For my follow-up game to my very successful first session, I chose the Indigo Galleon as the module. Far from being successful, it felt flat and a chore to GM. There were a few factors that could have influenced the outcome:
Perhaps the return to a more traditional format – GM + module – generated expectations of a more traditional experience. (Including me dropping back into a less collaborative mindset).
A new player not at the first session, where bonds were forged and a player from the first session not at the second.
A very disruptive player, regularly breaking the 4th wall and cracking funnies.
Some difficulty accepting the octopus folk as ‘valid’ creatures.
My initial mistake of providing the location of Capt Hobart too early, negating the need for exploration
The first session was so good – just like in the brochure – that I want to recapture some of that magic for the next game. I’ve written to the players, apologized for the quality of the session and asked them to be more invested in the next one but what are your suggestions to get a game back on track?
As background: I’m a traditional RPG’er, mainly running Role master games for many decades but made the switch to DW when I got so frustrated with the work required to GM that system.