|It doesn't look like it, but this guy|
would be in a heap of trouble if this
- Cassana - Cassana is a Cat-Folk priestess who decided because of a vision from her god to travel with the crew of Bad Company. Her supernatural healing makes her a readily hot commodity. She is a prudish bore though, and spends her free time reciting passages and praying.
- Elizabeth - A burly thing of a girl who was raised among rabbit-people. She tries hard, but she doesn’t have the chops for the business. Her adopted father was abducted by a man named Salazar, and she has joined a band of pirates to hopefully secure help in finding this man. She is the support member, and a jack of all trades. She has a horse named Al Freido who helps protect the belongings of her and the party.
- Mr. Tapioca – A bunny-man samurai, and a master of martial arts and strategy, and former, disgraced captain of the guard for Emperor Dyson. He was framed for the assassination of the emperor and now uses his skills to help those he can while on the lam. Introduced to Captain Burbank by Emilio the Goldfish, Mr. Tapioca took Captain Burbank as his liege and master.
- Xelin - Son of Van Zandt the Blight, though he was only a child when the story of that man took place. His lineage is a secret he must keep closely because of the unspeakable atrocities of his father. Unavoidably lead down his inevitable destiny to power and mastery of the cosmos, misfortune follows closely after him. For unfortunate reasons, he finds that the only people he can trust are themselves absolute dregs, and thus finds himself in the hire of Captain Burbank.
Double your compression,
double your fun!
Feedback and Other Thoughts
- The players seem to be getting their heads around the rules very quickly. I am pleased.
- A new player subbed in for Xelin who's player in real life is attending a conference right now. He did a pretty good job, his real character will have an opportunity to be introduced in a session or two from now.
- The pacing felt good all-around.
- Some players say it's hard to feel like an island, so I'm looking for ways to make the experience evoke that more.
- I think there is something interesting about GMing a very tightly constrained timeboxed game. Knowing there is only two hours seems to keep people focused on the quest without much floundering. This "floundering" though has a lot of role playing opportunity, so I feel like we gain something, but lose another.