<div class="quoteheader"><div class="topslice_quote">Quote</div></div><blockquote class="bbc_standard_quote">I was hoping to use this scene as somewhere the characters could start to form connections with each other though, as well as giving a bit of practice with the mechanics. Do you think it works for that?</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>No and no. The scene might be good at exploring the mechanics in a safe enviroment... BUT<br/><br/>The old writing rule of always having the characters in your story experience the most exciting time in their life applies, as always.<br/><br/>Connections are best formed if characters depend on one another. To depend on one another, they need to be in a situation where their individual talents are needed for sucess. To create such a situation, you need a threat.<br/><br/>I believe, overall it would have been a much better start, if you wanted to do the shipwreck, to start characters off in the middle of excitement, namely, go 'a storm is coming, where would your character be on the ship? You realize that the ship is going further and further off-course, what do you do?' And from thereon you can have characters herding civilians, trying to steer the ship, then there's a crash, other pc's can go on a rescue mission, tend to the injured. Allow each character opportunity to take actions that can positively influence the outcome of the inevitable crash.<br/>This way you can still explore/explain the mechanics (the outcome of crash happens, pc's survive is set in stone), but it wont be just a tutorial, it may well impact the game. (And you can use a time-skip to equalize things if players mess up too much/too little, turning a dangerous wound into a scar or a 'long journey drained your loot' if they got too much of it)