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How to handle a sticky situation in a module

opensent

SOC-12
I'm running The Forgotten War over at RPOL and I've got a question about how to handle a sticky situation.

We are at the start of the module, and the Commodore is giving the players their briefing. The module states:

She (the Commodore) continues down the list of past transgressions the ship and crew have accumulated – including brushes with the law. **If part of a campaign, the character’s previous shady dealings are repeated to the characters. The level of detail the Commodore possesses on the characters is amazing. Imperial Naval Intelligence does its job well.**

Well one of the players is an ex-pirate and decided he was going to tell the Commodore that she wasn't authorised to conscript the crew. Here's how it has gone down so far:

Kehn Kuryoyre
player, 58 posts
Ex-Merchant 3rd Officer
Ex-Pirate
Sat 7 Feb 2009
at 09:55
PM | rMail | Sheet | info

| [reply] | [edit] | [delete] | msg #56
Re: [021-1108] Mille Falcs B9A2469-C

Kehn chooses to speak up at this moment, "With all due respect Commodore, I believe that under current Imperial articles, section 18447(a) if I am not mistaken, the Navy has all rights to the ship in its prosecution of the war effort. However, conscription of the existing crew is specifically excluded from such naval jurisdiction, excepting of course the presence of an Imperial Warrant to the contrary.”

“I think I speak for us all when I say that we all support the Navy’s effort in protecting Imperial borders – but while confiscation of our ship, heretofore noted as our legal property, is an unfortunate situation, the forced enlistment as naval auxiliaries appears to be beyond the reach of naval authority.”

Kehn whispers quietly to the group, “I’ve gotten out of things like this before … trust me”

Continuing to the Commodore, “Unless, or course, you do have an Imperial Warrant. In which case our legal status then becomes … well, screwed.”
Commodore Vera Relan
NPC, 3 posts
Sat 7 Feb 2009
at 09:59
PM | rMail | Sheet | info

[edit] | [delete] | msg #57
Re: [021-1108] Mille Falcs B9A2469-C

"Master-at-arms to conference room 2A" the Commodore said into her comm unit.
Master-At-Arms
NPC, 1 post
Sat 7 Feb 2009
at 10:07
PM | rMail | Sheet | info

[edit] | [delete] | msg #58
Re: [021-1108] Mille Falcs B9A2469-C

A Navy Petty Officer in Battle Dress entered the room. In addition to the integrated laser carbine and blade in the forearms of the suit, he carried a stunner and baton.

This message was last edited by the player at 10:07, Today.
Kehn Kuryoyre
player, 59 posts
Ex-Merchant 3rd Officer
Ex-Pirate
Sat 7 Feb 2009
at 10:10
PM | rMail | Sheet | info

| [reply] | [edit] | [delete] | msg #59
Re: [021-1108] Mille Falcs B9A2469-C

Kehn does his best to look "non-plussed".
Commodore Vera Relan
NPC, 4 posts
Sat 7 Feb 2009
at 10:11
PM | rMail | Sheet | info

[edit] | [delete] | msg #60
Re: [021-1108] Mille Falcs B9A2469-C

"I will not be lectured to by villainous scum like yourself," the Commodore said. She tossed a folder into the middle of the table. On it, Kehns name was on an INI watchlist.

"Remand this man to the brig. The charge is piracy." she said.

---
So what I wondering is what mechanism can I use to bring this player back into the game after he gets to enjoy some alone time in the brig? Any ideas are welcome!!
 
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So what I wondering what mechanism I can use to bring this player back into the game after he gets to enjoy some alone time in the brig? Any ideas are welcome!!

Not knowing the adventure at all so I may be off target here but you could always appeal to the pirate's basic nature. Throw tons of cash at the problem...

Commodore Relan relaxed in the chair behind her desk as Kehn was brought in. Pointedly there was no other chair in the room and he'd been kept standing in irons in his cell all day, and night.

"Very well, since you have no noble nature to appeal to let's try this." she points to a small case on the desk. "Open it."

Kehn opens the case and finds if full of stock shares in several MegaCorps, worth (whatever sounds good, several MCr perhaps).

The Commodore continues, "If you won't do it out of duty then do it for the money, that's yours to split with your crew as you choose if you accept our hiring you."

