innerdude
Legend
We're coming up on the sixth full session for my recently started Savage Worlds fantasy campaign. And interestingly, something happened in the last session that seems to relate directly to the whole "scene framing" and "surprising the GM" discussions currently happening.
And I'm interested in hearing from everyone what they think about the way the situation played out, mostly to gain some perspective on how they would have handled it, changed the scene "frame," etc. to better fit the group and situation.
(I'm not saying the way I handled it was outright "bad," but I'm genuinely curious to see alternative viewpoints.)
I'll get to the situation in just a second, but I figure I should at least give you a brief (VERY brief) background on the campaign and group "style" that will hopefully be informative for your responses.
First, in terms of "style" the campaign itself is designed to be a fairly straightforward, "classic" fantasy campaign, using the Savage Worlds rules within a homebrew world I've created. There's a few minor house rules, but nothing even close to being a huge departure from baseline Savage Worlds. For those of you who know the rules system, assume RAW across the board.
For this particular world, it's fairly low-magic, and the only playable PC race is human (mostly because at the start of the campaign, the only known civilizations are human). The main "themes" I wanted to incorporate into play was a sense of discovery, of lost knowledge, lost civilizations, etc., as a way of exploring current human conditions (though in very light-handed way). I want the themes to be present, but the purpose is to help the players simply enjoy themselves. =)
There are four players:
Player 1 - My "best friend" from high school, who's still my best friend 20 years later. He has TONS of experience with computer RPGs, has played all of the Baldur's Gate and Neverwinter games on PC, Mass Effect, Knights of the Old Republic, etc., but very little actual experience with pen and paper. But he totally "gets" all of the tropes, understands all of the terminology, etc. of traditional roleplaying.
Player 2 - A good friend of Player 1, who I had never met before starting the group. Totally new to tabletop RPGs, had never played one before sitting down this past January to build his first Savage Worlds character.
Player 3 - A friend from work with quite a bit of RPG experience. Has played both 4e and Pathfinder extensively, dabbled in a little Shadowrun.
Player 4 - A second friend from work who had played maybe a handful of sessions of 3e as a teenager, but never played a tabletop RPG since then. However, he loves the old Super Nintendo / Playstation "Japanime" RPGs (Chrono Trigger, Final Fantasy), and had played Baldur's Gate Dark Alliance on XBox. He "gets" RPGs, but hasn't totally absorbed many "D&D-isms" we often take for granted.
In terms of group dynamics, the overall "vibe" when we play maintains an excellent balance between "loose and casual" and just there to have fun, yet getting serious when plot hooks and group decisions are made. This is easily one of the most fun groups I've ever had the pleasure of playing with. Truthfully, I wouldn't mind nudging the gameplay towards a mildly more "actor stance," "High concept sim" direction, but I'm certainly not complaining because overall we're having a great time.
Okay, now the scenario---
Two of the PCs (Player 1 and Player 2's characters) belong to a pseudo-scholastic, pseudo-political order that takes an active part in politics in the game world. The premise of the group getting together is that Player 3's character owes a debt to the order, and Players 1 and 2 have been sent to ensure that the debt is repaid to the order's satisfaction. Player 4 is basically a sidekick of Player 3, begged to come along to "help him out."
So the party makeup is: A hand-to-hand fighter / mage (Player 1) who is a member of the order, a longbow-wielding mage (Player 2) of the order, a thief from one of the world's notable guilds (Player 3), and Player 3's sidekick, your classic big, dumb brute who hits things really hard, armored up and wielding a two-handed axe (Player 4).
Two sessions ago, they completed a major "quest" by rescuing an archaeologist from the clutches of a rival crime syndicate. The session following had less action, as it mostly revolved around getting back to town, piecing together what was happening around them, and deciding on their next move.
