While I didn’t manage to run a playtest session last night, I did participate in a Cthulhu Dark (Graham Walmsley’s excellent one-page system for running uncompromising Mythos sessions) adventure. While the Keeper (probably) had a plan and a map, I don’t think the adventure had much more preparation. No, I tell a lie – a sensed a hint of a Esoterrorist adventure in there with one very specific and memorable scene.
Basically the adventure had a very vague premise and characters with an awareness of each other and no common purpose. We had a reverend, a funeral director, a lady ex-drug addict, a hostillier, and an ice cream vendor – in a run-down, has-been village. The mayor announced a plan to bring fresh blood to the area with a coach load of immigrants or students (a little confused on the details from the beginning). When they arrived, the village held a fair, but the students (definitely students) seemed to be more interested in visiting a local lighthouse. The reverend (Reverend Ginger) witnessed their visit to the lighthouse and sensed something thoroughly disquieting about the whole affair. Anyway… I digress from the point.
Purpose. That’s my point.
The playtest of my adventure module took a slide out into left field last night, as we lost two players and gained three to the vagaries of the real world. I think, under the circumstances, I managed to get it back on track under the pretext that one of the players not in attendance owed money, favours or anything else besides to the three newcomers. One, a Priest of Norn, had a warrant on Paraxis the Humble, our resident charlatan, which came just after an arrest warrant delivered by a messenger from the city. The upshot, Paraxis had an attempt made on his life, then ended up in jail with a serious bolt wound to the chest.
If the game session last night has anything to teach me it is that you can’t underestimate the value of a playtest with a diverse group of players. I had a group of four and we played the initial element of the Stench of the Sea adventure module I have been working on. I think we may have worked our way through about two or three pages of the module proper. Given that we played for two hours, that might say more about the focus of my group than the practical longevity of the game. However, the game did support that length of play with locations, people and a combat encounter, so the text of the adventure did add into the mix.