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