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New GM Adventure Question

I don't want to punish them (though, the one guy has put his character into a position that is not good for his health). The big problem I have is how they basically blew the mission, meaning the corp won't want to pay them, because they went all cowboy and assaulted the warlord's compound in full off worlder glory. This violation of the mission parameters exposes the corp has having a paramilitary influence in the area to destabilize the warlord's control. Honestly, I'm fine with them going in to save their friend, but it just blows the secrecy part of the mission. I still feel they could have mounted a rescue with out storming the walls and throwing grenades... but then maybe that's just me.

Hence my earlier suggestion of letting the guy who blew their cover die a hero's death by holding the line or something when they are getting their buddy rescued. My point was that neither killing off the whole group, nor even the single player is always the best way to handle these things. It can be done by just rolling with the punches, let the players make their mistakes, and "oh well - it's just a game and now that all that is out of their systems let's talk about what went wrong and move forward with the campaign."

I have had so many games go bad over several decades of play in about every game you can imagine (including ones you've probably never heard of) because of somebody doing something that left the rest of the group shaking their heads in wonder that it no longer surprises me what any given player will do. Nobody I know is in real life a wizard, troll, trollkin, space marine, nuclear apocalypse survivor, or captains a frigate. So when they do something that seems stupid to me I have to take into account that they are trying something they might not do in RL as a character in a fantasy game and so I try to be as proactive as possible when they start to describe what they are going to do.

Call of Cthulhu and Runequest had the Idea and Knowledge Rolls as great mechanisms for this sort of thing: if a player wanted to do something their character might or might not know about he/she would either toss me a piece of paper beforehand (if they had played with me a few times) to see if I'd let them, or they would have to roll for Idea (to think of it), or Knowledge (if they know about it even if they didn't have the skill it involved). If they passed the roll they could do it.

For Traveller you can use the skills the player has as a limiting factor, and/or you can use their IQ and Education for, respectively, Idea and Knowledge rolls. I use 3D6 against the stat as the roll for success. If the player comes up with something you don't think their character should know or be able to come up with then just have the player roll against the appropriate skill or stat - success doesn't mean they will be able to do what they plan, but it could mean the character came up with the plan and now clearly sees the drawbacks (or requirements for success) to it instead of just blindly going ahead. If the players fails it, then you could point out that (even if it was a good plan that might work) there was no way it would work without them all dying because of x and y. It may not be the truth but since the player lost the roll you can sell it as such, and it is defensible later if they contest it after the game.

So player A wants to storm the castle and mount a rescue. The castle has an AA gun on a tower protecting it. The players have an air/raft. Assuming they have someone who can fly it they decide to use the air/raft to go in and get their buddy. Well and good. You say, "What's the plan" and the guy with the idea tells you - you check to see if he has, say...Recon (to suss out the defenses of the castle)...FA Gunnery or even Ships Gunnery (to know the potential weaknesses and strengths of the gun emplacement)...Air/Raft or Grav Vehicle (potential for air/raft issues and damage)...Leader...to have the rest of the team go with him on this)...Tactics (covers nearly everything about the plan - score on this and its probably a good plan and should work)....

Success on those skills should reveal all the strengths and weaknesses....feed more weaknesses to the group as a referee and they will either fix them or not do it at all. Use IQ and Knowledge if the above skills are not all present - again, you could even just feed them more negatives using even successful rolls to influence their decision.

Just don't ever assume, however, that if you are just passively allowing the players to kill themselves off that you are doing a good job as a referee. In addition to maintaining the impartiality of the letter of the rules, you are also supposed to allow for the spirit of them. That means maintaining balance and fun in the game by giving the players all the information they could reasonably come up with if they were really those characters. So a Scout ship captain with 4 terms in would probably know a thing or tow about scoutships even if he didn't have Engineering. He's just not an expert on drive systems, but he could tell what's wrong and how to fix it if he had the instructions and the parts. Likewise a character who had several terms in the military would be able to know if something was a good plan or not and with judicious use of the skills he and other have could at least know all the plusses and minuses of the plan and not just blindly go off to his death.

