I need a little help as a GM.

AlphaWhelp

Mongoose
IMTU, the PCs have been hired as a PMC to investigate this subfaction of a federation that the federation suspects is about to declare independence & hopefully make sure they don't by removing key people & possibly destroying the super weapon. The only intel the federation was able to give the PCs was that the faction had this campaign where they were searching for some kind of super weapon and they've recently stopped searching for it so they have reason to believe they've found it.

The PCs, actually know what the super weapon is and were present when it was taken (but they didn't volunteer that information to the patron).

Anyway, it's pretty hard because I've got 6 players all collaborating together to try to outsmart me and it results in most of my intriguing stories being resolved in a single session. I need some hints as to how I can draw this particular scenario out for at least 4 sessions.

Keep in mind, though, the PCs already know exactly what to look for, they just don't know where in a block of 18 star systems it is. (and at the moment, neither do I... but shhh)
 
Throws some distractions at them.

You could give them some false clues as to where it might be located.

When they get to where they think it is, it turns out to lead to some other faction who's "super weapon" is nothing more then a story they concocted. Or could be some religious faction who is invoking some divine power, perhaps a group of psion's, really depends on what would fit your game.

The weapon doesn't have to be planet based at all could be located on a ship somewhere, maybe hidden on an asteroid. Or maybe it still needs to be completed and the PC's have to get to the missing component first.
 
Sounds like you need to be a bit more creative. I don't mean going off on tangents but if they have your story figured out then it is time to be unpredictable. Shake them up. throw out a Rumor that another team is looking for the same goal. Were they hired by the same patron? Stress the time critical nature of the investigation and then delay them mercilessly; use encounters that thier character would not pass up or what you know they as players will not be able to pass up.

It is your universe and as the referee you have "Fantastic Cosmic Power"...make them work for it, make them pay for it, hurt them a little (combat or financially).

Let them figure out that they may not succeed. But do not make it the end-of-the-world if they do. Forshadow a rebellion coming...fleets massing to stop the break away state for forming, mercenary ships arriving in the subsector, TAS reports of un-rest and civil disobediance. All of these will provide distractions and it is your responsibility to re-direct them when you feel think the timing is right. If they feel challenged the payoff will be that much more satisfying.

Read my Signature, find your inner Evil Referee and feed him on thier misery. Then let them follow logical conclussions till they win. Every player loves to prove how smart they are by defeating your plans...that is the nature of the game. It is not about beating them it is about making it fun for them and you.

Hopefully this was helpfull. Good luck.

Lou
 
Have some NPC's blackmail them.

You say that they know that the weapon was stolen and were present when it was stolen, that sounds like the prefect blackmail to me.

If they don't go along with the blackmailer's wishes, then the patron gets the full disclosure including video showing them present during the heist. The video makes it look like they were part or actually taking the weapon themselves.

The only way that they could possibly redeem themselves is to actually get the weapon and return it.

They will not get any hero reward (assuming that the blackmailer told the patron, or if they get the weapon back before the blackmailer tells the patron, they will get a reward.

Either way, they now have some negative type rep's in the either the legal world or the illegal world, which will follow them for a long time.

Dave Chase
 
AlphaWhelp said:
IMTU, the PCs have been hired as a PMC to investigate this subfaction of a federation that the federation suspects is about to declare independence & hopefully make sure they don't by removing key people & possibly destroying the super weapon. The only intel the federation was able to give the PCs was that the faction had this campaign where they were searching for some kind of super weapon and they've recently stopped searching for it so they have reason to believe they've found it.

So who told them they had stopped searching?

AlphaWhelp said:
The PCs, actually know what the super weapon is and were present when it was taken (but they didn't volunteer that information to the patron).

Which leaves the question who told their employer its been found of course you haven't said what the weapon is though!

AlphaWhelp said:
Anyway, it's pretty hard because I've got 6 players all collaborating together to try to outsmart me and it results in most of my intriguing stories being resolved in a single session. I need some hints as to how I can draw this particular scenario out for at least 4 sessions.

