Stony Island, Actual Play

We played the Stony Island adventure over the course of two sessions. Roughly half of the first session was taken up with character creation, which is a little slow for us since we're new to the system. The adventure was simple enough that it could have been handled in one six-hour game session without any trouble, but two four hour sessions with some character creation thrown in was acceptable.

The adventure was light on combat, since the principle conflict is man vs. nature, similar to Jaws. They players definitely could have taken it in a man vs. man direction, but I did not play up the role of Trillium in planting the Lune Fish in the harbor at Sugar Island. For a proper write-up, evidence of Trillium's involvement should come about sooner in the adventure so that the conflict may be opened. The more blatant exposure of Trillium's role can still be used for later adventures within the campaign.

The task handling system worked out very well, as did the will roll system. There was the possibility for fright checks, but I did not elect to use them. There was a little bit of conflict when an adult Lune Fish attempted to sink the boat that was bombing the harbor. The combat system played out well in the circumstances, but there really wasn't an opportunity to test it to its full capacity.

If I had the conflict to do over again, I would have forced concentration rolls to maintain aim while the Lune Fish was trying to sink the boat. In my mind at the time the fish was simply hanging on to the rail, which would not destabilize the boat. In retrospect though, the fish thrashing around trying to get the boat to go under would have made for a more dramatic scene. Not that a large fish grabbing on to the boat didn't make for good drama, but a bigger challenge makes the scene more memorable.

 

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