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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 7459138" data-attributes="member: 79141"><p>No, nothing like that. Player absence led to Leon and Uru not coming along. Gupta was out the session before and I thought it would be cool to have someone concentrate on running Gale, so I asked that player if he wouldn't mind keeping Gupta off-stage for a session for story reasons (as it made no sense for the Sunfish to catch up with the Coaltongue in time). They'll come on to the island together once the others free Delft.</p><p></p><p>It was great to have Gale along as part of the group after all this time. As you will see from the final session report, she really helped out (as did Andrei).</p><p></p><p></p><p></p><p>Me too. At least, if the trick is a good one not just 'oh, you know the guy who hired you? well, he was lying...' Here it was even better because I set Roland's bluff at level 12 (off the charts in Cypher System) and Korrigan rolled an extraordinary (but still too low) level 11 for insight. </p><p></p><p>There were a lot of cool rolls over the last few sessions, actually. When Korrigan rolled for 'public speaking' during his Gale-assisted address to Flint he initially rolled a 1 (before paying XP to reroll) - hence the minor 'fumble' left in the story. Uru rolled a 20 (major effect) when attacking the <em>Praepollens</em> with the <em>Coaltongue</em>'s cannons; Rumdoom kept rolling 19s (minor effects which really added up). Sometimes mere dice-rolls really lift the story! They made session 59 (capturing the Coaltongue and taking it to the island) seem relatively easy, which really boosted players' confidence. It was nice to see all their plans work really smoothly for once!</p><p></p><p>Fun fact, apropros of nothing: the last 11 sessions - since early April - have covered about 48 hours in-game time, if that. The players kept refusing to rest!</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 7459138, member: 79141"] No, nothing like that. Player absence led to Leon and Uru not coming along. Gupta was out the session before and I thought it would be cool to have someone concentrate on running Gale, so I asked that player if he wouldn't mind keeping Gupta off-stage for a session for story reasons (as it made no sense for the Sunfish to catch up with the Coaltongue in time). They'll come on to the island together once the others free Delft. It was great to have Gale along as part of the group after all this time. As you will see from the final session report, she really helped out (as did Andrei). Me too. At least, if the trick is a good one not just 'oh, you know the guy who hired you? well, he was lying...' Here it was even better because I set Roland's bluff at level 12 (off the charts in Cypher System) and Korrigan rolled an extraordinary (but still too low) level 11 for insight. There were a lot of cool rolls over the last few sessions, actually. When Korrigan rolled for 'public speaking' during his Gale-assisted address to Flint he initially rolled a 1 (before paying XP to reroll) - hence the minor 'fumble' left in the story. Uru rolled a 20 (major effect) when attacking the [I]Praepollens[/I] with the [I]Coaltongue[/I]'s cannons; Rumdoom kept rolling 19s (minor effects which really added up). Sometimes mere dice-rolls really lift the story! They made session 59 (capturing the Coaltongue and taking it to the island) seem relatively easy, which really boosted players' confidence. It was nice to see all their plans work really smoothly for once! Fun fact, apropros of nothing: the last 11 sessions - since early April - have covered about 48 hours in-game time, if that. The players kept refusing to rest! [/QUOTE]
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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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