Now what if someone has set this all up so that this weapon would have to be used?
Thier employer found out because whoever informed this independence group also let them know because they want the weapon used and are willing to encourage its use.

AlphaWhelp said:
Keep in mind, though, the PCs already know exactly what to look for, they just don't know where in a block of 18 star systems it is. (and at the moment, neither do I... but shhh)

Ah but what if this weapon ISN'T what it seems to be?

Take for example the babylon V movie dealing with a dark vorlon tragedy which involved a gate that opens up other dimensions beyond hyperspace and let an even deadlier force access to this universe?!

Then again whose to say they actually know all they need to know about this super weapon after all their employer may have been lied to say by black marketeers or weapon merchants looking to incite a conflict to improve sales!

There are so many angles you can cover with this least of all the possiblity the weapon is a complete phoney designed to provoke a conflict so they can come in and secure the area for everyone's safety... the minor fact they won't return control afterwards is just besides the point!
 
Hopeless said:
Take for example the babylon V movie dealing with a dark vorlon tragedy which involved a gate that opens up other dimensions beyond hyperspace and let an even deadlier force access to this universe?!

Thirdspace.
 
AlphaWhelp said:
IMTU, the PCs have been hired as a PMC to investigate this subfaction of a federation that the federation suspects is about to declare independence & hopefully make sure they don't by removing key people & possibly destroying the super weapon. The only intel the federation was able to give the PCs was that the faction had this campaign where they were searching for some kind of super weapon and they've recently stopped searching for it so they have reason to believe they've found it.

The PCs, actually know what the super weapon is and were present when it was taken (but they didn't volunteer that information to the patron).

Anyway, it's pretty hard because I've got 6 players all collaborating together to try to outsmart me and it results in most of my intriguing stories being resolved in a single session. I need some hints as to how I can draw this particular scenario out for at least 4 sessions.

Keep in mind, though, the PCs already know exactly what to look for, they just don't know where in a block of 18 star systems it is. (and at the moment, neither do I... but shhh)
First, you need to decide where it is, security, how it's being made.

Next, try the "bread crumbs and false leads" approach meaning look back at the show "Enterprise" and the big story line about the device that was being built to destroy earth.

They had to work with rumor, inuendo, a "people" that was made of five different races, parts and technology coming from all over a huge area of space. Pretty much took up an entire season of the series and even once the weapon was found they still had the problem of disarming/destroying it.

Stop trying to be overly clever. The answer to the mystery they started on Earth is actually on Mars, and that will send them to Venus to realise Jupiter's moon Io is where the next piece of the puzzle lies.

Play out some of that transit time, what is going on during that week or so of jump (assuming standard Traveller rules)? Time there to plant ideas in their silly little heads.
 
GamerDude said:
First, you need to decide where it is, security, how it's being made.

Next, try the "bread crumbs and false leads" approach meaning look back at the show "Enterprise" and the big story line about the device that was being built to destroy earth.

They had to work with rumor, inuendo, a "people" that was made of five different races, parts and technology coming from all over a huge area of space. Pretty much took up an entire season of the series and even once the weapon was found they still had the problem of disarming/destroying it.

Stop trying to be overly clever. The answer to the mystery they started on Earth is actually on Mars, and that will send them to Venus to realise Jupiter's moon Io is where the next piece of the puzzle lies.

Play out some of that transit time, what is going on during that week or so of jump (assuming standard Traveller rules)? Time there to plant ideas in their silly little heads.

Now this is getting interesting!

And thanks for the reminder about thirdspace!
 
And if they have their own ship, break it. A guy can get the part for them, but it will take weeks. But this other guy has the part, and can get it to you now. You just have to do him a little favor... which leads to some adventure for a session. Sure it actually has nothing to do with the overall plot, but is at least a plausible situation, and takes up a game session.
 
