I'm a believer in GM-controlled campaigns. What I mean
by GM-controlled is a
role-playing game campaign where the GM drives the adventures and
pacing. The
players tend to do more reacting, but can initiate their own plots,
which the
GM has to incorporate into his planning. Because the Game Master
presents the
world to the players and controls everything but the players, it is the
GM's
ultimate responsibility to make sure the game runs smoothly and is
entertaining.
Last Saturday's GURPS session was an unmitigated disaster as the GM
(myself)
stumbled through the whole adventure and let the players get themselves
into
an intractable position. In restrospect there were a couple of big
mistakes
that set up the rest of the debacle, and mostly we can go back and see
that I
did not prepare enough for the adventure. I was a bit too loose and
confident
that I could play it by ear for I had the plot laid out and the setting
ready.
Laziness, that's what did it. I really didn't stop to think about the
possible
player actions and what I would do in each case. I only thought about
the main
plot: they'll wander around, maybe meet the OTTO team, maybe meet Khan;
stay
hidden until they decide what to do, then spoil Khan's plan and/or the
OTTO
team's plan. For some reason it didn't occur to me to walk through the
part
where the players decide on a stand up fight without knowing the odds.
In
retrospect it should have been expected.
The first mistake was forgetting the time period. The adventure was set
during
The Wrath of Khan. So when the characters found a terminal, it should
have had
buttons and switches, not a smooth glass pane. Luckily I had already
decided
that there was no power to most of the levels (other than lighting) so
they
couldn't get the terminal working.
But then they went up another level, to shuttle bay storage. And here I
made
two mistakes. I was a bit bored so I decide to have a shuttle sitting
all by
itself in the room. Great, not the characters swarmed over it like a
bunch of
ants. But of course they wanted to power it, and since it had its own
power
supply I thought it'd be reasonable to power the controls.
|
I had still forgotten the time period so the shuttle
controls were much too
easy to use. The Next Generation terminals are a marvel of UI design,
and even
a child can use them, so it didn't take them long to get the
communications
working. A Star Trek II era control layout would probably have stymied
them.
Oh well, so they don't hear any chatter on the channels. Go to
scanners, not
only that but do a full sensor scan, which is certain to be picked up
by the
Reliant.
So they find some people wandering about the space station. Then they
decide
to contact them, just to make sure and remove all shadow of a doubt
that they're
loose on the station. Of course you shouldn't be on the station, but
don't worry
we'll send a man to fetch you and your men, Lieutenant Mendoza. While
they're
arguing about whether to actually wait or not, the bad guys get some
men to
sorround them and capture them. Luckily they spot them on the scanners
and
after a furious firefight manage to defeat the first probe.
So now we've established that there are bad guys shooting at them. Hey,
let's
take an hour to give everyone first aid. Don't worry, the scanners will
warn us
of any approaching bad guys. I couldn't just leave them unmolested, not
after
they had managed to kill several of Khan's superior race. The next
attack was
signaled by the beaming in of two squads, with assault cannons to
disable the
shuttle that Chris had persistently decided he could fly (which I
foolishly
let him, and gave the shuttle phasers to boot -- what the heck was I
thinking?).
After hinting strongly that they should run, as there was still an
escape hole.
They ignored me and chose to fight, even after the shuttle had been
shot down
by GM fiat. What was I to do? They were in very real danger of getting
killed,
so I had everyone make a Health check and the ones who made it lived
but were
captured. Luckily everyone made the roll. After that I stopped the
session
because I needed time to think of a way out for them.
|