[GMs Only] Speeding up & smoothing out the day / night mechanics


Skull & Shackles

Grand Lodge

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After our first session, it was clear to me that I needed to do something about the management and execution of the PC's day and night activities. Prior to the groups polarizing and the 'party' forming, it can feel very disconnected for some players as they wait for their turn to resolve each day and night action.

Step 1:
Create an Attitude Sheet for each player. This will come into play on Influence Actions. I also wrote down each players Saves, in order to secretly manage Rum Ration Results, Sea Sickness and Disease.

Step 2:
Create a Player Action Card for each PC. I hand them out to the players. Each cycle, they select day and night actions and this became an avenue to share any secret information with me without arising suspicion.

Step 3:
Create Task Cards for quick reference and job assignments. I made three list cards: Swabs, Riggers, Cooks. I started with the 6 base tasks for each and fleshed them out to a list of 12 (giving the d12 some lovin').

TURN OF EVENTS:
1) Wake up. Pass out Action Cards.
2) Resolve story/encounter (if applicable).
3) Assign Jobs.
4) Review Day Actions and sort.
5) Roll PC task success/fail.
6) Deal Punishment (if applicable).
7) Resolve Day Influences & Sneaks.
8) Review Night Actions and sort.
9) Roll PC task success/fail.
10) Resolve Night Influences & Sneaks.
11) Resolve Steal.
12) Sleep.

I implemented this in our last session to very satisfactory results.

Cheers!


I find myself dotting just about everyone of your posts. Great stuff!


Great ideas!
Dotted for future reference.

Grand Lodge

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Here's a little issue I've been gnawing on for a while and a possible solution:

Problem:
2-4 weeks of time between game sessions. Keeping players engaged and remembering the little details from last time.

This might be from too many simultaneously running campaigns, juggling the schedules of eight adults, getting old and the bad memory associated with it OR a generous portion of the 'All of the Above' goulash. This got me thinking of a way to address it.
The group of players in my S&S Campaign are some of the most creative and well spoken people I know. 'A Game of Quotes' has emerged from our games. A game within the game, played right after the regular session is wrapping. Players come up with and take turns sharing quotes that captures the evening's session from their point of view. We all have a good laugh.

It dawned on me last night that our little 'Game of Quotes' might be the solution I was looking for, but will need some tweaking to work well.

Solution:
Each player is now required to write down a quote from the perspective of their character, that conveys the most important event or significant catalyst from the evening's session. This is still read out loud at the end of the session and read once again at the beginning of the next session. I believe this will provide a powerful tool for immersion and get everyone back into the flow of the plot quickly.

Let's not forget the golden opportunity to share the best quotes with the community. I will let you know how the Beta Test goes...

L2G.
G2L.

Captain Venture

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