.

  • Espionage is a perfect fit for the “secrets” Theme of the campaign, and it was an opportunity to set up the political “inciting incident” for the upcoming war, that being the Treaty of Vienna in April 1725.
  • I decided to give each “group” at the party a tarot-draw event, which meant improvising—scary, but I managed. I’m getting proficient enough with the tarot lately that I didn’t have to look up everything that was drawn. I have to praise the players’ roleplay in this one. I enjoyed the results. This would work better for a face-to-face session where they could draw the card themselves, though.
  • On the downside, I realized when the soldiers arrived that I had not actually worked out what they were going to be doing sufficiently well, and it felt a bit flat—probably the worst part of the session, IMO.
  • It felt a little forced, but I managed to get in a bit of Hayden’s “Treasure Map” info, in the mention of Jean-Baptiste Daucourt—this will be important later.
  • I thought the Chase went pretty well—I suppose a stronger “map” might have been nice. At the end, however…I really didn’t think through the assassin’s interrogation. I probably assumed he would be killed, and I really should know better by now.

Other Stuff

  • Davino didn’t have much to do in this session, but it’s really the player’s fault for not getting himself more involved. (I’ve made the same common mistake playing in my face-to-face Friday game.) My natural inclination is to try to coax/drag the character into the narrative, but I have intentionally held back—I want the player to learn to be more proactive, but I realize it may not actually work, and the character may end up sidelined a lot.
  • I gave the assassin a “face” when I probably shouldn’t have, mostly because I had actually tried to introduce that character three times before, in other roles, but the PCs never interacted with him! 😛 As a result, he will probably escape his captors to reappear later.
  • It was looking like the session would end too early, at the beginning. Thankfully, that didn’t happen, but it did end in a spot where I didn’t have a proper cliffhanger prepared. I had to think fast, and it wasn’t really working, until the players brought up Hayden’s “Death Check” separately. That was my best opportunity, even if it was a little weak as a cliffhanger. (And what would have happened if he had succeeded?) I keep meaning to give some forethought how to drop a cliffhanger at every natural stopping-point in the story, just in case.

Coming Up

I really wanted to get a proper fight in this session—there hasn’t been one in a while—but I ended up dropping it, as it would have felt too forced. I expect to make up for it next time. But there are only two sessions left in this run, and I’ve got to figure out how to end this thing on the right beat, which will be more difficult considering it’s going to end nowhere near my originally-intended endpoint.

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