Re: [Official] Loch Varn
Publié : 24 févr. 2015, 00:57
We just did our very first scenario in Esteren: Loch Varn. After so many fantastic reviews, I decided to not add a full account of our session, but concentrate on the differences, suggestions and on the parts I had trouble with:
I decided to run the scenario in a single session, to emphasize the dreamlike quality and because I felt, that it could be difficult for a new group to handle all the new names, places, the setting, the rules, etc... AND remember them between sessions.
It took us about 4,5 hours.
The advantage of this approach: the fast pacing worked really well - especially in the beginning and the end. Sometimes the players were so much under pressure, that they had to skip turns, because they couldn´t decide fast enough on what to do. Also, all the information regarding the two opposing characters (Verzal and Deorn) didn´t get lost between sessions, so they had a solid understanding of the story and felt the dilemma of whom to help and whom to battle. Actually, that was the single best moment of the evening.
The disadvantage: the scenario feels even more railroady when you quicken the pace. In retrospect, I regret to not having had more room to flesh out their stay in the village. I got the feeling, that for the group it was a great rollercoster ride, however, the players were lacking the time to get warm with their new characters.
I used music combined with a picture/visual for at least every scene (some scenes needed some more). Imagine something like a managed slideshow. It was the very first time for me to prepare this to that extend - it REALLY helps to have a scenario like this one, which is predictable in the course of events and it is still a heap of work. But it was worth the effort. For me it was like having a script to go by - for the players it set the mood of the scene as well as created a common understanding before I spoke a word. (I used "http://rpg-ambience.com/"). Also, I had the feeling to keep the level of attention much higher - especially, when switching scenes.
Where I had problems:
1.) The riddle of the ghost. Don´t rely on a successful roll!!! Our Liam (we used the characters from the book) botched his roll - and then decided to solve the mystery of the note later on (of course without telling the others of his dream). So I had to invent a second dream: I had Jearon (his appearance sometimes shifting to another person) calling out to Yldiane from the island in the lake. It worked - but everybody really had the impression of being hit with a sign over the head.
2.) The fight in the end. The players were not supporting anybody, they really couldn´t decide which side to support. So they tried to detain both... and ended up fighting both (Deorn just didn´t like being shot in the back, for instance). When they then got totally wasted by the centipede (yes, only one), Deorn promised to help them by sealing the lab (and the still living centipede) - but only in exchange for the promise to keep it all a secret, hand over the near-dead Jearon/Versal and to leave the valley once and for all... They excepted. Of course they were somewhat depressed by the ending, since they were not able to resolve anything, really. It felt like the right thing to do (as Deorn) at the time - but I would not do it this way again, since it really was a sorry ending after an otherwise great evening.
3.) Shooting into Melee... I wanted to give a choice of either high risk hitting your friend but good chance to hit opponent - and low risk / low reward... but couldn´t think of something fast enough.
But all in all, a great experience!
I decided to run the scenario in a single session, to emphasize the dreamlike quality and because I felt, that it could be difficult for a new group to handle all the new names, places, the setting, the rules, etc... AND remember them between sessions.
It took us about 4,5 hours.
The advantage of this approach: the fast pacing worked really well - especially in the beginning and the end. Sometimes the players were so much under pressure, that they had to skip turns, because they couldn´t decide fast enough on what to do. Also, all the information regarding the two opposing characters (Verzal and Deorn) didn´t get lost between sessions, so they had a solid understanding of the story and felt the dilemma of whom to help and whom to battle. Actually, that was the single best moment of the evening.
The disadvantage: the scenario feels even more railroady when you quicken the pace. In retrospect, I regret to not having had more room to flesh out their stay in the village. I got the feeling, that for the group it was a great rollercoster ride, however, the players were lacking the time to get warm with their new characters.
I used music combined with a picture/visual for at least every scene (some scenes needed some more). Imagine something like a managed slideshow. It was the very first time for me to prepare this to that extend - it REALLY helps to have a scenario like this one, which is predictable in the course of events and it is still a heap of work. But it was worth the effort. For me it was like having a script to go by - for the players it set the mood of the scene as well as created a common understanding before I spoke a word. (I used "http://rpg-ambience.com/"). Also, I had the feeling to keep the level of attention much higher - especially, when switching scenes.
Where I had problems:
1.) The riddle of the ghost. Don´t rely on a successful roll!!! Our Liam (we used the characters from the book) botched his roll - and then decided to solve the mystery of the note later on (of course without telling the others of his dream). So I had to invent a second dream: I had Jearon (his appearance sometimes shifting to another person) calling out to Yldiane from the island in the lake. It worked - but everybody really had the impression of being hit with a sign over the head.
2.) The fight in the end. The players were not supporting anybody, they really couldn´t decide which side to support. So they tried to detain both... and ended up fighting both (Deorn just didn´t like being shot in the back, for instance). When they then got totally wasted by the centipede (yes, only one), Deorn promised to help them by sealing the lab (and the still living centipede) - but only in exchange for the promise to keep it all a secret, hand over the near-dead Jearon/Versal and to leave the valley once and for all... They excepted. Of course they were somewhat depressed by the ending, since they were not able to resolve anything, really. It felt like the right thing to do (as Deorn) at the time - but I would not do it this way again, since it really was a sorry ending after an otherwise great evening.
3.) Shooting into Melee... I wanted to give a choice of either high risk hitting your friend but good chance to hit opponent - and low risk / low reward... but couldn´t think of something fast enough.
But all in all, a great experience!