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GM is called a Firefly, to make it more thematic. The game can also be run GMless using the "Dragonfly" rules, and the "Mayfly" rules are an alternate ruleset that allows the GM to roll. Instead of the GM rolling in opposition though, they roll to see if any Twists happen, either positive, mixed, or negative.

Session Zero

Lots of good stuff here, from safety tools (including a list of common lines/veils) and how to run a session zero. The book outlines 3 important things for Session Zero, as well as some "if you have times things" They are...

If you have time...

Unsetting and Framing Questions

Unsetting questions are used in Wildsea as both Session Zero questions that the players help provide some flavor to the world ("What are the Spires and why do the wildsailors avoid sailing between them" is one listed). The trick to these is that there is no right answer. This isn't "answer by committee". This is "each person can have their own idea on what something is". Even if you don't use it, it gets the creative juices flowing. You can specify certain players to answer questions, but it's also advised to just let people jump in and answer.

It is also advised to use these as a pre-regular-session warmup. A way to shift people from the pregame chatter to getting invested. It's a creative exercise to ease everyone in.

Framing Questions on the other hand, are true. Things like "What do you think about X" "What is the story you tell about your ship" "What is a feat that you are associated with out on the waves/gossip".

These taken on their own aren't a big deal, but I really like how Wildsea has laid out so many things clearly. They are giving both concrete examples of these questions, and how to make up your own as needed.

Planning

Not too much out of the ordinary here. Don't focus on beat-by-beat things, but focus on the following...

Maintaining Tone and Pacing

This is the section that made me pause and start this post. I love when books put a thing in to help you visualize tone for the table and how to think about your game. It tells you about tonal shifts and goes "hey it's alright if things slip or you decide the original tone wasn't working", and gives a few tones and how you can tweak a few rules. it's samples are

As for pacing, it's a lot of standard fare, but also gives examples and advice for running the game as a one shot, a limited campaign/some-shot, and a full on campaign, including more tweaks to use and what types of play works well.

There's also a section here about the general shape for a "classic" Wildsea session. While not essential, the "classic" experience has the following scene types.

Toolbox

This section talks about how to use the conversation as a tool, and to not be too harsh on metagaming (unless it derails the game), since that meta-conversation could be useful to you, pointing out things that might need clarification in the future, things to hint at, and potential things to incorporate in the future.

Wildsea does a lot of little things that feel like common sense, and puts them into paper. It feels like a more complete GM section than others I've read because this feels like it's got a good focus.

Focus is next, and that's just how you spotlight players. They recommend keeping each character's name in a "tracker" so you can track who has acted and reacted, so you know who needs a little spotlight in a scene. Knowing that Bob has taken an Action, a Reaction, and another Action, because he was the most assertive player, lets you know that you may need to shift the camera off him over to Chelsea, who has only taken a reaction so far.

Tracks are this game's version of Clocks, defaults to 3. Gives situations when to use 3 (most actions), 2 or less (a reminder track, even if it can be filled on a single roll, but acts like a reminder of what stakes are or steps they wanted to take and so on), and 4 or more (challenging). It also talks about when to be open, hidden with the name or progress obscured, or completely secret with the tracks. Again, it's Clocks. But I don't remember a FITD game recommending a 1 or 2 segment clock that can be filled easily. They also recommend breaking big tracks into smaller sections (A length 5 track is a 2 + 3 segment tracks, with something big happening after 2, but the total thing not being resolved)

Talking about Cut again from the previous post I made, I like that Cutting dice is also something that's available to players. They can opt to neuter their highest roll in order to increase the Impact of their roll.

Jesus Christ this is long so far.

OK, back at it.

I like how they describe setting a scene and what to keep in mind when running it. How to focus on Interactivity, Dynamics, and Atmosphere, giving examples of each. With Atmosphere, they give two sample sentences one is something I probably would have done, and the second is a much better one.

The goal was to add sound and emotion to a simple description to open up more possibilities to the players. Could cross over with Dynamics if you bring in the sound of the creaking tree bough waves and the sharp calls of birds in the distance.

The game also uses Montage so this section covers how to use them. Montages are great for handling things like Downtime or passing a lot of time. Good for exploring a new area to just snapshot things. I believe each player gets a single task during a montage.

Journey Rules

OK! FINALLY! Something I feel like I can hook into more. Steps are as follows.

Fuck ok. I think you could work this into a hexcrawl pretty damn easily. If you wanted to make the distance of 1 Hex = 1 Track, you would absolutely need roles for the players to take that could either mitigate some complications or speed it up. I guess Dungeon World did something similar, though much less mechanical, with their travel rules, but with how many chances for random treasure, things to explore and so on in Wildsea, this works really well here and might work GREAT for other games where you focus on discovery, a la Numenera.

If you juice the engines in Wildsea, with a player manning the engines, you can cover more distance and thus, mark off more spots on the Track, but also, it becomes harder to spot anything coming up. It's a very interesting system, and I like it a lot.

Following that, there are examples of positive and negative things that can happen while travelling, such as finding plot hooks, resources, cargo, making new relationships or even getting milestones for advancement, as well as trigger Mires, add unforseen troubles, injuries, vendettas, and damage.

Good section, moving on to the last one I'm covering, since everything after this is about various setting things.

NPCs

First things first, book differentiates between incidental NPCs and Integral NPCs. There's stuff here I like, so once again, bullet list hooooooooooo!

OK JESUS GODDAMN CHRIST
DONE

FUCK

Ok. There's some good stuff here. Sure, Tracks are "Horizontal Clocks", but I like that they're not afraid to go "Hey, a 1 step clock is Good, actually", something I haven't seen in FITD games, where the shortest clock I remember seeing is 4 steps. I like how the game lays out cleanly a few different variants for things, so you can find your own style along the way and figure things out. I like that it's combined a lot of modern GM advice in one section.

Another day I'll get to player stuff. For now, have a good one.

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