I revised my fronts made for the three-shot (it keeps escalating, I know…). It seemed that I had a minor misunderstanding of how it worked.
I thought that the grim portents were tied to all the dangers, not that the dangers had their own grim portents. I don’t know how I got that mixed up, but it certainly explains why the book suggests making so few.
I hope we get done today (No Eric and Bastien, I’m not trying to get rid of you), if only because I’ve learned a lot about GMing for Bastien and Eric, and I really want to run more one-shots over hangouts, where I use this newly acquired wisdom. Actual one-shots, not these drawn-out pseudo-campaigns.
I plan to make a post containing all the things I’ve learned from this “campaign”, as soon as it is done. If they don’t stop the cult tonight, I’m very tempted to make a “rock falls” on them. Seriously, I’ve been a big softie so far. Time to show them some real steel.
As we didn’t finish the adventure at all last Thursday, I’ll refrain from posting the front for the time being. After the adventure is done, it’ll get posted.
I’ll make an update about the second session later, when I have enough time. Lets just say that I’d wish that my players had better dice skills.
So, I’m doing some prep for the second session now. I don’t want to over-prepare since the premise for this game is improvisation. I will make a front though.
I mean, I know what the cultists are currently planning, and to some extend the players do too. To make the story meaningful to the players, I will have to make the Impending Doom horrible, something that must be avoided at all cost. Something that only the players can put a stop to.
I think I’ll start with my Stake Questions, the questions I want answered by the players. I feel this will be a pretty solid start. I’ll post my front here when the adventure is completed.