OOC:
I didn't say there's nothing interesting or impactful
on the ship.
I said - getting on the ship - is not the challenge.
I wanted to avoid having you guys spend days deliberating how to get on the ship and potentially making rolls to get on the ship, when there is only one outcome to that relatively small part.
That's all we're fast forwarding through. Getting ON the ship.
I don't know.
It just feels like I'm struggling to keep ppl engaged?
And so I'm wildly flailing about for ways to keep things moving and to keep things interactive and to avoid feeling like nothing is happening.
I guess one sees/hears the advice a lot of: don't roll the dice unless there's stakes or a consequence to failure. If the players have all the time in the world or there is no consequence to failure, you just narrate what happens.
So that's what I wanted to do, regarding getting on the ship.
I'm trying to get us to the part where there is stakes.
And I totally agree that having the story come for the players is a good way to go, if they're looking for the story in the wrong place. But that's not what's happening here. I just wanted to cut through a moment where it seemed like there could be gameplay or meaningful choices, but there isn't.