In short, I ended up framing three basic "hooks," or "scenes," with which they could interact with, to help them decide where to go next:
1. The archaeologist had a map to a dig site from which fragments and pieces had already been unearthed and shown to the PCs. Player 1's character is INTENSELY interested in this kind of thing, and this became his primary focus for the session --- getting the group out to the dig site.
2. The PCs' primary contact within the order was MIA, which was very, very unusual for this NPC, based on their previous interactions with him. Player 4 was very concerned about this, and wanted to get the party to explore what was going on.
3. Player 3 belongs to a thieves guild, and was approached by an informant in the city that his guild head had a mission for him in a distant city to the north. It was made clear to the character that failure to perform this mission would carry potentially severe consequences.
(As a side note, Player 2, being his first RPG experience ever, has been content to generally follow the lead of other players in terms of affecting "the story," though he's slowly becoming more comfortable with his character, and is really enjoying the combat aspects. I have several potential hooks in place that involve his character, which directly tie to the backstory he created, but it may be some time before we use any of them.)
Ultimately, after much deliberation, the group settled on immediately heading out to the wilderness in search of the dig site---without any other considerations. This was primarily driven by Player 1, who tends to have the most "investment" in the fiction, and in his character.
Now, here's the thing---once this decision was made, I immediately "fast forwarded" from their current situation, to them stepping on the beach in an uncharted bay, some 500 miles from their originating port city, in preparation to approach the dig site. I skipped hiring the boat, skipped any potential encounters / complications during the trip, skipped them stopping off at two separate port cities along the way with potential encounters with port authorities, pirates, etc.
I did this since Player 1 was most strongly advocating that's what he, and his character wanted to do. Though both Players 3 and 4 advocated for their positions, ultimately both acquiesced to Player 1's motivations, and made for the dig site post-haste.
So my question is, was this the correct approach? Should I have attempted to engage Player 3 and Player 4's motivations by introducing "complications" along the way to the dig site? Or should I assume that since both Player 3 and 4 ultimately agreed to the course of action, that the group's decision was as a "united front," even if it wasn't everyone's first choice?
(I'll follow up with some additional thoughts I had while this was happening, but I want to hear what everyone has to say first.)
And I'm interested in hearing from everyone what they think about the way the situation played out, mostly to gain some perspective on how they would have handled it, changed the scene "frame," etc. to better fit the group and situation.
(I'm not saying the way I handled it was outright "bad," but I'm genuinely curious to see alternative viewpoints.)
I'll get to the situation in just a second, but I figure I should at least give you a brief (VERY brief) background on the campaign and group "style" that will hopefully be informative for your responses.
First, in terms of "style" the campaign itself is designed to be a fairly straightforward, "classic" fantasy campaign, using the Savage Worlds rules within a homebrew world I've created. There's a few minor house rules, but nothing even close to being a huge departure from baseline Savage Worlds. For those of you who know the rules system, assume RAW across the board.
For this particular world, it's fairly low-magic, and the only playable PC race is human (mostly because at the start of the campaign, the only known civilizations are human). The main "themes" I wanted to incorporate into play was a sense of discovery, of lost knowledge, lost civilizations, etc., as a way of exploring current human conditions (though in very light-handed way). I want the themes to be present, but the purpose is to help the players simply enjoy themselves. =)
There are four players:
Player 1 - My "best friend" from high school, who's still my best friend 20 years later. He has TONS of experience with computer RPGs, has played all of the Baldur's Gate and Neverwinter games on PC, Mass Effect, Knights of the Old Republic, etc., but very little actual experience with pen and paper. But he totally "gets" all of the tropes, understands all of the terminology, etc. of traditional roleplaying.
Player 2 - A good friend of Player 1, who I had never met before starting the group. Totally new to tabletop RPGs, had never played one before sitting down this past January to build his first Savage Worlds character.
Player 3 - A friend from work with quite a bit of RPG experience. Has played both 4e and Pathfinder extensively, dabbled in a little Shadowrun.