I'll bet it works. And if not then maybe you can throw in a clean record.
 
A risky mission that needs someone the Commodore can use for plausible deniability (or as a scapegoat if it goes south) performed in exchange for a full pardon, and he can keep whatever isn't nailed down to whatever the mission may entail.
 
1) the pirate's wrong. Ship conscription historically includes the crew or obligation to provide a crew; I can't see that changing.

2) Refusing such commandeering is treason if war is going on.

Reserve activation clauses generally provide compensation to the owner's provided crew, but almost never are they for the vehicle alone. And they are seldom at civil rates, either... For the owner, it's not much better: the navy makes your payments and pays your crew, but if you're lucky, you get the ship back after the duration.

I'd simply suggest to the player to roll up a navy guy as a replacement.

IMTU, said pirate would be breathing vacuum. "No room for dead men. Bye!"
 
The module specifically says they are drafted. Here is the text:

The 30-year-old far trader Spinward Rebellion and its crew have just been “drafted” by the Imperial Navy, who have the power to requisition merchant ships for military use in time of war. The ship (or the players’ own ship if this adventure is being slotted into a campaign) is “drafted” anywhere in the Glisten or District 268 subsectors, and must travel immediately to the Naval base on Mille Falcs. If playing this adventure as a standalone, the Referee may decide to start the characters in the Mille Falcs system.
Trade has dried up to some extent in the Marches. Many merchants have been organized into convoys protected by Navy escorts. The Navy drafting of the ship and crew is somewhat of a godsend, at least financially. The standard financial remuneration upon drafting is outlined below:
• Ship mortgage payments are taken over by the Imperial Navy.
• Ship running costs (and overhauls if any are due) are also paid for by the Navy.
• Standard crew salaries are to be paid by the Navy, plus 25% as “hazard pay”.
 
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Opensent quotes from the module, which I was thinking of setting up a campaign for. The idea is crew can sit out the war at a starport with mounting debts and probably have their ship reposessed, or look on the Imperial Navy, as their sole customer and have significant benefits. Since this is the very start of the module and the whole thing depends on the players co-operating with the IN in several scenarios. I would suggest the player not pursue the route s/he was taking. If the players aren't interested in playing the module with existing characters have them make new ones, or start another game.

Regards

David
 
Given the quote, inform the pirate's player that he has no such right, and can choose to work off his 'tude either aboard a familiar ship, or in a mine at forced labor.

If he chooses the latter, well, new character time.
It he takes option 3, escape, have marines gun him down mercilessly as he hits the brig entry point.

If the other players listen to the schmuck, and try a rescue, you've got excellent grounds for running Prison Planet, instead...
 
Or use the standard "change the subject" type of ploy:

Pirate: No way article...blah, blah, blah...

IN Officer: < hits display holo on nearby terminal, shows watchlist, highlights pirate name in red > Interesting, but you're being detained pending inquiry. Your interrogation will begin in the morning.

< summons troopers -- take pirate out in chains/restraints >

IN Officer: Now, anyone else with an objection ?

Whereby the IN Officer either gains tacit approval via intimidation or actually had the authority in the first place and it really doesn't matter.



>
 
Brig time is always a great persuasion device; also confiscation of all property works well particularly as most Travellers keep their fortunes on them. Conviction on piracy charges would most likely carry a large enough fine, in addition to a lengthy prison sentence, to break even the wealthiest Traveller.

I've run into similar situations where players refuse to go along with the plot of the adventure; it seems always to be an OOC issue. Regardless, when faced with this situation, persuasion can sometimes be messy. If it were me, I would allow the player one more opportunity to fall in line, perhaps a jail cell conversation with the Commodore, offering to drop the charges if the PC apply his special talents toward the goals of the Imperium. Some sure fire method of enforcing Imperial will, should the PC decide to reneg of the agreement, would be part of the deal; much like the capsules injected into Snake Pliskin in "Escape From New York". The alternative could always be the threat of turning the PC over to the local gentry who lynch pirates rather than jail them.

Either way, the player is not as much opposing your will as the PC is opposing the will of the icy Imperial bureaucracy. Let him have it.
 
