FGLE Chp I:IV, GM Debrief

Session Recap; Stream

Lost in the Woods

GM Confidence: 3/5. It started a bit rough, though it ended well enough. The session reached the point where the adventure was a bit under-cooked, and I felt like it was starting to show.

Lëodan’s Last of the Mohicans Moment

Lëodan needed some proper spotlight time for the adventure. His running off on his own to track the enemy to its lair was the perfect opportunity. But I wanted to give it a little more substance than making a couple of rolls, dropping some clues, and moving on, like I expect one normally would.

  • I worked out a schedule for the day for all parties, including Mother Nature. He started around 02:00, still under a new moon, plus the thick fog. With his Night Vision 5, he wasn’t too bothered about the darkness.
  • I decided to front-load most of the die-rolls and crunchy bits, and describe the results without interruption afterward. I felt like that worked out.
  • I had expected the other PCs to get straight to the inevitable interrogation of their prisoners after last session’s fight. They didn’t (partly due to a misunderstanding about what languages they spoke, but the characters were also very tired). Were it otherwise, I had planned to swap the point-of-view back and forth between Lëodan’s and the interrogators’ matching discoveries. I wonder now if it would have been too confusing.
  • To get the other players involved in this solo outing, I had them come up with some obstacle for Lëodan to overcome as he ran. This was okay in theory, but I wasn’t quite prepared for what they might suggest, and it threw me out of rhythm, so I didn’t keep it up.
  • The rain was the result of a tarot draw: Sun, reversed—a loss of clarity; supported by Eight of Rods/Wands—a sudden onset. I gave him a Weather Sense roll before setting out, which he failed, so he wasn’t able to take any precautions. I figure being soaked like that in the cold should make one susceptible to catching a cold or something, but I didn’t find a rule for it, so I ignored it. I didn’t want to pile on anyway. (I had to research how rain and fog interacts—I don’t think I’ve experienced that personally.)
  • He decided to track at full speed (taking the -5). I realized afterward that I didn’t actually figure in his FP loss for hours of running—but I don’t think that broke anything. The penalty also applied to his Stealth, which affected his quarry’s detection distance.
  • He failed several more rolls in the course of things that caught me off-guard. After all the mods were tallied, he failed the Tracking roll; -10% speed. It failed enough that he missed the misdirection at the stream. (A player came up with the “stream” to jump as an obstacle, so I combined it with the one I already had in mind.) He critically failed his Navigation roll. I decided he would get lost on the way back. But the player decided, late in the process, to start leaving “markers.” This made it impossible (to his thinking) to actually get lost, and I fumbled my explanation of how it didn’t work a bit. In retrospect, (a) I should have made him describe the specific sort of markers he was leaving, and/or (b) say he forgot entirely to leave them, as the manifestation of his critical failure. It worked out okay, in the end, but I’m reminded again of my old saying: don’t ask for a roll if you’re not prepared for it to fail.
  • The encounter with the scouts upon his eventual return to the village was actually coincidental. He just happened to be returning around the time the scouts had been scheduled to be in position. He critically succeeded his Stealth attempts to get closer. According to my pre-calculated spotting distances, he would be on top of them before they could either see or hear him. Some good luck, finally.
In other news…
  • I had planned for the last session to either end sooner or get farther along. Since it did neither, I needed to fill out a bit, lest we start a big battle in the middle of the session and not be able to finish on time. So, I had to pad things out a bit for this one. But we needed to end a bit early for Ronnke’s sake, as he had another game scheduled immediately after, so that helped.
  • “Planning” amongst the PCs, in my gaming experience, is usually a lengthy and involved (and sometimes, tedious) process. I’ve learned to leave the players plenty of room to do it when needed. The players didn’t immediately dive into it like I had expected, and I worried a bit that I wouldn’t be able to stretch things out. It sorted itself out, though.
  • I had a few good opportunities to play with Ser Magnus, one of which Ser Kenrick’s player set up nicely (without realizing).
  • The Lord-Vicar’s arrival was a bit of padding. I had intended to bring him in at the end of the battle or something, or perhaps earlier if they sent for the Arl’s aid. I did not intend to cast him; he was a side character they weren’t expected to interact with much. His new larger role warranted more detail, though—from the players’ reactions to his arrival, I’d say I choose well. He’s gonna be some fun to play.
  • Maykew’s player rolled his second success on his unknown father’s Secret. Hence the witness of Brother Rikall.

I managed to stretch things out just long enough. We ended on time, wrapping up with the arrival of the mercenary army and the reveal of the flanking element the PCs will be fighting next week.

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