Tag Archives: Swashbucklers

Sea Dogs, Chapter I:III, GM Debrief

Session Recap; Stream

GM Confidence: 4/5. I thought this one went pretty well. Seemed like the players did too.

It started off with the “recap.” I basically went back over the whole previous session and straightened out the timeline, adding in all the elements I forgot, like making the planning rolls, introducing the crew properly, fixing some mistakes, etc. Regarding the planning roll: this was the second time I’d used it, borrowing heavily from mechanics established in Dungeon Fantasy 16: Wilderness Adventures, but due to the changes I’ve made since the previous usage, the PCs ended up with a lot more Plot Points to spend. We’ll see how they get spent. I had to retract my former advice regarding “leaving with the tides” as well—I know quite a bit about nautical matters these days, but I’ve still got plenty to learn—and that significantly changed the PCs’ post-sabotage plans once the regular timeline was resumed. I wanted to keep the whole thing short, but it ended up taking half the session. Oh, well.

Claude’s player decided to drop out of the group, at the last minute. It is a little disappointing, but it will be easier to run with fewer players, so there’s some benefit. Ironically (and conveniently), her Secret fired this session; it ended up playing out without her, and I was able to work it into one of the random events.

This was the first session where (finally) the PCs took to the open sea. That meant it was the first time making in-game use of the sailing spreadsheet stuff, which worked pretty well, but I discovered it needed some improvements (some of which I’ve already made). It was also the first time using the departure/under-sail/arrival checklists, which meant a lot of die-rolling—I was afraid that would be a mess. Afterward, I think it felt about right. The “repetitive” feel of it is entirely intentional; it’s an aspect of the life I wanted to get across, though it’s possible I’ll start allowing them to Take Average on those rolls down the road.

I’m using the “Interesting Times” interpretation of my Universe Reaction rolls to handle daily random encounters, which I combined with tarot to determine the nature of generated events. I did find myself hesitating a bit at first, but I think I’ll get used to it. It might be a good idea to come up with a few crewman/ship-specific events ahead of time, rather than the more generalized list I currently have. After-the-fact, I’m pretty sure the calculations were a bit off, but I’m not going to go back and fix it. The players won’t notice (unless they read this 😛 )

The events at Île-à-Vache were a bit last-minute, and I think they could have benefited from a bit more processing—it wasn’t bad, I just felt it needed a little more…something. I need to keep in mind for the future that such events should probably always include a “twist” of some kind, beyond the initial confrontation. The session ended on a much better cliffhanger than last time, too—though I hope I haven’t painted myself into a bit of a corner as a result.

Sea Dogs, Chapter I:II, GM Debrief

Session Recap; Stream

GM Confidence: 3/5. I really buggered this one up. I’d rate it worse, but I think the mess was, thankfully, mostly invisible to the players.

Wibbly-Wobbly

I thought I had everything properly organized, but “no plan survives contact with the enemy.” I suppose it could be accurately said that my failure here was the result of players doing what I should have expected, but did not. In hindsight, the first domino appears to have been my intent to have the “voyage planning session” occur after the “dive.” I expected all the PCs to participate in the Skill Challenge, and not make any real plans until after it was resolved. When some split off, it made more sense for them to start making voyage arrangements on the side, which would require them to know where they would be going first. (Payne already knew about Île-à-Vache, so they could reasonably plan it out, even though the Coin wasn’t yet in hand.) That meant they had to have the conversation before the dive—which would sensibly occur when they returned to the ship that night. Since I didn’t know they were going to split up until afterward, that meant I had to backtrack. The second fail was my one-the-spot decision to roll-up the entire Skill Challenge at once and sort it out afterward, which caused me to miss a bunch of events I intended to occur during the process, and muddled up the timeline even more. Those two combined with other mistakes, to make a complete mess of things, behind-the-screen:

