alex_greene
Guest
I had an encounter with some really annoying players once, a long time ago. Something I read recently brought the memory back into sharp relief.
They'd received a simple enough assignment: stand at the door to a warehouse, and screen incoming people for guns, bombs, knives, drugs, whatever. Bouncers, in other words. They would get a nice bit of cash at the end of the night, but nowhere near what they needed.
Oh. And despite the characters they had to screen, many of which were some really ugly criminal types - notorious criminal types, too, like "Legbreaker" Jonni Rowland and his moll Flannie (the cause of his heartbreaks and the excuse he used for earning his name by practicing his art on would-be suitors), "Phreak" Moloi the hijack king, renowned for his infamous hijacking ring which used data lifted from Starport ATC computers, and of course the Patron, a renowned Mr Big in the pharmaceuticals industry - legit, not recreational - they were told, quite clearly, not to try and sneak a peek at what they were all doing inside this warehouse.
In all, about fifteen different gang leaders and mob bosses went into the warehouse, and they were screened. The usual - body pistols, knives, knucks, an electro baton and all the molls had various means of chemical incapacitation sprays concealed about their persons.
But after they all went in, and the characters were told by the Patron to close the doors and let nobody in - and "Don't peek if you know what's good for you!" - you know what they did that was so annoying?
They listened to the Patron.
That's right. They took the Patron at his word, stood around the rest of the night, were good little boys and never once went anywhere near the crystal clear window panel in the warehouse doors.
They went back home, collected Cr. 500 each for their troubles, never saw the Patron again, and missed out on the chance of an adventure which would have embroiled them in an immediate firefight to save the Patron's life (well, just about anybody's life, because that would mean each mob boss saved would owe the characters BIG favours), followed by further hijinks and shenanigans (mostly of the running variety) which would ultimately lead them off world in a stolen Starship, brand spanking new, all legit papers, a ghost in the system, top of the range systems, good acceleration, J-3 ... in short, the very thing they were after.
And the moral of the story is ... It is only in the real world that people have to avoid getting into trouble or crossing the wrong people.
In Traveller, getting into trouble is the whole point.
Anyone else had The Game You Wish You'd Never Started; or worse, The First Encounter Self-TPK Self Destruct?
They'd received a simple enough assignment: stand at the door to a warehouse, and screen incoming people for guns, bombs, knives, drugs, whatever. Bouncers, in other words. They would get a nice bit of cash at the end of the night, but nowhere near what they needed.
Oh. And despite the characters they had to screen, many of which were some really ugly criminal types - notorious criminal types, too, like "Legbreaker" Jonni Rowland and his moll Flannie (the cause of his heartbreaks and the excuse he used for earning his name by practicing his art on would-be suitors), "Phreak" Moloi the hijack king, renowned for his infamous hijacking ring which used data lifted from Starport ATC computers, and of course the Patron, a renowned Mr Big in the pharmaceuticals industry - legit, not recreational - they were told, quite clearly, not to try and sneak a peek at what they were all doing inside this warehouse.
In all, about fifteen different gang leaders and mob bosses went into the warehouse, and they were screened. The usual - body pistols, knives, knucks, an electro baton and all the molls had various means of chemical incapacitation sprays concealed about their persons.
But after they all went in, and the characters were told by the Patron to close the doors and let nobody in - and "Don't peek if you know what's good for you!" - you know what they did that was so annoying?
They listened to the Patron.
That's right. They took the Patron at his word, stood around the rest of the night, were good little boys and never once went anywhere near the crystal clear window panel in the warehouse doors.
They went back home, collected Cr. 500 each for their troubles, never saw the Patron again, and missed out on the chance of an adventure which would have embroiled them in an immediate firefight to save the Patron's life (well, just about anybody's life, because that would mean each mob boss saved would owe the characters BIG favours), followed by further hijinks and shenanigans (mostly of the running variety) which would ultimately lead them off world in a stolen Starship, brand spanking new, all legit papers, a ghost in the system, top of the range systems, good acceleration, J-3 ... in short, the very thing they were after.
And the moral of the story is ... It is only in the real world that people have to avoid getting into trouble or crossing the wrong people.
In Traveller, getting into trouble is the whole point.
Anyone else had The Game You Wish You'd Never Started; or worse, The First Encounter Self-TPK Self Destruct?