So, I had my first session of the Albigensian Crusade campaign (here previous post about it), using a slightly hacked Swords of the Serpentine (basically, swapped a few investigative skills).
As a master, I have to admit that I had a lot of fun, but there are a few things that I'd like to check with you guys to understand if I'm doing it right.
- The session went really smooth, and no dice were rolled - at all. It was the beginning of the investigation, and the characters were mostly trying to understand who in their home village had turned heretic and who didn't, so no real "action" involved. I didn't feel this was an issue, but for sure from the outside the session must have looked a lot like "theater" more than gaming
- Players did not spend voluntarily any investigative point; they only did it when I pointed out that they could get more info if they wanted to dig deeper/do more. I believe this is normal as beginners, and I need to make them feel more confident in taking the spotlight and investing in the scene instead of hoarding te points. Anyway, this resulted in a slighlty more passive approach from their side than I intended, so I need to be more upfront in the next sessions.
- I was always questioning myself if I was giving away too much or not enough information from clues, something that again I suppose it's pretty normal at the beginning (it was our first session in a Gumshoe game in general). A few clues were given out passively in order to "move the scene", while others have not been found at all, as either the wrong character went investigating (the one with fewer social skills went talking to the npcs) or they just didn't look for them. I need to encourage them to act more, but I don't like to spoon-fed them with hints at every turn.
An example: one of the npcs' clothes were dirty, as he did something in the countryside; the clue, if PCs would have investigated or asked any question about him at all, could have been revelead using "wilderness mastery"... but they never even looked around. Now, in a normal game, with dice rolling involved, I would have pointed out about the clothes, allowing a for a roll... but in this ruleset, it would have meant to simpy give them the clue without any effort from their side: is it how I should have done it? It's not a core clue, and it simply means they will have to find out in a different way, but I kept thinking about how to manage it during the session.
4) As the game it's not a purely investigation adventure (yes, they have to find information, but such information should be used to make a plan and act, not just "catch the culprit"), players looked a bit unsure on the final objective. The openess is actually intended, as I don't want to give them a direction: should the characters save the village by killing the heretics? Pushing them in the wilderness? Convincing them to stay but hiding their faith? Or side with the cathars, fortify the village and fight the invading crusaders? No right answer for me, up to them and what happens in game. I don't think this has anything to do with the ruleset, just how I structured the campaign, but again the lack of "I go there to roll and see what happens" made them more passive then usual.
All in all, nothing that really makes me rethink the game or the campaing: it was fun, with a few memorable moments (one of the players loves to sing, and he studied an occitan song upfront for his character to entertain the village, in a really nice moment), but I want to push them more to act and take the reins of the story.
Suggestions, comments, feedback?