  • I realized days later that I had completely forgotten the second clue from Old Tom, which will greatly affect the voyage planning (requiring a bit of backtracking next week)
  • For whatever reason, it skipped my mind that the process of getting freight/passengers/etc. takes two days, which meant my timeline needed to be extended (and some events could have occurred later); also, even though I did review the rules in Pyramid 3/97 “Medieval Sea Trade” beforehand, I didn’t actually make note of the skill needed to roll against
  • In spite of my extensive notes on the matter, I completely forgot to actually do the skill-rolls for the voyage planning process—I’ll have to backtrack next time and cover that
  • I have no idea why it didn’t occur to me that one of the PCs might actually try to seek out the captain of the Nijmegen and, y’know, talk to him. At least it’s got their curiosity going. It’s a shame I didn’t have any real detail on the character. That would have been a good idea…
  • I had forgotten how absolutely passive Davino’s player has always been, and I wasn’t prepared for his complete lack of response to his info dump (though, in my defense, I’ve not GMed a full campaign with him in it before)
  • There were a few events in town, and a number involving the NPC crewmen’s introductions, that I completely skipped, in the general confusion
  • It never occurred to me that someone on watch aboard the ship might just “yell at” the saboteurs in the water—I completely froze for a minute, not quite knowing how to respond; I think my use of Serendipity wasn’t quite in the spirit of the Advantage as written, also

It Wasn’t All Bad

  • The Skill Challenge actually went through more-or-less without a hitch, which surprised me—maybe we’ve finally figured it out
  • Once again, my pacing was pretty accurate—it ended roughly where I expected
  • As GM or player, I’m not usually the “accents” guy; this was my first time attempting French—good or bad, I felt mostly comfortable doing it, which is a big step for me. (I’ll have to listen to the stream later and see if it makes me cringe 😛 )
  • Planning big operations always takes a lot of table-time; I tried to speed it along, and I don’t think it dragged on excessively, so that’s a win

Unsolicited Information

During the Skill Challenge, I ended up volunteering some background information regarding goggles and diving bells. It was related, and potentially useful, whether or not it was “interesting.” But it was unsolicited, and frankly, I doubt the players would ever have asked for it, because it probably never would have occurred to them. I find myself wondering what a GM should do here? You want them to have the info, but if you volunteer it, it can feel forced, and can be mistaken as “important” when it isn’t really. I don’t have an answer (yet).

Conclusion

I like to think I generally learn from my mistakes, and that means I should have learned a lot from this session. But we’re going to be moving out of the relative safety of the kiddie-pool next week, and into the deep end of the unknown (that is, stuff I haven’t prepared for as thoroughly, due to the sandbox nature of the campaign). That will be the real test of my GMing ability.

Sea Dogs, Chapter I:I, GM Debrief

Session Recap; Stream

GM Confidence: 4.5/5. Finally, after (literally) 20+ years in the making, the Sea Dogs campaign officially began. I had the usual first-session-jitters, but it went pretty much according to plan. I felt like everyone was engaged throughout. The session splits into three basic parts:

Part I: The Duel

I was pleased with how the “duel” segment turned out, overall. I made a point to find some way to highlight each of the PCs’ character; I had some difficulty figuring out how to do that for Hayden, but he ended up being the volunteer, which worked out perfectly. I did not think through the medical aftermath, though; I really should have read up on that beforehand.

Part II: The Priest

I had to make a lot of changes to the “priest” scene at the last minute to fill some plot holes, and it could have benefited from cooking a little longer, I think. But it had the effect I was looking for. I hadn’t actually expected Davino’s player to hesitate to the degree that he did, but at least it had occurred to me, and I planned for the servant offer to do it for him in that event. I did not consider he would bring another PC along, though, but that ended up working to my advantage, as Rogers’ reaction added a little more conflict/drama to the scene. There’s actually a lot more exposition to get through to set everything up, here, but I decided to have the servant catch up to Davino later, rather than slog through it all in one go. We’ll see if that was the right call.

Part III: Old Tom

I was a little disappointed that the “random encounters” on the road came up nil, but I want to stick to the plan—it’s supposed to be sandbox, after all. I discovered too late that, although it had occurred to me the PCs might want to talk to the assassins, I hadn’t actually considered their response. I should have paid more attention to their equipment, as well. But to be fair, I really procrastinated to that end. Next time, better, I hope. I did have an idea after the game that I might come up with some sort of “random mook personality trait” table, just to give them a little individual flavor. I had a short Action 2 Chase in mind for the runaway at the end of it, but the PCs didn’t try to run him down. That’s fine. It was probably unnecessary.

Other Stuff

My pacing was spot on; it ended roughly where I expected. And on a good cliffhanger. On the down-side: I didn’t give out any bennies—new mechanic—as my mind was occupied with too many other things at the time. Some of the interludes were a little stumbly. I missed getting a reference image for the jungle trail. I totally forgot the monkey until the fight at the end. But those were all pretty minor, and I’m confident I can improve, now that the first-session dread is past.