Some sure fire method of enforcing Imperial will, should the PC decide to reneg of the agreement, would be part of the deal; much like the capsules injected into Snake Pliskin in "Escape From New York".

I'm already thinking something very much along these lines. We are using Mongoose and the fact that you can have various 'things' implanted inside of you has not escaped me....
 
Well, try this one on the pirate.

Assuming that the pirate did not kill or space all the individuals they stole from, just inform the pirate that unless they sign a volunteer recruitment form for the duration of the mission/war, they will be set free.

The pirate's location of drop off will be one of their choice. (then start naming the planets where the pirate is wanted. and list or remind them of that all these planets have the death penalty for pirates.)

If the pirate has killed victims and you don't want to kill the character, do the old surgical implant bomb/poison trick.

Dave Chase
 
Or give them the choice of a full and complete pardon ... but send them off on a suicide mission. I dunno, assassinate the current President of the Sword Worlds, or nip over to Zhodani space and moon the ruler of Cronor or something.
 
I've run into similar situations where players refuse to go along with the plot of the adventure; it seems always to be an OOC issue. Regardless, when faced with this situation, persuasion can sometimes be messy.
Not always. Sometimes the GM (or the scenario writer) comes up with a situation that no self-respecting character would dream of going along with and expects the player characters to go along for no other reason than that they're player characters.

This doesn't quite seem to be the case here; any character of mine would go along. For the time being, that is. But he'd be looking for the best way to get out from under and screw the mission. If he could come up with a way to even the score with the jerkass commodore, he'd grab it with both hands. And if my GM wanted me to enjoy the game, he'd provide me with an opportunity.

The thing is, some players resent their characters being coerced. It messes with their sense of playing badass heroes.

If it were me, I would allow the player one more opportunity to fall in line, perhaps a jail cell conversation with the Commodore, offering to drop the charges if the PC apply his special talents toward the goals of the Imperium.
But before trying that, talk to the player and find out what the problem is. If it's that his conception of the character is that it wouldn't stand for being treated like that, ask him to suggest what it would take to make the character go along. Make him part of figuring out how to get the plot to work.

He's your player. It's your job to make him enjoy the game (though not, of course, at the expense of giving him preferential treatment compared to the other players).


Hans
 
I'd probably have an Secret Imperial Research Center nearby and the pirate would be back the next AM with his memory engrams resequenced. :eek:o:

"What are you doing here?"

"I'm giving my all for the Imperium!"

That ought to really shock the others. :rofl:


>
 
The thing is, some players resent their characters being coerced. It messes with their sense of playing badass heroes.

There are a lot of GMs (and fellow gamers at the same table) who resent players who pout when they don't get their way. As for heroes, it's pretty much the way of things that a hero will be forced to do something he really doesn't want to; Luke Skywalker didn't want to go to Mos Eisley, remember. ;)

I would expect a pirate to be brutally self-serving so getting him to accept goals that don't benefit him directly should require some coercion. But if you allow the player to disproportionately disrupt the game because his ego (not the character's) is bruised, you're setting a bad precedence. In this case, I would more concerned about the other 2, 3, 5, 7, 10 players now sitting anxiously in their chairs waiting for the game to continue; talk about building resentment.

It's your job to make him enjoy the game.

I disagree. The enjoyment of the game shouldn't fall squarely on the GM shoulders; this is as much the players' responsibility as the GM's. If this player can't get satisfaction from solving problems and interacting with the rest of the group in character, then maybe he should stick to board games where the goal is more obvious.

Regardless of the details, he should be respectful of the GM's position and cut him a break, not the other way around.
 
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The enjoyment of the game is a social contract point... everyone owes it to the group not to disrupt the fun of the majority.

The GM owes the group as a body corporate, not any individual member of the group, an engaging story that chalenges the characters' abilities, and enables each character the chance to be part of the story.
 
The enjoyment of the game is a social contract point... everyone owes it to the group not to disrupt the fun of the majority.

The GM owes the group as a body corporate, not any individual member of the group, an engaging story that chalenges the characters' abilities, and enables each character the chance to be part of the story.

Though I agree in spirit with aramis that a RPG should be a group fun activity, reading his statement made me think

Socalism at work. Now Behave and act like good little RPG'ers and we will all live another day. :rofl:

Dave Chase
 
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