Kevyn said:
That's just the thing. It was never explained just what else we were supposed to do. We're a security team, and the Uniques both killed off station personnel and apparently stole something, presumably high value, from the research portion of the station. Were we supposed to back off? We didn't have any word from on high, both IC and OOC, so the logical thing to do if fall back to our presumed primary function. Protecting the station and apprehending the perpetrators.
And even then, once we engaged the Uniques we were pretty much stuck with fighting them. And there was never any hint that we were supposed to do otherwise. What do you expect from us?
I expect you to play your characters the way you normally would. There wasn't a "right" way to combat this situation; there were painful and less-painful options to go through to the goal.
The goal which, as you said, I never hinted at. I didn't want to hint the situation to you because I wanted to see what your characters would do, and that kind of outside influence could change their tunes. I find their reactions interesting, if only for minor things.
You handed us the plasma upgrades, but every thing else with the possible exception of the crates in the docking bay (which I tried to make use of both from the vents and from the ground only to get shot down on both attempts for different reasons) and the whurring death machines in the assembly area (from what we've seen so far of relative armor, more dangerous to us then to the Uniques) It's not like we're going to split up in the face of overwhelming opposition, so sticking together made sense for the part of the squad upstairs. By the time they checked out one room, the Uniques were already on them, cutting off other avenues of investigation.
Not all avenues were cut off when the Uniques reached you; just because you're being shot at doesn't mean you can't keep on the move.
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Moon, I think we all went into panic mode when the pirates and bay crew were turned into so many corpses. And then we started being hunted after being mocked for using sub-par equipment repeatedly. This is why we are fighting, and most of why we feel we are backed into a corner. In other words, what Kevyn said.
It was a drastic change from your previous scenarios, I agree...but it was for good reason. This was a good practice of sorts for future episodes, for both myself and the players, to see what works and what doesn't. Not all of Cirrus Station's episodes will be as care-free as a romp in the jungle with neko amazons.
(Side note: Why haven't the CEOs and the bay Uniques kept to this "Kill 'em All" philosophy? If Yu is worried about cybernetic recording devices, a quick vaporization takes care of that easy. It's not making sense. Not that I'm saying we must die now, I'm just saying it's unusual.) If they wish to capture the team and not obliterate it, why not call out an offered chance to surrender? Not that we'd take it, since they double-crossed their allies minutes earlier...
I don't believe it was Laj or Marrisa who ordered anybody dead.
You can thank Captain Bell for that.
As for the "unexplored options", I believe the problem I had with the whole call-response style of SP is part of it: You say we need to ask what's around us. Well, you've told us what's around, but kinda vaguely. Now I assume asking or saying "So-and-so inspects the area closer" might turn up something more detailed, but consider what I said about the nature of SP RP. Say a player posts, and then has to wait for a reply. The waited-for reply could come the next minute, or it could come later when that player is logged off and is unable to answer until the next day, after which there could either be no new posts in the thread or there could have been a posting version of a bum rush that leaves your character five minutes behind everyone else (My most common problem). Not fun, since that player now feels like they wasted a post, especially if that didn't turn up anything useful. Kinda like attacking one option at a time, but anyway...
Combat situations are much better handled in JP, and exploration situations are much better handled in a tabletop game session where you have immediate access and response from the GM.
We have to play with the cards we are dealt; my schedule doesn't allow me to JP on a regular basis.
This is why I encourage JP between players...even if it's usually only for social events that don't need a GM present. Even then, I'm not going to hang anybody if they magic up some non-important NPCs or items that are within reason.
I'm pondering ways to fix this problem, but it's slow going. BTW, Moon, when this is over, I'd like a list of 'forks in the road'. What were other options at certain points of the story, what clues to better options did we miss, and what were behind doors three and four? Studying your posts with the clues pointed out might help us see those clues in the future, and we can also give feedback on whether those clues were obvious enough or, if we did see them, why we thought they wouldn't work and didn't follow them.
There weren't very many hints or forks in this episode, other than the unexplored rooms. The most obvious hint I gave early on was that your primary weapons would not work in this situation.
As for what was in the Storage Area and Live-Fire Testing Range...well, I'd rather not say exactly what was in there, but it would have helped a good amount. Again, not necessary, but helpful were the time taken to investigate.
If I give you an area map again, don't be afraid to make use of all of it; that's why I put it there.
Yu did say "can we talk this out". Was that an opening? He kinda has Tweak's friends under the gun, so he can fire at any time; Tweak only has one of him, his crew and Cranker apparently don't care if he dies, so if she kills him they kill her friends and she just lost the only piece of immediate cover/meat shielding she has. Plus the CEOs have both proven to be less-than-trustworthy, leaving any negotiation terms open to being violated. She does not see herself in a good negotiating position, thus the attack: First priority, bring her squadmates into a less immediate state of danger.
It
was actually an opening (that I kind of wish was taken, haha).
Laj has proven to be less-than-trustworthy with his incompetent pirate lackeys. And seeing as it was actually Captain Bell throwing kill orders at you, Laj and Marrisa might've been a good way to wrestle some control into the situation.
I was actually a little surprised that Cyril
didn't apprehend Laj in the ship, instead going after Keziah. It was a tough decision, I suppose, and the surprise was a pleasant one. It was also a surprise to see how quickly Tweak jumps into violent situations. I enjoy learning these things about your characters, after all.
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So yeah, that's just my ramblings. I'm not telling you how to run your plotship, Moonie, I joined here because I thought it looked fun. Keep in mind that flexibility in the missions can be better than the most artfully crafted storytelling. (which I'm sure you already know.) As for the players... well I guess I can't comment much, but don't be suprised for your characters to become injured or even killed. I honestly still think Cyril likely should've died for what happened, but since we're just getting the feel for this, I guess it's allowable this one time. (Though I still say he walks away with an injury of some sort.)
I was very close to killing Cyril a few times, I must admit :mrgreen: .
Your idea is interesting, Nova, but there were several aspects of this episode that
had to be the way they were, for reasons that will become apparent in the future. For the most part, I *do* roll with the punches; the idea to supercharge the plasma containers never occurred to me, and I never would've thought a few of the players would actually go and try to subdue Vinross Yu and Cranker.
I was sweating mighty hard a few times, actually.
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And I agree with the rest of what you said. You need to plan out what you're going to throw at your players ahead of time. And you definitely have to roll with what their doing, within reason. Strict railroading isn't fun for anyone but the GM, but by the same token the players do need some sort of structure to work off of and goals to work towards.
I tend to keep plans and episode bullet-points to a minimum to
avoid railroading. I'm not sure if it's just me or not, but this episode certainly wasn't a train-ride for me; there were several times where things happened that I didn't plan for at all, and threw me for a loop or two.
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In short, how can I make my wrecking ball out of some sticks, a bowling ball, and a piece of string if I am not told they exist?
Furthermore, if you enter a room and a forklift is sitting right there, I should have seen it on the way in, I don't think I need to look at the room closer to see it.
Unfortunately, none of the rooms you entered had such features. Other rooms, however, might have. Short-sightedness on my part, possibly; I didn't think that nobody would be curious as to what exactly was stored in the Storage Area of a weapons laboratory. :mrgreen:
Though it also in part that Moon had random IRL shit go down in his own life, details isn't something you remember clearly when you come back from stuff like that.
I won't use a crappy excuse like that.
Let's just say running an experimental plotship has bumps.