Roleplaying the unexpected

I recently ran a session of my Serenity RPG where the players decided to not to go on either of the plot hooks I expected them to, but instead went to an Alliance shipyard to be refueled. For some reason, they didn’t trust Nishka/Niska to give them the fuel without betraying them somehow.

Only problem: I hadn’t defined the shipyard at all! Didn’t even know it was there (Derek was measuring out distances on his map of the systems and found they were “just” in range.) So, great invention needed as they wandered through the shipyard getting into all sorts of trouble. 

The major problem with the final session was that it didn’t give enough for certain characters (like Aidan) to do. My original outline had the characters interacting with NPCs that they’d met in previous sessions on Ezra, which meant that the wheeling-and-dealing of Aidan could really come out. When they stepped aboard the Fed shipyard, all of that went out the window, and I didn’t compensate with a new character who’d interact well with Aidan. (In retrospect, it seems likely that there’d be a shady side to the shipyard he could have worked well with).

It should be noted that the Serenity game I’m running is very character-based and rules-light. There was a session when the folder with all the character sheets was missing, and a couple of players were panicking. Sarah (who plays Miss Roux) looked at them and asked them if they’d noticed how little attention I paid to the rules. 

My complete madness and panic in the session came down to me giving them the “sealed orders” and describing them as a hunt for an experimental ship (i.e. the Jailbait) that had been stolen by “Doc’s crew” – a gang of criminals they’ve run into in the past. I’ve had this ongoing thread about the Jailbait not being searched for by the general military, so after the session I was going, “What have I done?! What have I done?”

Thankfully, I did describe them as sealed orders (and they weren’t opened in the session), so I’m going to have them be orders for looking for a covert asteroid base instead of the Jailbait. (My original plans for the next session involved such… as I said, I panicked). 

The preparation I *really* need to do for this game regarded NPCs. D&D may need monsters and traps, but Serenity needs NPCs and motivations more than anything else. A plan of the shipyard might have been nice, but I don’t run this game in a detail-orientated way. Instead, an idea of what locations can be found and the NPCs within? That would have been nice.

Creating one minor NPC on the fly? Easy. Creating several major ones? More difficult!

In old D&D, I’d just run up a few monsters. This campaign needed different handling.


Here’s a brief summary of the campaign so far for those interested:

Episode 1×01: Jailbait – the Captain is hired to steal an experimental ship, the Jailbait, from its owners who are going broke. The inventor of the ship doesn’t want it to fall into Alliance hands, and so has arranged the heist! His assistant (Logan) goes along with the ship. Breeze is the pilot, and Aidan is the person who arranges for the Captain to come along.

Episode 1×02: Billy – the Jailbait runs into a escape pod which holds a particularly unsavoury character. After they provoke him into attacking, they finally subdue him and trade him to the authorities for a reward.

Episode 1×03: Halfbreed – the group is hired by Ed Grant, a retired Alliance Captain of some prominence, to deal with Reavers in the area. At the conclusion of the episode, Ed and two of his friends, Jet and Miss Roux join the crew.

Episode 1×04: Derelict – the crew of the Jailbait have almost reached their destination, but first they need to deal with a derelict ship with a disturbing history. 

Episode 1×05: “The Man for the Job” – The crew of the Jailbait finally 
reach Ezra, where they find that Aidan has a very special job for 
them. But where is Aidan, and why are there mysterious people 
following the Captain and the crew everywhere? 

Episode 1×06: “Captain” – A social occasion goes wrong, and the Captain’s past is revealed.

Episode 1×07: “Running on Empty” – Following the devastating revelations of last episode, the crew of the “Jailbait” find they have a new problem: no fuel, and no-one who wants to sell it to them. Interested parties offer them a deal “they can’t refuse”… but can they? Obviously, if you’ve read the report above, they can!

Episode 1×08: “Sanctuary” – The crew of the Jailbait discover a place they can hide from their pursuers for a while, but it might not be as safe as they first thought. (Sunday 9th May, 2010, 7pm)

Mick GMed sessions 1-3, I GMed sessions 4-7. Ed Grant was meant to be my character, but will probably leave in the next session as he’s too good a character to waste as background. I didn’t play in session 1, so I’m not actually sure what happened in it.

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.