payn
Glory to Marik
Greetings,
I am currently running a Traveller sandbox game for some friends. We just got done with a session. The results have me a little down. Not because of of any particular playstyle or rules disagreement, it was just how the dice fell and how the story played out.
Here is the scenario;
The Travellers were pursuing a runaway scientist infected with some nasty nanotechnology. She wasn't in her right mind, yet still quite a capable challenge. She was trying to flee the system and go on a mission that could have had disastrous results. Normally, this scientist wouldn't be so rash and reckless. In this case she stole a ship and was making way for a jump point outside the systems gravity well. The Travellers were in pursuit with a faster ship and were able to fire a series of rounds on the scientist's stolen ship. The scientist was just one round away from jumping into a new system when the Travellers were able to disable the ship. The Travellers boarded and were able to talk the scientist into surrendering and offering her help. They placed her in an isolation chamber while unconscious in their care.
Here is where things get complicated. The doctor was doing research for both the local govt and the Travellers. However, the system defense and security is run entirely by a megarcorporation that keeps a tight grip on the system. With the scientists ship out of commission and her on board, the system defense boats were finally in approach. The local security chief was demanding to have the prisoner turned over to them. The Travellers convinced the chief that it would be safer for them to transport the prisoner back to the station because of her infected state. The chief said he would escort them back. The Travellers had three choices. Hand the scientist over to the megacorp, potentially allowing them to interrogate her and discover secrets that would have been bad for the local science council and the Travellers. Burn hard and jump out of system with the scientist, becoming wanted in the system and landing on the megacrops craplist. Finally, take out the scientist in her sleep and destroy the nanotech, turn over the body and say she expired from injuries in the fire fight.
The Travellers chose option 3, and it felt really sh@#$y. I mean, it was a logical choice, it would have been bad to turn her over for a lot of people. It was a solid roleplay session, but man did it feel like a downer.
Now, this adventure could have turned out a lot different had the scientist made the jump and the pursuit continued away from the system. She just couldn't make it by the rules and how the dice fell. I, as referee, stuck to it and let happen what the dice and rules say should happen. Should I have? Could the adventure been much better off that way? Would I have felt worse forcing an outcome on the players, even though they likely would have gone with it and enjoyed it anyways?
I have ideas how to continue this adventure in the future with characters still around. I really want to make an impact on this decision and for the NPC that was lost. Something both the players and I would really enjoy after such a tough session. I'm just wondering if I could have done things to make it better? Or do you sometimes have to just live with what comes out in the dice?
I am currently running a Traveller sandbox game for some friends. We just got done with a session. The results have me a little down. Not because of of any particular playstyle or rules disagreement, it was just how the dice fell and how the story played out.
Here is the scenario;
The Travellers were pursuing a runaway scientist infected with some nasty nanotechnology. She wasn't in her right mind, yet still quite a capable challenge. She was trying to flee the system and go on a mission that could have had disastrous results. Normally, this scientist wouldn't be so rash and reckless. In this case she stole a ship and was making way for a jump point outside the systems gravity well. The Travellers were in pursuit with a faster ship and were able to fire a series of rounds on the scientist's stolen ship. The scientist was just one round away from jumping into a new system when the Travellers were able to disable the ship. The Travellers boarded and were able to talk the scientist into surrendering and offering her help. They placed her in an isolation chamber while unconscious in their care.
Here is where things get complicated. The doctor was doing research for both the local govt and the Travellers. However, the system defense and security is run entirely by a megarcorporation that keeps a tight grip on the system. With the scientists ship out of commission and her on board, the system defense boats were finally in approach. The local security chief was demanding to have the prisoner turned over to them. The Travellers convinced the chief that it would be safer for them to transport the prisoner back to the station because of her infected state. The chief said he would escort them back. The Travellers had three choices. Hand the scientist over to the megacorp, potentially allowing them to interrogate her and discover secrets that would have been bad for the local science council and the Travellers. Burn hard and jump out of system with the scientist, becoming wanted in the system and landing on the megacrops craplist. Finally, take out the scientist in her sleep and destroy the nanotech, turn over the body and say she expired from injuries in the fire fight.
The Travellers chose option 3, and it felt really sh@#$y. I mean, it was a logical choice, it would have been bad to turn her over for a lot of people. It was a solid roleplay session, but man did it feel like a downer.
Now, this adventure could have turned out a lot different had the scientist made the jump and the pursuit continued away from the system. She just couldn't make it by the rules and how the dice fell. I, as referee, stuck to it and let happen what the dice and rules say should happen. Should I have? Could the adventure been much better off that way? Would I have felt worse forcing an outcome on the players, even though they likely would have gone with it and enjoyed it anyways?
I have ideas how to continue this adventure in the future with characters still around. I really want to make an impact on this decision and for the NPC that was lost. Something both the players and I would really enjoy after such a tough session. I'm just wondering if I could have done things to make it better? Or do you sometimes have to just live with what comes out in the dice?