
Faolán Maiali the Azure Abjurer |

So, right now, our game is at the point where the PCs are about to do the encounter Trouble in the Sun.
Our party consists of:
A kitsune bard (Negotiator archetype)
A human cleric of Pharasma
A ratfolk slayer focusing on the crossbow combat style.
A homebrewed komodo dragon lizardfolk bloodrager
I made it clear from the onset that attempting to mutiny quickly would get them nowhere but keelhauled; the PCs properly hate Scourge and Plugg, and at the end of last session, I had the Captain solo ROFL-stomp a sea serpent to drive home the point "You will not be able to beat this guy."
During the game, they've done quite well so far. They've befriended several of the crewmates up to Helpful (including Grok and Fishguts), got all their gear back, befriended Owlbear, saved Rattsberger from falling overboard during the storm, none of the PCs got any punishment worse than a few lashes for a failed check and initial insubordination, etc. (I changed the rum rations to follow 3e Arms and Equipment Guide's rules on alcohol to avoid death by rum and allow the PCs to play some heave, which they really enjoyed).
However, upon doing a vibe check with the players, one mentioned feeling as though they lack the freedom to actually do anything.
To quote that player: "The feelings of control, player choice and expression just kinda don't feel present atm. Like, I almost feel like if someone else was playing my character; minus his personality, they would have taken a great deal of the same actions.
Actually, that's kind of how its already going. Everybody's just kind of afraid to take personal steps towards anything other than influencing the NPCs. Which was why I've just kinda attributed this whole first act or chapter as kind of an interactive cutscene. Its nice to look at, and some of the NPCs are fun to chat with, but it doesn't really feel like I'm playing anything, if you know what I mean.
I did have some ideas about how to basically create something of a trap that would throw the captain overboard, and that was fun to think about. But uh, well, the conversation with barefoot alongside the sea dragon happened so... Just kinda waiting and figuring this is one of those "It gets better later on" kinda deals."
How could I make the last in-game week or so before the Man's Promise more fun for them, because I know that Plugg is only going to make things more restrictive down the line as the crew gets more polarized.
One thing I already did was plan an encounter (to add some excitement to the days) against some sahuagin that board the ship, having the PCs go to the middle deck to prevent some sahuagin from sneaking in through the hatches (with the help of Owlbear), so they only have to handle a couple waves of 2 sahuagin each, while the rest of the crew takes on the others off in the background.
Another concern I have going forward is Act Three, where the PCs will have to contend with the mosquito and botfly swarms when they don't have ANY means of damaging them. Any suggestions on modifying Bonewrack Isle so I can avoid a TPK?

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Yeah, that can be a rough part of the scenario. Don't dwell on the last week too much if that's how they're feeling, hopefully it will motivate them once the captain is temporarily out of the picture. "Finally, our chance!" Foreshadowing more sahuagin is fine, but so is just skipping a few days.
Any kind of elemental damage, alchemists fire or similar, can deal with swarms. They might be able to run away and come back with supplies too - or make a survival / perception check to see what's coming.

Claxon |

To quote that player: "The feelings of control, player choice and expression just kinda don't feel present atm. Like, I almost feel like if someone else was playing my character; minus his personality, they would have taken a great deal of the same actions.
Actually, that's kind of how its already going. Everybody's just kind of afraid to take personal steps towards anything other than influencing the NPCs. Which was why I've just kinda attributed this whole first act or chapter as kind of an interactive cutscene. Its nice to look at, and some of the NPCs are fun to chat with, but it doesn't really feel like I'm playing anything, if you know what I mean.
I did have some ideas about how to basically create something of a trap that would throw the captain overboard, and that was fun to think about. But uh, well, the conversation with barefoot alongside the sea dragon happened so... Just kinda waiting and figuring this is one of those "It gets better later on" kinda deals."
How could I make the last in-game week or so before the Man's Promise more fun for them, because I know that Plugg is only going to make things more restrictive down the line as the crew gets more polarized.
One thing I already did was plan an encounter (to add some excitement to the days) against some sahuagin that board the ship, having the PCs go to the middle deck to prevent some sahuagin from sneaking in through the hatches (with the help of Owlbear), so they only have to handle a couple waves of 2 sahuagin each, while the rest of the crew takes on the others off in the background.
Another concern I have going forward is Act Three, where the PCs will have to contend with the mosquito and botfly swarms when they don't have ANY means of damaging them. Any suggestions on modifying Bonewrack Isle so I can avoid a TPK?
Well your player is correct, but that's because their characters are currently little more than slaves at the moment. Remind them that being press-ganged isn't meant to give a lot of options.
This will soon change, and they'll have all the opportunity to explore that they would like. Just let them know that things are going to change and that you recognize that if the current course is irksome, it's supposed to be because it would be for someone experience this situation.
As for the swarms, just let them find a cache of alchemist fire. And maybe let them use fires they start to deal damage if the swarm passes through it. Perhaps let them improvise a burning branch to deal 1d3 fire damage, sure it's not really in the rules but they don't have any class ability to deal AoE damage and it will suck otherwise.

Cuup |

As others have suggested, definitely discuss with your PC's that this part of the adventure is meant to limit their characters' narrative oomf. If they still seem unsatisfied, it might just be better to speed things along - fast-forward through the days, asking for a few charisma-based checks to track their progress of making friends, and slow things back down when it comes time to take the Man's Promise. Being transparent about what you're doing and why could also help illustrate to your players what you're doing for them.
Putting an HP-limit on the Swarms on Bonewrack could help limit their deadliness - say once a Swarm has dealt 20-30hp worth of damage, the swarm flies off, sated for now. This still leaves the Bleed damage they do as a lingering danger even after the fight ends, but maybe adding some First Aid kits (in the Ghouls' tent or Arron's Fort) could help ensure that those Heal checks stop the Bleed (I'd add these before extra Potions of Cure Light Wounds because bonuses on Heal checks is significantly less useful than extra magical healing, though adding a couple extra Potions wouldn't be the worst thing in the world).
Another fix to the Swarm problem is to substitute them for singular giant insects. Adding the Advanced and/or Giant Template to Giant Ticks and Giant Flies will get you the same CR as the Swarms, but onto a creature much more manageable for a group without access to AoE's.

Jakken |

I'm about to start a S&S campaign myself, and I've also heard you're better replacing the botfly swarms with singular creatures.
Like the Giant Botfly
I'm also worried about lack of player agency in the start, but I'm going to give them a big preface about it so they're aware that it's only for a bit. I'm also running 3/5 brand new players so hopefully being a little "on rails" will give them some time to learn the game