Last wednesday I ran the second session of Smoke Kisses Sky and I had a much more difficult time with it. I think it went well enough from the player's end, but I came away from it unsatisfied. Gloomy person that I am I might not have written up this report at all, if not for an encouraging comment on the last post. Therefor I am going to make a post, but a lot of it is going to be complaining about how I ran this session, you have been warned.
The session picked up where we left off, in the basement of the old apothecary, where everyone encountered the oracle Distel. I quickly established that everyone feels a sense of instintual fear, and that this creature can deal damage to max HP, however it's currently non-hostile. Matilda managed to navigate throught a conversation with it without aggravating the shade, learned some rambled clues about what is going on, but the ever unlucky Rosemary recieved an omen that she'd be struck by lightning. Then a huge part of the session was spent grappling with blood vines before they were methodically taken care of with Dame's vorpal shears and some shears found in the cellar. This was a major paint point for me, more on this later. With the blood vines cleared away, an old alchemical lab was uncovered with a corpse in the center of the vines whose dried blood is bright red. I mentioned that Matilda as an alchemist would know that this blood is powerful and she could use the heart as an air reagent, however this would negatively effect her reputation with her followers, so she decided not to desecrate the body. From the alchemical lab they looted several books and unidentified alchemical supplies, most notable a ciphered alchemical recipe book. Then avoiding the room where Distel resides, they went into a boarded up room and found the Sphinx of Black Quarts. Realsing it was magical and powerful but unable to read the description, they headed back to the town, had a nice sauna, listened to the Glazier explain the meaning of sphinxes a little and made plans to hunt the Beast of Yelenin the next morning.
Grappling
I don't like how I ran grappling the blood vines. I attempted to use the g24 grappling rules for this, but ran into the problem that most of the rules do not apply when one of the opponants is a pile of vines spread across the room. This resulted in a lot of opposed Might checks that I don't think were clear in thier exact consequence and not a lot of interaction with the fiction. Which meant that I was very hesitant to inflict segnificant consequences for anything that happened, and it sorta fell flat. The information I gave for running the blood vines turned out to be insufficent. I think I either should have had more of a mechanical backing or taken a more fiction first approach.
Mental Load
The party has four npc followers and I don't have the bandwith of having them all act in a way that I feel is "in character" becouse that would just devolve in me playing a game with myself while the player sits there and watches as Dame the Vivisector charges into a fight. I think that will need to be changed somewhat. It doesn't help that I consistantly forget various details. Like at the start of the session I said "You have a set of keys from the corpse upstairs, becouse I forgot to say that they were lying on the ground in plain view at the time." Which I think is fine but I feel embarressed about. Also in the middle of the session I had to change Fatigue from "put X to disable a class feature or skill" to "takes an inventory slot" on account of how the companions do not have class features or skills listed, becouse I don't want to track those on top of everything else. I also didn't have the bandwith to do anything intresting with daemons and vices, which I find a bit dissapointing.
Conviction and Experince
At the end of this session, Matilda has leveled up without ever firing her gun, which I think both of us are a little dissapointed by. I think this might largely be my fault for how I glued together adventures. I don't think I like the experince triggers in Hilander's Houserules, at least not in this campaign. I've written about experince triggers
before, and I am of the opinon that those mechanics are at thier best where they are used to encourage you to do fun dramatic things. Hilander's experince triggers are mostly sensible, and do not really serve that purpose. The except is the trigger based off of Conviction which has yet to be hit, becouse Alice has not been very mechanically minded about this game. It doesn't feel like it's really serving it's purpose. There is also currently an elephant in the room which is that I don't know how or when I want the npc followers to progress.
Conclusions
I can ramble could bring up countless subjects. However here are some take aways from writing this amount of thoughts out. I think the take away is that I need to prep smarter, so that improvisation doesn't feel bad. I should maybe cut down the amount of things I need to keep track of. Also I need to figure out what kind of game I actually want to run and what kind of game Alice wants to play. Currently she is a pretty quiet player and it'd be unsustainable if the game is mostly me talking at her.
No comments:
Post a Comment