Cheezmo Miner
80's DungeonMaster
Session 2: Steampunch part 2 is up for your reading pleasure. Probabably one more session till we start IatAotW, but, we have some issues...
Thoughts:
* Major Archaelus's player was absent. As Archaelus is the team leader, the guys acted somewhat directionless. I have to assume they were roleplaying, because we've played without this guy before and they never had trouble focusing on where to go next.
* As far as investigations go, I'm trying to suggest that the guys cross-reference clues, rather than pursue individual clues to ridiculousness. Reading Dying Skyseer, it's obvious they will need to be honed to do this. For example... when I mentioned the sea-cave algae, their idea was to check every cave on the coast rather than narrow it down to other areas connected to the suspects.
* We are using Paizo's "Plot Twist" cards, and the crew used them to great effect. Kincaid's player dropped the "Lust" card, explaining that the half-orc thug about to kill Ironwrought was gay and would be distracted by his rippling, mutagen-enhanced physique. The move saved the oracle from certain death. Later, Coil's player dropped the "Pride" card, causing Sam the Butcher to brag about himself and his affiliations during interrogations.
* Edit: As I predicted elsewhere, the guys are not happy about not simply taking their fallen foes' stuff. One of them just took what he wanted. The audit in adventure 3 should be interesting.
* Unfortunately, I have two PCs (Kincaid and Coil) who love to torture helpless captives in order to get them to cooperate--or just because it's fun. Neither character has a high Charisma or ranks in Diplomacy or Intimidate, so their threats inevitably fail to garner useful information. This wouldn't be so bad except they tend to ignore the protests of the player who actually invested in social skills (Ironwrought), applying "street pressure" before giving him a chance. The problem is compounded by the oracle PC's belief that his team members are sociopaths who shouldn't receive badges. I must admit I'm having trouble justifying it myself. Are they testing me? Perhaps they are trying to kicked out? As you can see by the log, the party disagreement reached a head, though hopefully not a point of no return.
My thought is simply have ACI Delft intervene, he will suggest letting the social guys handle interrogations. But I don't want to kibitz too much, nor drive them out of the RHC. What I'm afraid of is that Coil and Kincaid force the others to follow them into heartless mercenary land, which isn't a campaign I'm interested in running.
Thoughts:
* Major Archaelus's player was absent. As Archaelus is the team leader, the guys acted somewhat directionless. I have to assume they were roleplaying, because we've played without this guy before and they never had trouble focusing on where to go next.
* As far as investigations go, I'm trying to suggest that the guys cross-reference clues, rather than pursue individual clues to ridiculousness. Reading Dying Skyseer, it's obvious they will need to be honed to do this. For example... when I mentioned the sea-cave algae, their idea was to check every cave on the coast rather than narrow it down to other areas connected to the suspects.
* We are using Paizo's "Plot Twist" cards, and the crew used them to great effect. Kincaid's player dropped the "Lust" card, explaining that the half-orc thug about to kill Ironwrought was gay and would be distracted by his rippling, mutagen-enhanced physique. The move saved the oracle from certain death. Later, Coil's player dropped the "Pride" card, causing Sam the Butcher to brag about himself and his affiliations during interrogations.
* Edit: As I predicted elsewhere, the guys are not happy about not simply taking their fallen foes' stuff. One of them just took what he wanted. The audit in adventure 3 should be interesting.
* Unfortunately, I have two PCs (Kincaid and Coil) who love to torture helpless captives in order to get them to cooperate--or just because it's fun. Neither character has a high Charisma or ranks in Diplomacy or Intimidate, so their threats inevitably fail to garner useful information. This wouldn't be so bad except they tend to ignore the protests of the player who actually invested in social skills (Ironwrought), applying "street pressure" before giving him a chance. The problem is compounded by the oracle PC's belief that his team members are sociopaths who shouldn't receive badges. I must admit I'm having trouble justifying it myself. Are they testing me? Perhaps they are trying to kicked out? As you can see by the log, the party disagreement reached a head, though hopefully not a point of no return.
My thought is simply have ACI Delft intervene, he will suggest letting the social guys handle interrogations. But I don't want to kibitz too much, nor drive them out of the RHC. What I'm afraid of is that Coil and Kincaid force the others to follow them into heartless mercenary land, which isn't a campaign I'm interested in running.
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