>>194583>We’ve established that there is an in-between state of not fully being a flaw yet influenced to some degree by coercion and fear. We haven’t ruled that out but they wouldn’t be fully rational in the same way that a wounded animal isn’t rational. Diplomacy can still work but takes greater care, or so I assume.That would entail using Intimidate instead of Diplomacy. I am a specialist in that.
I was going to roll it at the beginning of the last encounter, but I elected not to.
>Posey doesn’t gain from killing themWell, it does make it easier to steal their torpedo boat, since we would not have to fight them for it.
We need to seize at least one of these ships to get home, and I would preferably like to capture them both. Posey already implanted her Mark inside Blackheel to make him easier to coerce later if push comes to shove.
>going along with the party if they agreeYeah, sure.
>Don’t take offense for the suggestion that Posey hangs back while our subduing party members do most of the work.This conversation started with GM being concerned that he would have to cut back the combat encounters he prepared because not enough players can show up for them at the same time. Having present players not participate is counterproductive.
Also, I like combat. I want to participate in combat. Fighting is part of the game.
>Considering our paltry “crew” shouldn’t she prioritize capturing experienced pirates she could impress into service? Piracy is not all brutality.I mean, yeah, it they comply, but it also helps if we outnumber/outpower them, or otherwise have leverage.
>You’re right and we didn’t get to have that discussion. Should we have it now?I guess so, but tbh I have grown a bit weary of these long OOC discussions and would rather roleplay/plan in-character.
>Checks help but they shouldn’t be a magic win condition. What you actually roleplay is important.I somewhat agree, but if Diplomacy checks fail after a roleplaying attempt was made, that signals that the creatures were not really predisposed to being persuaded in the first place. This is common, because Diplomacy is a skill that should have reasonable limitations.
Intimidate/Bluff are opposed checks though, so they are more reliable.
>When she’s not seductive, Posey has been too direct and aggressive which hurts diplomacy efforts.Well, this is by design, and it is the personality that I wrote for her, subject to change through character development. Posey is quick to resort to brute force when her charms fail, due to her upbringing.
But again, maybe talk about it in-character.
>>194572All of those tangents aside, how do (You) want to proceed, GM? As I said, I am okay with whatever way you want to move forward. If you make your narrative intentions a bit more clear (or just hint at them), we could work to realize then better.
>I had planned for more combat to happen before getting to the boiler. Maybe that's a bad idea? Maybe I should cut out much of the combat, or most of it? I'm not really sure...I love combat, and if you spent time writing encounters I would suppose you want to use them.
There are cases against it though:
1. Narratively, the Traveller has no actual reason to prevent us from fixing the boiler. Having a working ship would allow it to sail across the world and land in a country with more creatures for it to enslave. It might intentionally withhold its minions in the lower decks in an attempt to use the party to repair its means of transportation, biding its powers to unleash on us later when we are no longer useful. This is actually what I assumed when we arrived on the deck and were not immediately attacked.
2. As you said, it's difficult getting all of the players together in this PbP format with all of our schedules, particularly for combat. That coupled with the fact that the adventure has run well over a year means it may be necessary to minimize unnecessary encounters to keep the story moving forward. The longer the adventure runs, the more difficult it becomes to keep all the players together in it.
3. Mechanically, we are well over the XP budget for this adventure, several times that actually. I am not complaining about that, because I have my unlimited self-healing gimmick and have shrewdly been very stingy with my spell slots, but most of the other characters have run out of healing potions and daily use class features. Couple this with the fact that few of the enemies have dropped standard treasure, particularly healing potions, it makes the adventure increasingly difficult over time as resources are chipped away and the XP budget continues to grow beyond what the game is balanced for, particularly from the perspective of the low-op characters. The XP budget is more than a leveling tracker, it also tracks how many encounters are appropriate to put in a single adventure.
4. The other two players seem to want to go the pacifist route, and I am out-voted 2-1 on that plan. This means limited combat options for the enthralled enemies, or that the other players who want to minimize bloodshed may not appreciate or enjoy having to fight so many enthralled creatures. It also means that some of the encounters might be slowed-down as party members try to assess the enemy's sanity and hold back their turns trying to speak before proceeding to change tactics, like they did last encounter.
5. Encounters you prepared for the boiler can always be recycled and used elsewhere on the ship. This makes it less painful to cut content. Narratively, the traveller could be redirecting its resources to defend more important places, like Light Water or its body.
But don't mistake these points as lack of enthusiasm for combat. I relish in combat, and I want to engage with those encounters. Blood for the blood god, skulls for the skull throne. Combat is fun. I am just laying out these points to make you feel less hesitant/remorseful about tossing things out, because I had the same problem with having to cut encounters in my own campaign recently.