My First Game.
I’m summarising what happened for my own reflection and learning – plus any general advice on stuff I got wrong (and stuff I got right).
Crew: 4 Smugglers – a Hound (Deathland Scavenger), a Spider (Gondolier information broker), Whisper (an expelled Dimmer Sister) and a Lurk (Errol Flynn Dashing Rogue)
The ‘score’ was moving three passengers and a relic from the Deathlands into the city; from Barrowcleft to Six Towers.
Engagement: The Hound met with the passengers as they came through the barrier and led to the rendevouz with the crew’s barge. The roll was a 4, so they were off to a risky start.
Almost immediately after boarding, the crew noticed two small boats coming up on them. The Hound took a shot at some cargo netting dropping obstacles into the path of one boat snarling it up (but with a ‘5’ the gunshot was heard).
The Lurk grabbed the underside of a bridge and then dropped into the second boat (but with a 4, lost footing and landed on his ass – worse position). Scrambling to his feet and drawing his sword, he tried to deal with the three ‘pirates’. With a Desperate roll (aided by Daredevil), he managed to knock the three into the river but at a cost of Level 3 harm (reduced to 2 by armour and then Level 1 by resistance roll).
The Lurk jumped to shore and ran to the next bridge to get back onto the barge – but his ‘rival’ (a hostile bluecoat) was patrolling the bridge. With a Prowl (6), he managed to sneak past the bluecoat and drop onto the barge again.
Meanwhile, one of the passengers (an ally of the Hound) told him that the expedition beyond the barrier had a sinister bent, including a ritual being performed on one of the other passengers that saw them possessed.
The Hound clued in the Whisper and they agreed to separate the other two passengers. The expedition’s ‘leader’ came above decks and the crew attempted to keep them there with Consort. They failed – but resisted him realising they were stalling him.
This meant that the Whisper had only limited time to examine the catatonic passenger and discover there was something awful inside him. The ‘leader’ returned below decks, but the Whisper used Tinker to adjust the stove to issue smoke to drive him back above deck again.
They managed to reach Six Towers without further incident but the crew said they would see to the wellbeing of the catatonic passenger and had to Sway the ‘leader’ into just taking the relics to the Centuralia Club.
The score ended with the save delivery of goods and passenger, but the crew inheriting a heavily possessed young man. The Whisper would, in downtime, take the young man to the Dimmer Sisters for examination – little realising that the Sisters had sold the ritual to the expedition that allowed a particularly unpleasant spirit from beyond the barriers to be placed in a host and brought into the city.
PART 2 may follow
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The players mostly had fun. The Spider felt a little hard done by that they only really had one Consort – and it failed. I didn’t really get to use clocks much.
I found that a number of my GM habits were against the game’s spirit. For example, I am a big user of ‘perception checks’ and ‘sense motive’ but in a reactive sense – where I sense this game encourages me to just hand over information and see what active rolls the PCs want to make (i.e. Sway to get more info from a person).
I’m a little hazy on when people would make an Insight themed resistance check.
It felt like there were a ton of mechanics we didn’t really use.