pH unbalanced wrote:
The GM should *definitely* go over the Social Encounter rules ahead of time. They even have a 2 page synopsis of the rules included which can be used as a handout, since it has no spoilers for the scenario.
I can definitely understand a group being confused and upset if the GM doesn't explain the rules first, and I wouldn't blame them one bit.
I haven't run or played this, but my immediate question for those who have read the scenario is :
How clear is it that, to Run As Written, you are supposed to explicitly tell the players the new rules that they are using?
If it is not CRYSTAL clear then that is a serious problem.
Are the GM's supposed to go over the mechanics with the players? Does it say that in the scenario? I haven't read or GMed this one, so I don't know.
But I can think of at least one other season 7 scenario I've GMed twice, where there's a specific mechanic for PC's to use their skills beyond just a single check, and I've intentionally hidden that mechanic from the players when I GMed the adventure. Instead of telling them, "You need to make this many skill checks at each step of this specific process", I've just let them improvise whatever they wanted to say or do, and told them to roll a skill check when it seemed appropriate. That meant more improvisation for me, to fit their random and weird actions into the specific process laid out by the scenario, but it made the whole thing seamless for the players.
In case anyone's wondering what I'm talking about:
In the bar scene, the PC's are supposed to do three phrases of a plan: 1. Plan it, 2. Do it, 3. Deal with complications. At each step, the DC for skill checks goes up, and at least 3 party members need to succeed at a skill check for each step (2 if there are only 4 PC's).
I never told them that. They tried to gather some information (both socially, and through perception), and that counts as planning. If they talked to the bartender early, then it counted as planning. If they did it later in the process, that might be part of actually doing their plan. It depended on what they were trying.
Again, it made the process seamless to the PC's, who didn't have to know or care what the scenario's oddball mechanic was, but it meant more work for me as a GM, to improvise the whole thing as we played.