Fuseboy
10-09-2007, 03:05 PM
In GMing our Burning Gdinsk game, I made a pacing slip that had interesting consequences.. so I hold it up here as a lesson for others.
The game starts with the players in semi-hiding in the aftermath of being ambushed by unknown assailants. The leader of their criminal brotherhood, Kursk, lies comatose and his body is now in the hands of the players' enemy, Kurk's sociopathic son, Ilya. Saving Kursk is the shared belief.
After the players set the scene (hiding out in the shack of Jude's character, Sergei the Fence), an NPC arrives - Radomir, one of the brotherhood's elders - to convince the players to participate in a meeting to restore order the fractured brotherhood. The party suspects a trap, but Radomir prevails in the DoW, arguing that as Kursk's most trusted lieutenants, they're vital to brokering any meaningful peace.
This is where I slipped up: I set the meeting for "tomorrow night", thinking that we'd get to it in a scene or two. As this was the opening scene, we hadn't established pace yet, and I was way off! After a long first session, we only made it to the wee hours of the night of day one.
Hoping for a slightly faster pace, Sanjeev referred me to the "playing out the day" thread. As POTD is a gripe of mine, I was hoping that's not what I'd been doing!
In hindsight, I don't think I did - I just completely overestimated the rate at which game time would slip by. By deferring the first 'bang' until the following night, I inadvertently created enough "down time" for everyone to work on secondary goals. The first session was fun, but it wasn't really about the central story. Woops!
In other circumstances, though, it's a useful trick. Makes me wish there was a repository of tips for influencing pacing and rising tension - an area where I feel a little clumsy.
The game starts with the players in semi-hiding in the aftermath of being ambushed by unknown assailants. The leader of their criminal brotherhood, Kursk, lies comatose and his body is now in the hands of the players' enemy, Kurk's sociopathic son, Ilya. Saving Kursk is the shared belief.
After the players set the scene (hiding out in the shack of Jude's character, Sergei the Fence), an NPC arrives - Radomir, one of the brotherhood's elders - to convince the players to participate in a meeting to restore order the fractured brotherhood. The party suspects a trap, but Radomir prevails in the DoW, arguing that as Kursk's most trusted lieutenants, they're vital to brokering any meaningful peace.
This is where I slipped up: I set the meeting for "tomorrow night", thinking that we'd get to it in a scene or two. As this was the opening scene, we hadn't established pace yet, and I was way off! After a long first session, we only made it to the wee hours of the night of day one.
Hoping for a slightly faster pace, Sanjeev referred me to the "playing out the day" thread. As POTD is a gripe of mine, I was hoping that's not what I'd been doing!
In hindsight, I don't think I did - I just completely overestimated the rate at which game time would slip by. By deferring the first 'bang' until the following night, I inadvertently created enough "down time" for everyone to work on secondary goals. The first session was fun, but it wasn't really about the central story. Woops!
In other circumstances, though, it's a useful trick. Makes me wish there was a repository of tips for influencing pacing and rising tension - an area where I feel a little clumsy.