Hex 0704: Sleepy Shoggoth under a log |
This is both a boon and a challenge. It's a boon in that each of these "investigative encounters" can be quite short, doable in a session or two. And because they're not strongly connected, it lends itself to self contained episodic play quite well. It also means that you don't need to have a full complement of players at each session - you can go with whomever shows up, with the PC's of absent players being off stage (presumably recovering or taking care of other business). In fact, the structure (or lack there of) almost encourages subsets of players to chase after particular leads, without much risk of them becoming wrapped up in a longer term investigation that would exclude the other players. Simple side investigations can be done through e-mail or, as we've already tried out, through Google Hangout (or other conferencing software).
The challenges are that, firstly this requires more work on the GM's part - you've got to have two or three investigative encounters ready to go. There's some good advice in the Armitage Files that suggests a GM query the group before a session on what leads they're going to follow up so that they can prep in advance. The Armitage Files also suggests a style of play called "improvisational" where the GM does no prep and builds the mystery with the open collaboration of the players. This may work for some, but to me this pulled the lid off too far - a good deal of the tension, I feel, comes from the players being in the dark as much as their PC's.
The second challenge is establishing and building a coherent narrative to the overall campaign. There's a real risk of The Armitage Files becoming a set of disjointed encounters with no build toward a satisfying conclusion. This will require work again on the GM's part to provide that narrative that connects the encounters. I've approached this by building a general narrative framework into which I can slot the investigations. Each mini investigation may be self contained, but they will contribute generally to an overall, evolving story. What's going to be great here is that player input, mainly obtained through listening to the players hypothesizing about what's going in, is going to be a major contributor to that evolving story. I've done this, as I'm sure many GMs have, on a limited scale within the constraints of a published campaign or scenario, but with the Armitage Files this will play a much greater role.
It's an exciting challenge and we've had two sessions so far that have gone well. A quick intro session over Google Hangout where the first of the mysterious Armitage documents comes into the hands of two of the investigators, and a regular table top session where the players followed up on a lead from that document. Already the players have thrown in some unplanned and interesting twists that would not have occurred within the structure of a more traditional campaign.
Next post I'll summarize those two sessions.
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