Session Summary:
Just before entering the outskirts of the forerst the party chatted with an adventuring group leaving Burle. The group (the 4 hearts) only had 2 remaining each displaying serious injuries. The group told them that they attempted to kill the witch and failed.
Party took that to mind and headed into the city. Stopped at the general store, where the shopkeeper was keeping a bunch of ratfolk safe underground. The party loved them and one will be traveling with them once they leave town. They heard rumor that there is a dragon egg nearby. The ratfolk are being killed by "the crows" so the shopkeeper (a former adv.) is hiding them. The party learned more about the city (suffering from a blight that the witch annually fixes). The witch has not yet solved the issue - as there is some problem between the mayor (the witches sister) and her.They also learned there is an elvish shrine that leads underground - which all are forbidden to enter. This peaks their interest.They then hung out with some kids and after giving them some adventuring gear - the kids let them in on a secret - the dragon has hatched and is nearby!
Things That Went Well:
I did a ton of voices and interesting over the top personalities. Each NPC felt very different from the last. I worry sometimes that NPCs will feel too samey if their trait isn't played up. I'm okay with the PC's being even handed and stable - the world should be evocative and make them not recognize they are just talking to me instead of a mayor/bartender/storekeep.
Things to Improve:
Got asked after the session by two people if they could have a area map so they could understand where all the points of interest are around them. They will receive a hex map next session lol. This group is new to ttrpg's and I didn't know if a hex map would overwhelm them.
Lesson Learned:
Two-fold -- wow willow as a zine is wonderful and meshes with my style. The second is that giving the party too much to quickly handle helps them set priorities - then the problems can overlap later to make the region feel less like a bunch of individual quests and more like a real locale. Having "too much to do" also lessens the concerns of players/DM's that the party feels obligated to follow the "main quest." There are too many interesting things for one to seem like a main option - this can increase engagment and player agency over their role in the game.
Module Referenced:
Having left Saltmarsh, this session referenced Willow by Lazy Litch [a review will be coming soon!]
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