GM confidence: 4/5. It was another desperate, last-minute effort, with the added weight of the need to wrap up the season properly, that I feel I barely squeaked out, behind-the-scenes, but it worked. As much as I’ve actually enjoyed running this campaign, I’ve been struggling to keep up, lately.
The Central Conflict
It was Thursday when I realized that, although I had a number of disconnected individual events that would occur during the session (most of which were leftovers we didn’t get to, from the previous session), there was no “central conflict” around which the session would revolve. Very weak storytelling. I hobbled together the Jack Rackham/pearls/Scooby-Doo thread, which I feel worked well enough, though I was still wrestling with the details an hour before the session.
For the first time during this campaign, a PC would require surgery. It was very possible he could die as a result. Very dramatic; everyone was prepared for the worst. We tried to sort out all the modifiers ahead of time. I had already intended to be using the rules from Low-Tech Companion 1, which we used once after the duel in the first session. I wanted to have the rolls made in secret and reveal the results in a more narrative fashion.
The end result was rather less dramatic than expected. Spenser succeeded both rolls; one needed a single Benny to become a success, and the other was a Critical Success on its own. The automatic damage rolled was really low, and further reduced by the surgery success. It was a little anticlimactic, truth be told. I tried to keep them guessing about the actual recovery time, but it turns out that’s really difficult to do, the mechanics being what they are.
Unfortunately it did mean that Rogers would be out of action for recovery. The player ended up bailing on the session early as a result, which is too bad—I think it might have been more fun for him to play the stubborn patient, and continue to contribute in spite of his wounds, against doctor’s orders. Oh, well.
AKA Raymond Atchisson, Mr. Atwell, etc. This is another old character of mine—I believe, the second character I ever created in GURPS—and, essentially, a self-character-plus. He’s a time-traveling antiques-dealer and adventurer. Basically, in this case, he came to Nassau looking to get his hands on one or more of Rackham’s pearls for a client, and landed in a hot mess. Afterward, he teleported out to Barbados a week or so before, to send himself a letter detailing the positions, etc., of the bad guys in the warehouse, and enlist the PCs’ aid.
This is not the first time this character has appeared in a campaign of mine: he showed up in both timelines of Fortune Hunters, Inc.; and was planned to appear in The Crusade eventually; I also played the character as a GMPC in an early Temporal Solutions game.
I don’t have plans to introduce any other of my personal characters in the campaign. Last one. Honest. 😛
- Throughout the campaign, I had a bunch of what I refer to as “drop-ins,” events I can easily wire in wherever the PCs happen to be. But I clearly didn’t have enough of them to last the whole season. At least now I have a better idea how many I will need, and what it takes to implement them, before the next season rolls around.
- I made an effort to tie this season finale to the Campaign Theme, and the business with the pearls—that is, the merchant not keeping the secret when he should have—fit nicely, after much last-minute tweaking.
- There were several social interactions in the session that, for no good reason, I didn’t give nearly enough thought to before they happened. Something I’ve decided is that in all such future cases, I should take the “main six” social skills (as implied in Social Engineering: Diplomacy, Fast-Talk, Intimidation, Savoir-Faire, Sex-Appeal, Streetwise) and write a note or two toward each approach, just to establish a baseline for responses.
- Likewise, there were a few elements for which I had never sorted out the details, though they had been in the works from the very beginning (or before). I found myself in a last-minute scramble to sort them out. Adler’s business in Nassau was one. Friendly’s background with Hayden’s son was another.
- Jack Rackham’s lost bag of 5000 pesos worth in black pearls is not a historical occurrence (to my knowledge). Rather, it comes from Season 1, Episode 2, of Black Sails.
- Artegal’s discovery of his own black pearl was the result of his newly-added Perk: Moneyclip Magnet.
- I realized afterward that I probably should have rolled for random encounters during the PCs’ downtime in town, but maybe the padding wasn’t really necessary.
- Boissonade’s presence was the result of Payne’s Enemy (Rival) finally showing up for the first time since they lost them at Île-à-Vache. The wager was originally intended to occur at that island, but their navigation failure during the race made their arrival narratively impractical. It also meant I never got to introduce any of the La Dame Blanche crew, since I failed to do so in Kingston. They should be more available in the near-future, though, now that they’re in the area. The reappearance of Handsome Ned is another matter entirely…
- I had to sort out the weather for two weeks and hope the PCs didn’t stay in Nassau longer than that. As I did so, I saw there was going to be a bit of a storm on the 11th-12th—gusts up to 50mph—and thought it would be hilarious if they ended up setting sail that day. They did. Totally unintentional. 😛
- I had a hard time working out a proper cliffhanger for the session—more important due to being the end of the run. I went through quite a few revisions before I settled on Dora’s kidnapping, which was the easiest to drop in wherever the PCs ended up, and I expected it to be effective—and it was.
My original intent was to end the season at Campeche with the first Treasure Map done. My adjusted expectation was that it would end at Havana. Obviously, it ended up even shorter, but that’s fine. That just means I have some big set-pieces coming up at the beginning of the next. With this season over, my intention is not to set it aside, but really focus on fleshing out the bits I know are coming up—especially Campeche—and generate more drop-ins. After a bit of a break. If the usual pattern continues, I would expect to see Sea Dogs return for Season 2 at the end of the year, or beginning of 2021.