The ref should point all that out in instances like this, especially since it could effect the whole group. To not do that doesn't mean you have stupid players, it means you are a lazy referee. Sometimes the dice, fate, or rankest stupidity do work against a player, but since a lot of characters are smarter and/or better educated at what they do than the player that should be the exception, not the rule. I've always had better games and more enjoyment for everyone when I always kept that in mind. As a result, when things have gone horribly wrong those events have become some of the best stories later since they were like something out of a bad movie we could all say was so bad it was good.

I'm not preaching here - just giving some ideas born of experience and many, many shifts in game refereeing and play, alike over the years. I don't know your style, but once I was no longer a teenager in the heady days of the original D&D rules back in '76 I stopped treating my games like it was me as the ref against the players. Both I and the players had a lot more fun as a result, even though sometimes things still went horribly wrong. A good referee always has all the bases covered for success and failure in any given adventure and can wing it knowing what those will be as a guide. If the thing is failing epically - just toss it and start over with lessons learned for all - no harm no foul, just call it mutual combat and move on to better games.
 
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...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...

I don't want to punish them (though, the one guy has put his character into a position that is not good for his health). The big problem I have is how they basically blew the mission, meaning the corp won't want to pay them, because they went all cowboy and assaulted the warlord's compound in full off worlder glory. This violation of the mission parameters exposes the corp has having a paramilitary influence in the area to destabilize the warlord's control. Honestly, I'm fine with them going in to save their friend, but it just blows the secrecy part of the mission. I still feel they could have mounted a rescue with out storming the walls and throwing grenades... but then maybe that's just me.

I think your corp has covered itself already. The PCs don't know who they're working for, they're acting like cowboys and don't show anything like the finesse a megacorp would use, the corp can say the PCs are lying about being there on someone's behalf and are just adventurers trying to cover their own power grab under a flimsy story. After the corp spreads a bit of money around to calm things down, no one's left out on that limb but the players.

Which brings us to phase 2. Your players messed up big and cost the corp a lot of money, both present and possible future profits. Clearly they're useless in a finesse mission, at least at their present state of experience - but if they can pull off this rescue, that may indicate they have some talent at the straightforward combat mission. Revenge generates no profits, but blackmail can be very profitable: with the ship impounded and your players wanted for questioning, your corp might approach the players with an offer to bail them out of their fix if they're willing to undertake a few fairly straightforward combat missions - at cost. In other words, they're "indentured" to the corp for a while, sent on missions tailored to their limitations, given only enough to pay for food, fuel and the equipment they need for the next mission. If they need more - I don't know if they're paying a ship loan or not - they can borrow money from the corp, but then they'll need to work that off by doing another mission or two.

Played right, that could leave your players with the long term objective of just getting out from under the debt they owe this company and regaining their freedom, and it gives you more control to impose missions that you think will sharpen their skills while making them wish sincerely to be free of the company.

Sabre makes some excellent points. Have you considered suggesting that your players program their rescue plans into a computer and run a simulation? That would give you an opportunity to point out any obvious bad ideas in a way that sends the message home without actually killing the characters: "Dang it! That's five times they've shot down the air-raft!"

If they were smart, they'd send a messenger to the warlord with an offer to run a mission or two for him in exchange for releasing the captive. That at least would align them with the right side, if I understand the sides correctly, and in a way that Imperial officers couldn't complain too much about: they got in trouble with the locals and are bailing themselves out by doing work for the locals.
 
Have you considered suggesting that your players program their rescue plans into a computer and run a simulation? That would give you an opportunity to point out any obvious bad ideas in a way that sends the message home without actually killing the characters: "Dang it! That's five times they've shot down the air-raft!"

