Okay... I've played Classic Traveller a couple of times years ago and just recently have gotten back into it. I'm running a game for my group (all but one had never played before but they love it.. how could they not? It's Traveller).
Here's my problem. The mission was to go down to this backwater planet where the situation is basically local warlords (think parts of Africa today). A corporation had found that there is a rare crystal in the area of this one warlord that they want for industrial reasons. The PCs were hired to go and spark a revolution so that the corp could go in and set up exclusive mining rights in the area. Of course it cannot be known that the revolution was started by anyone but the natives or else the corp would look real bad and face sanctions (because of this, the PCs were not even told the name of the corp and were told that they would even deny knowing the PCs if things went bad).
So, what do they do? They go down and work on a plan to contact natives they were told would be sympathetic/leaders of a revolution. And then one guy goes in to talk to a missionary there dressed in his fully Imperial Navy dress blues. Everyone else was low key and keeping under the radar. Sure enough the warlord's men come to collect this guy and give him an audience with the head honcho... he goes along with out violence (mostly because he's out numbered). The warlord asks him who sent him, leading him to say stupid things that provoke the guy and it gets violent.
Meanwhile, the others seem to have lost heads as well and using their higher tech, stage an assault on the warlord's palace to get their idiotic friend (they know this guy has a terrible habit of putting most of his rpg characters into situations that get them killed).
My question is this: Since they have clearly failed to keep things quiet... how do I let them know that they botched the mission completely? What would you do to either turn this around or end the adventure? Their plan of assault is well done and the dice rolls are aiding them exquisitely but even if they kill the warlord, the cat is out of the bag and they failed.
Here's my problem. The mission was to go down to this backwater planet where the situation is basically local warlords (think parts of Africa today). A corporation had found that there is a rare crystal in the area of this one warlord that they want for industrial reasons. The PCs were hired to go and spark a revolution so that the corp could go in and set up exclusive mining rights in the area. Of course it cannot be known that the revolution was started by anyone but the natives or else the corp would look real bad and face sanctions (because of this, the PCs were not even told the name of the corp and were told that they would even deny knowing the PCs if things went bad).
So, what do they do? They go down and work on a plan to contact natives they were told would be sympathetic/leaders of a revolution. And then one guy goes in to talk to a missionary there dressed in his fully Imperial Navy dress blues. Everyone else was low key and keeping under the radar. Sure enough the warlord's men come to collect this guy and give him an audience with the head honcho... he goes along with out violence (mostly because he's out numbered). The warlord asks him who sent him, leading him to say stupid things that provoke the guy and it gets violent.
Meanwhile, the others seem to have lost heads as well and using their higher tech, stage an assault on the warlord's palace to get their idiotic friend (they know this guy has a terrible habit of putting most of his rpg characters into situations that get them killed).
My question is this: Since they have clearly failed to keep things quiet... how do I let them know that they botched the mission completely? What would you do to either turn this around or end the adventure? Their plan of assault is well done and the dice rolls are aiding them exquisitely but even if they kill the warlord, the cat is out of the bag and they failed.