Sea Dogs, Chapter II:II, GM Debrief

GM Confidence: 3/5. Once again, after a solid first session, the second session that followed was frustratingly sloppy, from my perspective, at least. I felt kinda dirty afterward. As with the previous session-2, maybe the players didn’t really notice…

The Bounty hunter

We got off to a good enough start. Mel got to tell her story. As soon as I started on wrapping up the bounty hunter story, I started to realize how I’d forgotten to really process the situation, having, instead, focused entirely on other, farther-out issues.

I had not actually worked out what item Friendly might have had of Matthew’s, except a passing thought about the letters—I had meant to come up with something a little more dramatic. I had not fully processed how Mikkel should interact with the people/situation, and how he might start to break down a little upon discovery of his runestones being missing. I had also meant for the local townies to make a bit of a fuss over the kidnapping, and completely missed that—more on that note, later. I didn’t really process Friendly’s reactions, either. Overall, “it happened.” It wasn’t terrible, it just could/should have been a little more.

The Interrogation

Just like in the Season 1 Episode 2, I had planned to interrupt an ongoing complex process (the PCs’ shore business) with an “event,” and just like the previous, it screwed up the narrative flow. In retrospect, I think it would have made more sense to go ahead and get the business die-rolling out of the way, and better establish who was where before interrupting, but I had made the stupid mistake of assuming everyone would be in one place—which could easily have occurred if the event had happened before everyone broke off, but in the heat of the moment, I couldn’t course-correct for some reason.

As to the interrogation itself: I decided to roll Reaction for Lt. Brace’s “baseline” and rolled high: 14 (which I lowered by two, ultimately). It caused a little cognitive-dissonance with my prior imagining of the scene, and I didn’t fully process what these results should look like, before the game. I should certainly know better by now, but I also did not make any plans for what might happen if one of the PCs were to fail, much less deliberately antagonize him. (Rogers’ behavior appears to have been somewhat of a misunderstanding, but that’s another matter.) I also didn’t think too hard about his line-of-questioning, which could have been a lot more challenging and sensible—other than “What’s your side of the story?” and “That’s good enough for me!” I could kinda feel the whole thing tilting off-balance as we progressed through it. There are so many good resources for this sort of situation, and I used none of them.

One thing I realized after the game was that I should have had some “cumulative” effect for everyone’s level of success or failure that would result in a “final tally” of guilt or innocence. But then “guilty” wasn’t really an option here, and it should have been. For shame. That’s just bad GMing. Never, ever do that.

Another thing I realized after the session was over was that, once again, I had a situation where the players weren’t asking the questions I expected them to, and once again, I find myself wondering what is the right way to coax those questions out of them? There’s no way to say, “So, are you going to ask Lt. Brace the identity of your accuser?” without giving away that it is important information, or essentially, “playing their character for them,” which is always bad form. Every time I consider it, I feel myself drifting away from GMing “propriety” toward “pragmatism”—just give them a list of knowns and unknowns beforehand so they don’t forget. Maybe next time. In this case, I’m going to have to do a little cleanup next time.

Shore Business

When it came to wrapping things up ashore, I quickly found that my notes were badly ordered, parts missing, mechanics either not fleshed out or not recorded in their final incarnation, etc. There were big chunks of my rules on Speculative Cargo missing. I kept having to scroll miles up and down my notes to get to that other thing I needed. I desperately needed to do a thorough read-through, to grasp the narrative flow, and find the gaps in my information to-hand. It could’ve been worse, though.

I had a bunch of character stuff planned, for crew ashore and whatnot, that I just skipped completely past, for no reason I can think of, except that those notes weren’t where they needed to be in the flow. There was a whole thing about pineapple being a cash-crop on Eleuthera that the PCs might have been interested in; completely missed. I really wanted to do more with Friendly; just dropped away. The townies were supposed to be trying to get to the bottom of the kidnapping, and I wanted to force the PCs to answer for his release (or lie about it).

Some of my issues with the above stemmed from a small amount of “panic” regarding the PCs’ decision to cut things short. I hadn’t planned for them to leave in the evening of the 13th. Not at all. I was far too lenient in twisting conditions to allow it to actually happen—maybe, in some way, I was afraid that if they were delayed after dark, they would attempt it anyway, and I didn’t have a plan for it. I also had specific routes worked out that did not include things like “stopping in Nassau for any reason”—I could’ve managed with that, I think, but I found myself “steering” the players a bit. Once again, bad form.

Pacing

My pacing expectations for this campaign—early, though it is—has been a bit off. I expected them to be at Havana at the beginning of this session. I expected them to be at Havana at the end of this session, too. I’m not sure where I went wrong; not yet, anyway. I expect this to improve as we go, though. It did result in an awkward ending/cliffhanger, which I hate. Such is life.

Miscellaneous

  • I did a lot of spreadsheet cleanup over the week. This needed to happen, but it did take time away from the other stuff, and that didn’t help matters.
  • I realized afterward that, with regard to Area Knowledge, it might benefit from using a “Group Roll” rather than individual—since everyone will normally be communicating, and can pool their knowledge. There are probably some other instances of this I can use. (I may discuss the concept in a later post.)
  • When the PCs were departing, I pointed them to the wrong island for where the Hazard was anchored. It was much farther north. Not sure why I got that wrong.
  • After the session, I discovered a number of things in (or adjacent to) Social Engineering. The big ones are using Savoir-Faire to “impress one’s status on another,” and that to get the Reaction bonus for Talent, one must be observed using a skill covered by the Talent.
  • Mikkel “the Hound” Skaarup not only lives, and is still “in play,” but is actively looking for Hayden’s son, now, as well. I look forward to bring him in again later.
  • Regarding “Handsome” Ned Long: I finally figured out what’s going on with him. It’s gonna be fun to reveal this one. 😉

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