This is probably one of the best reasons for at least one person in any given party to have a pocket computer. Tied to a good radio or hardwired into a grid you can use it for all manner of things. With a good Computer skill you could even play havoc with security systems and such.

But for simulating your success it gets so underused. Any character with one of the following: Tactics/Leader/Recon/Ship's Tactics/Computer/Instruction would probably think of doing this in this particular situation since he would have already done similar in training and experience.
 
I don't want to punish them (though, the one guy has put his character into a position that is not good for his health). The big problem I have is how they basically blew the mission, meaning the corp won't want to pay them, because they went all cowboy and assaulted the warlord's compound in full off worlder glory. This violation of the mission parameters exposes the corp has having a paramilitary influence in the area to destabilize the warlord's control. Honestly, I'm fine with them going in to save their friend, but it just blows the secrecy part of the mission. I still feel they could have mounted a rescue with out storming the walls and throwing grenades... but then maybe that's just me.

Taking a page from squad leader, you could just assign a survival number from the air/raft being hit, such as S7, fail and they take damage. On foot, they will be much more at the mercy of the warlord's troops, maybe all can be captured...
 
I have had so many games go bad over several decades of play in about every game you can imagine (including ones you've probably never heard of) because of somebody doing something that left the rest of the group shaking their heads in wonder that it no longer surprises me what any given player will do.

I've played well over 25 different RPGs myself (counting multiple editions of a game as only 1 game) so I know what you mean. This group is fairly seasoned in RPGs (except that one guy obviously) and while I'm new to GMing Traveller (only one guy in the group had ever played it before and we were players in the same game) I consider myself a competent GM. They usually make me run most of our games because I don't go in for the GM v the Players mentality. That being said, I was totally just shocked when they went to scope out the warlord's compound to observe, but then started shooting. Again, my main concern is that they blew the mission without a second thought, but with the advice and ideas I've gotten here, it's all good and when we get back to the game (too many real life events are keeping us from getting everyone together to finish this) I know where I'm going to take it.
I was shaken up with the ease with which they threw stealth out the window and thus the mission and while I had thoughts of what to do, I came here to find out what experienced Traveller GMs would do. And I'm glad I posted!!! I had an overwhelming concern that I every idea I had of how to handle this would be considered unfair by the players or they would think I was retalliating to because they skunked the adventure. Again, I GM my games with the idea that everyone should have a good time (including me!) but I try to balance it with "you reap what you sow" consequences. Sometimes those consequences do not always sit well with the players.
I've gotten such good ideas/advice here that I am confident on how things will go down when we play it next (again, damned real life getting in the way.. don't people know they shouldn't get married on Sunday not just because it's football season, but I game on that day!) :D Right now my only concern is that the dice will continue to favor them and they'll kill the warlord and his men in some sort of supernatural slaughter because their dice are on fire and mine went cold (I tend to roll in front of my players more than not... probably shouldn't for the next session).
Okay, despite this already being a long post here's my idea (spoiler): The Aslan come a running while the autocannons open fire on the PCs. The Aslan merc captain is in the compound he called them in for an extraction when it hit the fan. If the guy inside tries anything, the warlord's men will subdue him (he has a body pistol on him but has been roughed up and is outnumbered) but they will only kill him in self defense as they all think he is an active imperial. If he gets in the way of the Aslan, they will kill him without hesitation - though the idea of them taking him is nice too... Meanwhile, the other mercs will only fire if fired upon. The Warlord and his men outnumber the PCs who will see that they are outnumbered. Also the Warlord will go in to hiding in his bunker if they breach the building. Lastly, while the PCs believe they have time to get the revolution going and convince the locals to deny offworlder involvement, the starport is only about 100 or so kilometers away and while the scouts and marines there do not involve themselves in the various warlords in-fighting, they do monitor it very closely. An air/raft and autocannon fire will stand out to them. I'm going to assume they will try to view the ruckus at long range (satellite, suborbital spy drone, etc.) and that cat will be out of the bag. The PCs believe that communication between the planets takes a long time but with an Imperial starport on planet (they opted to land in the jungle with their scout ship and not go to the starport.. probably the first of the poor decisions since I had a whole host of useful contacts planned for there and didn't get to introduce them in the village instead before they went all Rambo). So, the corp with their agents on planet, as well as the Imperium with their starport and base, and the traveller's new service are all going to know something went down that is not the normal fighting between warlords rather quickly. Once again, I will defer to the experienced Traveller GMs here - how would you handle the situation? Oh, and since they left the scout ship that one character got as a mustering out benefit, unmanned in the jungle I feel there should be a surprise waiting for them there in the form of the local wildlife. I DID tell them that the planet's nicer features were toxic (to humans) salt seas and jungles teeming with deadly creatures. The rest of the planet was described as being a s**thole and that is probably why the Imperium has not bothered to fully embrace them but rather just let them do their thing and keep the natives in their gravity well.
 