Player 4 - A second friend from work who had played maybe a handful of sessions of 3e as a teenager, but never played a tabletop RPG since then. However, he loves the old Super Nintendo / Playstation "Japanime" RPGs (Chrono Trigger, Final Fantasy), and had played Baldur's Gate Dark Alliance on XBox. He "gets" RPGs, but hasn't totally absorbed many "D&D-isms" we often take for granted.
In terms of group dynamics, the overall "vibe" when we play maintains an excellent balance between "loose and casual" and just there to have fun, yet getting serious when plot hooks and group decisions are made. This is easily one of the most fun groups I've ever had the pleasure of playing with. Truthfully, I wouldn't mind nudging the gameplay towards a mildly more "actor stance," "High concept sim" direction, but I'm certainly not complaining because overall we're having a great time.
Okay, now the scenario---
Two of the PCs (Player 1 and Player 2's characters) belong to a pseudo-scholastic, pseudo-political order that takes an active part in politics in the game world. The premise of the group getting together is that Player 3's character owes a debt to the order, and Players 1 and 2 have been sent to ensure that the debt is repaid to the order's satisfaction. Player 4 is basically a sidekick of Player 3, begged to come along to "help him out."
So the party makeup is: A hand-to-hand fighter / mage (Player 1) who is a member of the order, a longbow-wielding mage (Player 2) of the order, a thief from one of the world's notable guilds (Player 3), and Player 3's sidekick, your classic big, dumb brute who hits things really hard, armored up and wielding a two-handed axe (Player 4).
Two sessions ago, they completed a major "quest" by rescuing an archaeologist from the clutches of a rival crime syndicate. The session following had less action, as it mostly revolved around getting back to town, piecing together what was happening around them, and deciding on their next move.
In short, I ended up framing three basic "hooks," or "scenes," with which they could interact with, to help them decide where to go next:
1. The archaeologist had a map to a dig site from which fragments and pieces had already been unearthed and shown to the PCs. Player 1's character is INTENSELY interested in this kind of thing, and this became his primary focus for the session --- getting the group out to the dig site.
2. The PCs' primary contact within the order was MIA, which was very, very unusual for this NPC, based on their previous interactions with him. Player 4 was very concerned about this, and wanted to get the party to explore what was going on.
3. Player 3 belongs to a thieves guild, and was approached by an informant in the city that his guild head had a mission for him in a distant city to the north. It was made clear to the character that failure to perform this mission would carry potentially severe consequences.
(As a side note, Player 2, being his first RPG experience ever, has been content to generally follow the lead of other players in terms of affecting "the story," though he's slowly becoming more comfortable with his character, and is really enjoying the combat aspects. I have several potential hooks in place that involve his character, which directly tie to the backstory he created, but it may be some time before we use any of them.)
Ultimately, after much deliberation, the group settled on immediately heading out to the wilderness in search of the dig site---without any other considerations. This was primarily driven by Player 1, who tends to have the most "investment" in the fiction, and in his character.
Now, here's the thing---once this decision was made, I immediately "fast forwarded" from their current situation, to them stepping on the beach in an uncharted bay, some 500 miles from their originating port city, in preparation to approach the dig site. I skipped hiring the boat, skipped any potential encounters / complications during the trip, skipped them stopping off at two separate port cities along the way with potential encounters with port authorities, pirates, etc.
I did this since Player 1 was most strongly advocating that's what he, and his character wanted to do. Though both Players 3 and 4 advocated for their positions, ultimately both acquiesced to Player 1's motivations, and made for the dig site post-haste.
So my question is, was this the correct approach? Should I have attempted to engage Player 3 and Player 4's motivations by introducing "complications" along the way to the dig site? Or should I assume that since both Player 3 and 4 ultimately agreed to the course of action, that the group's decision was as a "united front," even if it wasn't everyone's first choice?
(I'll follow up with some additional thoughts I had while this was happening, but I want to hear what everyone has to say first.)