MJ Harnish
01-30-2009, 04:04 PM
I'm trying to get my head around the pacing and purpose of the GM/Players' turn structure of play. I understand the general purpose and how they work, but I'm still struggling with the pacing of them.
For example: In our first session (Mail Delivery mission), the players' lost the mailbag to the Raven (he's brutal for new characters and was made more brutal by some very lucky rolls on my part). However, rather than having them simply track him down and try to recover the mail, I wanted to build upon the twist by having the Raven actually head into the Darkheather. There I thought I'd introduce a Weasel raiding party although the goal would be to avoid the party and get back to Gilpledge to warn the town.
My primary question is where do I introduce the players' turn (PT)? I almost feel like I probably should have introduced one at each stop along the mail delivery (since they passed through several settlements) but that feels too often (and the mission text suggests that as well). However, as it stands now the pair of guard mice are pretty "beat up" due to their run-ins and experiences along the path. What kind of pacing should I be aiming for?
Also, what exactly is the objective of the GM vs. the Players' turns? I understand what's written in the book but I'm having a hard time really seeing the difference aside from the players' having a bit more control over the narrative flow of things during their turn (though the GM still determines twists, conflicts, etc). Mechanically, the PT obviously gives the PCs a chance to recover, but in that case it seems like every stop along the way where they have the chance to rest ought to trigger a PT.
For example: In our first session (Mail Delivery mission), the players' lost the mailbag to the Raven (he's brutal for new characters and was made more brutal by some very lucky rolls on my part). However, rather than having them simply track him down and try to recover the mail, I wanted to build upon the twist by having the Raven actually head into the Darkheather. There I thought I'd introduce a Weasel raiding party although the goal would be to avoid the party and get back to Gilpledge to warn the town.
My primary question is where do I introduce the players' turn (PT)? I almost feel like I probably should have introduced one at each stop along the mail delivery (since they passed through several settlements) but that feels too often (and the mission text suggests that as well). However, as it stands now the pair of guard mice are pretty "beat up" due to their run-ins and experiences along the path. What kind of pacing should I be aiming for?
Also, what exactly is the objective of the GM vs. the Players' turns? I understand what's written in the book but I'm having a hard time really seeing the difference aside from the players' having a bit more control over the narrative flow of things during their turn (though the GM still determines twists, conflicts, etc). Mechanically, the PT obviously gives the PCs a chance to recover, but in that case it seems like every stop along the way where they have the chance to rest ought to trigger a PT.