FGLE Chp I:I, GM Debrief

Session Recap; Stream

Contents May Shift During Takeoff…

GM Confidence: 4/5. I felt pretty good about the overall results, though there was definitely room for improvement.

We got a pretty late start, having to deal with last-minute character updates, first-time-campaign technical problems…nothing unexpected. I started out in media res with a to-the-death PvP melée, a “simulation” intended to get everyone acclimated to their new characters’ abilities (sadly, not everyone realized it was a simulation, so there was some confusion). It served its purpose, I think, but…

The Slap-Fight

Nobody did anything technically wrong here, but two of the characters ended up spending quite a few rounds swinging ineffectively at each other, mostly out of reach of the rest, either not hitting or being successfully defended against—they were a situational match, and would inevitably keep going back and forth like that until someone made a mistake or flubbed a roll. Afterward, it occurred to me that in a situation like that, where no ground is being gained or lost and the scene is threatening to drag on in an un-fun manner, the GM really needs to be ready to step in and shake things up. In our case, I just called off the fight before it was officially over; this was fine for the narrative. In the future, though, I figure I need to give some forethought to how I can speed up such situations; changing the scenery a bit, maybe (adding obstacles, expanding or contracting the boundaries, putting superior weapons within reach, etc.). In a mass-battle, having nearby units get involved is probably sensible. Just a couple of notes about dynamic scenery elements is probably sufficient.

Out of Rhythm

The misunderstanding regarding the simulation already had me a little off-balance. Once the story-proper got moving, I started making little mistakes that compounded the issue.

  • I was reading off some bits of dialogue—which I did not want to be reading in the first place—and to make it worse, stumbling a bit due to some dental work a few days prior
  • The players apparently expected to be given horses (or the equivalent) for the trip, though that was not the case—not sure why I didn’t see that coming, and I wasn’t quite prepared to respond
  • When the Grandmaster of the Guild asked if anyone had any questions about the mission, nobody did…which was weird; I intentionally left out details so they would have questions to ask, and they didn’t. Still not sure what broke down there.
  • The pre-travel prep section kinda fell into a minor bit of disarray. I had planned to use an initiative sequence and tokens on the map to track general positions—not to turn into something “tactical,” just to provide a bit of helpful organization. For whatever reason, I didn’t stick to the plan, and I ended up getting things out of order, and even skipping over the “town crier” bits I wanted to use because I couldn’t quite direct the traffic to it in a sensible manner
  • As we started processing their travel speed and such, I discovered they were going to be much slower than I had anticipated—Encumbrance woes—and that made me panic a little

It just got all jumbled, and if there’s one do-over I would want out of this session, that would be it.

Under Way, Finally

Once they got properly under way, things started to smooth out, but I was still dealing with the much-lower travel speed, which caused further headaches for me. The travel map uses 30-mile hexes as “a typical day’s travel,” but that was no longer accurate, and I couldn’t quite sort out where they would end the day—I have the week to sort that out, but at the time, it added to the overall confusion. As a further consequence, I ended up blanking on some of the road events I had planned.

Lucky Break: Rayna’s player had just added a Quirk-level Nightmares, which fires off only on a Crit Fail—and when they camped for the night, it actually triggered. It was great timing, prompted some in-character development, and will probably be the last time it happens 😛


All the above issues were pretty minor, and I don’t think the players really picked up on my panic—or they aren’t saying so. All told, it went pretty well for a first session of a new campaign. Lessons were learned, though, and that’s always good:

  1. Stick to the plan
  2. Keep it organized
  3. Go over your notes and find out where you’re making “assumptions” and fix them—think of the worst-case and prepare for it

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