And then one guy goes in to talk to a missionary there dressed in his fully Imperial Navy dress blues.

I just had a delightfully evil idea. I think it would seem very strange to everyone that an Imperial covert operative would be wearing an Imperial uniform. So much so that it would be easy to assume that he was a fake Imperial. It would be an attempt by one of the Imperium's enemies to embarrass it. (Alternatively, it's a rival of the local Imperial noble who is trying to embarrass him). To make that stick it would be a good thing to cast doubts on the authenticity of the guy in the Imperial uniform. So the corporation has his Imperial Navy file tampered with so that it appears to be falsified. Suddenly the PC has no official identity!

Sure, he will probably be able to prove that he is who he says he is eventually, but it will take time to collect the evidence, and in the meantime the corporation can lay a false trail away from itself.

Incidentally, if I was running a campaign where something like this happened, I'd run a special one-off adventure some time later. Either with my regular players running one-off characters or with non-regular players. The adventure would be the corporation's second attempt and the briefing would include information about the clueless twits who ruined the first attempt, with copious advice about how to not screw up like that. :D


Hans
 
Landing a scout ship in the jungle rather than at the starport - prime evidence of smuggling there. Either customs will have impounded the ship, Naval Intelligence will have bugged the ship, or a marine squad is waiting for the smugglers to return.

If the scout lifts then I expect fighters inbound from the starport. Not sure the IISS will be too happy that the scout they lent out to a detached duty scout is involved in smuggling - that will be reclaimed as soon as possible
 
Landing a scout ship in the jungle rather than at the starport - prime evidence of smuggling there. Either customs will have impounded the ship, Naval Intelligence will have bugged the ship, or a marine squad is waiting for the smugglers to return.

What customs and what marines? It's not the Imperium's business and the local population seems to be split into warring bands. Landing in the jungle would place the ship away from any warlord's troops (At least, that would be what I'd be aiming for on descent). OTOH, if the ship does land within the grasp of a warlord, no evidence of wrongdoing is nessecary; the warlord can just trump something up.


Hans
 
Hans

we have an imperial starport on planet with troops available - as per description of the campaign above. If the 3I are not waiting on the ground, they will certainly be waiting in orbit. They have landed in a non-sanctioned area - prime smuggler tactics.
 
Once you have landed away from the Imperial starport, there is nothing stopping any of the locals trying to grab the ship.
 
You know guys, that idea that their landing would appear to be a smuggling operation is interesting..... The funny thing, one of the few NPCs I was able to introduce (before the John Woo film broke out) is a smuggler who has been on planet long enough to speak the language. The pilot chatted with him and I thought I saw some gears turning in his head when he and the smuggler (claiming to be a journalist) talked cryptically about "oppurtunities to be had on planet like this, for those with a mind for business and the ability to get things done".
 
we have an imperial starport on planet with troops available - as per description of the campaign above. If the 3I are not waiting on the ground, they will certainly be waiting in orbit. They have landed in a non-sanctioned area - prime smuggler tactics.

