Chasing the Sunset is a West Marches-style exploration game using Fellowship 2nd Edition‘s Horizon rules.
The party: Buckle the Beast/Heart of Earth, Stella the Halfling/Hunter
Yearly Check-In
I asked if my players preferred “dungeons” with dense maps that the characters were stuck in, or loose verbal descriptions. My players said some very nice things:
- They’ve all worked really well because they’ve been at the level of detail that’s appropriate for the narrative.
- I like the ability to create long-term companions, but also focusing on a guest character for a time. There’s enough depth that it feels like they could come along with us. It’s a loss when the NPC is removed, or it’s time for them to go. It’s that much more powerful when someone does decide to come along with us.
- I appreciate the diveristy of characters, getting to know what beings exist and having the world continue to expand as we go to different parts of the maps.
Stella was Taken Out after fighting for three sessions straight. Do the players find excitement in the possibility of losing? Do they rise to a challenge, knowing that they need to leverage all their Moves effictively to avoid defeat? The players said:
- I enjoy the possibility of not winning.
- It’s nice to have some tough battles sometimes, but not all the time because that would be stressful.
- Buckle’s player relates being a very powerful character to Doctor Who. The Doctor gets in situations that are stressful. He’s such a powerful being that success is different for him. The conflict they likes most isn’t when they’re not sure if they can overpower their opponent, but where the best outcome is a tricky narrative to wander through. We’re going to have a chat, but then Buckle decides he’s going to burn the world down. Buckle has Dragonfire which can vaporize an enemy with no roll. It’s interesting to have conflicts that need to be resolved differently than violence. When you could just burn the world down it’s much more interesting to resolve conflicts in a way that’s productive.
- Finish Them with Wisdom is always a possibility. Try to lead with that. Like when Theona tried to kidnap Buckle and Stella intimidated her into joining up.
i asked about plots and quests. Did they like the plots that they found? Did they feel comfortable setting their own goals? I intentionally don’t include world-ending threats, athougt the Moon could have gone very badly. A sandbox can’t have any world-ending plots because then the players must do that, or they don’t get to play. The players said:
- Buckle’s player is missing an over-arching goal. They are going where the wind takes them.
- The Moon was a compelling narrative arc, but now it feels like we’re not involved anymore. We played a part, but it’s not part of our over-arching goals.
- Why is Buckle doing anything instead of just going home? There’s not a specific thing we have to accomplish for the good of the world.
- A long-term goal and a goal with high stakes aren’t the same. Buckle’s player likes high-stakes goals that are episodic, but the long-term arcs being personal.
- Buckle might seek out more Artifacts of Power.
I want his player to feel empowered to pursue that, instead of only responding to plot hooks that I throw out. I don’t think Fellowship has a good move for figuring out mysteries. The Dwarf has a move that’s close: it allows them to understand a artifact they handle. The players rely on me to scatter enough pieces of information for them to put together into something cohesive. That’s a challenge, because mental image to verbal description to hearing and understanding to mental image is lossy at every step.
Does Stella need a goal to strive for? Her player said:
- Stella’s initial goal (calling the Halfling refugees back home) is out the window because there are populations of Halflings here who are not refugees and don’t need rescuing.
- Stella’s player is letting Stella stumble on a new goal based on what happens in the world. Right now Stella is making sure Buckle doesn’t die, which should be easy because Buckle is very powerful.
Buckle’s player enjoyed being part of a larger narrative, but not the main character. Another distinction, the scale of a narrative is not the same as the amount of time we spend on it in-game. The Vampire Plot against the Moon is interplanetary in scale (very large), but we only spent a few sessions on it (not that large). I’ve made a point to show the effect that other Fellowships have had on the world, but I didn’t think of showing a Fellowship what effect they have had on the world.
Mixing big world-shaking events and local squabbles is fun. Both players agree they like side-quests, like last session was just three short vignettes of the Fellowship passing through and helping out with the power of friendship.
I keep the tone pretty light, like a PG-rated family adventure movie, but have a I overlooked any phobias or triggers? Do the players have arachnophobia? No! There’s been a Giant Spider in the Fellowship this whole time. It’s fun for characters to be in trouble and worried, but players should be safe and comfortable. The players do not report any discomfort.
I’m very happy that the players have said so many nice things. It’s important that we line up our expectations so we direct our efforts to make sure everyone has a good time.
Let’s start creating fiction in a dense, linear fashion.
Back to the story
Last time, the Fellowship set out on a continent-spanning quest to return Kitty the T-Rex to her home in the Cracktooth Wastes. They are approaching their first big challenge, getting through Vieport, where they are Public Enemy #1, 2, and 3.
Continue reading “Chasing the Sunset & Caramel”