A little GM advice


Skull & Shackles


Let me preface this with the fact that I don't often GM. I've been playing for years in many different systems, but I've only run a few one-shots, and Kingmaker.

My problem is that I recently got involved with a newbie group. I played in their first campaign ever (a 4E game that they only made second level) and they asked me to run something.

They were crazy about the idea of S&S, and I've taught them enough of the system, but after 2 sessions, they aren't afraid of anyone. Not Plugg, not Scourge, not the Cap'n. I know that I could, and should, have one of them keelhauled for their actions, but I also don't want to break their fragile psyches, since they've never had a character die before, and it took me 6 hours to help them roll up their characters. Any advice for a relatively new GM?


First, shove the worst offender in the hotbox. Leave them there until they are nearly dead. See if that changes their tune.

In not, on to phase two...

If they've befriended any of the NPCs... kill one, with extreme prejudice.

Have Plugg and Scourge let them know that since they seem unconcerned for their own safety, if they don't fall in line, their friends will suffer and die in their place.


as above and...

Don't kill them or keelhaul them yet..

Make them suffer, whip them, scourge them, sweatbox them, shout at them intimidate them, belittle them for the smallest thing they do wrong (think drill sergent but a lot meaner), let the NPC's loyale to Plugg give them hell (soap in a towel at night anyone?).

If all that fails then change the whip to a cat and deal lethal so they are at - HP then drag them back to the bunks (have Sandara cure them after though but leave them fatigued for the next day).

If that fails have Harrigan step in, one hit and the PC's will be down to minus HP straight away. You need to garner the fear in them early that this guy is a mean SOB and slightly on edge, don't give the idea away that he is level 16 but play up the fact that he is unreachable and untouchable.

You NEED to be brutal but DON'T kill them (well maybe if they are stupid), they need to feel afraid but also more impotantly they need to get the idea of revenge in thier minds.

Just remember that you don't have to kill them to install a healthy dose of fear, knocking them unconcoius is enough to do that (remember too that if they are fatigued then work the next day is going to be harder, if they fail they will get that whip again).

This part of the AP is meant to be harsh and brutal, do you're job right and you sow the seeds for the mutiny later and the whole story of Harrigan as a nemesis will work well later.


My advice?

This AP seems to require a few experienced players to coach the noobs.

Scarab Sages

There are rules for wooden legs and missing eyes in that AP. I doubt they have access to healing magic preventing the loss of bodyparts yet.

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