Due to the blizzard two Mondays ago, we tried to have a make-up Scions of Time game this past Monday. That wound up being me, Nonny and Munk due to scheduling. So we had a mini adventure in which Munk’s incarnation of the Time Lord, dubbed Challenger because no one’s come up with a title they like, met Stacy the airhead car hop waitress at a dusty drive-in somewhere on the Extraterrestrial Highway in Nevada in the 1950s.
As he ordered a milkshake, Challenger and Stacy got to talking about going places and doing things beyond Nevada. She’d started in Chicago and headed west, intending to get to Hollywood to become famous. When a pair of soldiers from the nearby base showed up to apprehend Challenger, he fled to his ship outside, taking Stacy with him on the promise of taking her to Paris.
Where they wound up was the USS Paris, a scout ship orbiting a crystalline stellar object sometime in the future. They explored the ship a bit, met the crew, were brigged for a bit and then discovered the star system was entirely enclosed in a crystalline sphere that hadn’t been there a week ago. The sudden appearance of the sphere alone was interesting enough to attract the attention of a scout ship. The odd crystal object orbiting one of the inner planets they discovered once they burned their way in was even more interesting.
We left off with the crystalline object reacting rather poorly to Challenger and Stacy’s EVA. I’m not sure if we’ll ever get back to that cliffhanger, as we’re not likely to have just Nonny and Munk at the table again. Maybe a future or past set of characters could happen across that moment and cross their timelines for some Blinovitch Limitation Effect fun.
This session highlighted something about this group that we need to work out: everyone has a reactionary play style. I’m reactionary in that I feel I’m at my best when bouncing back from what the players do. And these players seem to wait for things to happen to them. This runs counter to my own conceptions of how an itinerant Time Lord behaves: being nosy, taking the lead in interactions and so on.
So there’s a gap between expectations here. We talked a bit about it after the game, how it’s in genre for more proactivity and nosiness on the players’ part. To my mind, landing on a ship orbiting an interesting thing should be more than enough to get player characters curious, but I am steeped in the many veins of lore of Doctor Who, in which “wander around and get captured” is a valid method of information gathering and getting captured means the Doctor runs rings around his supposed custodians. That’s not every player’s style, though. My hope is that these things will emerge and even themselves out in play.
And I will continue to fight against the GM ADD that whispers in my ear, “Hey, why not switch over to that other campaign idea? That’d be fun and everyone would dig it way more than this Doctor Who mess.”