I don't recall seeing any mention upthread of the planet in question having laws against landing anywhere other than the starport and such requirements are not universal. According to the MgT Law Level chart, "landing is permitted anywhere" up to LL2, "only at starport or authorized sites" at LL3, and "only at starport" from LL4 on, although it's a good deal more lax IMTU, as that chart seems absurdly xenophobic to me - they stop letting visitors leave the starport at LL7, for crying out loud!
 
We have an imperial starport on planet with troops available - as per description of the campaign above. If the 3I are not waiting on the ground, they will certainly be waiting in orbit. They have landed in a non-sanctioned area - prime smuggler tactics.

But smuggling is not an Imperial crime. Unless, of course, there are special edicts concerning this particular world. Or perhaps I should say that very little is Imperial contraband. A suspected smuggler may be intercepted by Imperial forces and searched, but unless they're carrying weapons of mass destruction or psionic drugs or foreign spies they're not commiting any offense as far as the Imperium would be concerned.


Hans
 
Except the Imperium can do what it likes, if the want to volunteer to help out with law enforcement on a local world, there is nobody to stop them from doing so.
 
A suspected smuggler may be intercepted by Imperial forces and searched, but unless they're carrying weapons of mass destruction or psionic drugs or foreign spies they're not commiting any offense as far as the Imperium would be concerned.

And who's to say they're *not* carrying those things? I mean, they did leave the ship unattended....... :devil:

Even if you don't go with "Imperials show up to impound the smuggler's vehicle because there were radioactives aboard", and they did remember to set the intrusion defenses, then their wrist-comp blaring at them like a car alarm (from Imperials or locals or critters or whatnot trying to get in) should distract them terribly - right as they get to the most delicate part of their rescue........
 
Except the Imperium can do what it likes, if the want to volunteer to help out with law enforcement on a local world, there is nobody to stop them from doing so.

The Imperium certain CAN do what it likes on a balkanized world with inferior technology like the one described by the OP. But why would it want to?

And who's to say they're *not* carrying those things? I mean, they did leave the ship unattended....... :devil:

Even if you don't go with "Imperials show up to impound the smuggler's vehicle because there were radioactives aboard", and they did remember to set the intrusion defenses, then their wrist-comp blaring at them like a car alarm (from Imperials or locals or critters or whatnot trying to get in) should distract them terribly - right as they get to the most delicate part of their rescue........

Oh, you're talking about justifying a plot point, not what would or would not be plausible? Sure, something like that is possible. It's just not a given. Very far from it.


Hans
 
The Imperium certain CAN do what it likes on a balkanized world with inferior technology like the one described by the OP. But why would it want to?


Hans

Because doing something is better than doing nothing, I hate just standing around myself, and it makes for good training in an officer's eyes. You obviously have never had to muscle a 105 around in the hot sun, or paint rocks at the armory. It makes little sense if they are there, to just sit and watch things happen, the Imperium follows the iridium rule for sure: he who has the iridium throne makes the rules; and those Imperial commanders might be helping you out whether you want it or not.
 
It makes little sense if they are there, to just sit and watch things happen, the Imperium follows the iridium rule for sure: he who has the iridium throne makes the rules; and those Imperial commanders might be helping you out whether you want it or not.

And if the man on the Iridium Throne says that the provisions of the membership treaty is the rules? Member worlds are supposed to have internal autonomy.


Hans
 
And if the man on the Iridium Throne says that the provisions of the membership treaty is the rules?

Sure, until he changes his mind. For the good of the Imperium! L'etat, c'est moi!




Member worlds are supposed to have internal autonomy.

Exactly, just as much as the Imperial commanders decide how much they shall have, at their will, who would be fool enough complain to anyways? Esp when the Imperium had probable cause to investigate the situation.
 
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