Jeraa said:
And if they have their own ship, break it. A guy can get the part for them, but it will take weeks.
Ahhh! The movie "Oh Brother Where Art Thou" the George Clooney character trying to buy some "Dapper Dan" pomee (hair grease) and a few other things... the store owner keeps saying "I don't have it but I can order it for you, it'll take two weeks."

George's observation?

"Well damm boys, we've managed to find a place that seems to be two weeks from everywhere!"
 
Maybe the patron already knows that they haven't been honest with them. One psion, disguised as a 'personal aide', can dig out that little fact.

How old is the superweapon? Does it still work, or does it need repairs? Perhaps it needs a special material (dilithium crystals, fusion modules, cheese) to power up?

If the device is a relic of a dead race, and the sources describing it as a weapon are all translations of texts nobody's spoken for thousands of years... is it really all that Professor Watkins' "definitive" work says that it is?
 
Nuclear Fridge Magnet said:
Maybe the patron already knows that they haven't been honest with them. One psion, disguised as a 'personal aide', can dig out that little fact.

How old is the superweapon? Does it still work, or does it need repairs? Perhaps it needs a special material (dilithium crystals, fusion modules, cheese) to power up?

If the device is a relic of a dead race, and the sources describing it as a weapon are all translations of texts nobody's spoken for thousands of years... is it really all that Professor Watkins' "definitive" work says that it is?

And what if it can only be used at a specific planet or star system say that had an unstable planetary core which could charge it enough so it could work ala stargate universe or what if the PCs ship is actually carrying the most important component and their arrival is not only expected but being surreptiously aided so the scheme can go ahead and their only real adversary's spies can be silenced at the same time?
 
Nuclear Fridge Magnet said:
If the device is a relic of a dead race, and the sources describing it as a weapon are all translations of texts nobody's spoken for thousands of years... is it really all that Professor Watkins' "definitive" work says that it is?

And what if the "dead" race isn't dead, just otherwise occupied. Starting up the superweapon might draw their attention, then a breakaway faction might be the least of the Federations worries, if that breakaway faction is overwhelmed by a seemingly unstoppable, ancient, alien menace overnight.

ANd what if the superweapon isn't a superweapon at all. Maybe it's a something like a Beserker probe. Or a dark energy egg-whisk.

G.
 
Some other elements that come to mind as I ponder my own gaming: *FEAR*

Narrow corridors, cable runs along the ceiling (in cable trays of course), low lighting, lots of turns, events moving into the cargo bay with the cargo stacked high killing lines of sight etc.

It's time to end the visions of Star Trek and Star Wars, the visions of hugely wide corridors that are all clean to the point of being sterile and so well lit you could spot a fly at 300 yards.

It's time to make the players feel *THE FEAR*
 
^ Agreed. I do the same with all of my games, it adds atmos in interior ship events and also its much easier with the small dtonnage ships I generally set the games in, the biggest will be my current Cstars Pbp, "Star's End", which will have the players in a 500dton Frigate.

David Cronenberg, Alien and Dead Space are my biggest inspirations, I cant wait to get the guys into that level of atmosphere.
 
I won't comment on your current situation, there are already plenty of good ideas people have posted.

In stead I'll give you some advice on how I GM.
IMTU, I do have a primary plot line going on in the background, but the characters do not know about it. I do give them hints though rumors and plot hooks though.
On plot hooks, I give the players 3 to 5 plot hooks each game session for them to pursue. One of those plot hooks will eventually lead to the main "over all" plot.
The players can choose any direction they want to go. As a GM I create just enough of each plot so that I can run them down their chosen hook the remainder of that night, giving me plenty of time to finalize it before the next game.
If the player do not choose a specific plot hook, then I already know the outcome of each hook the players don't bite on. "The piracy problem continues to grow in this system" or "The distress beacon you picked up eventually fades away, the crew of the stranded far trader eventually run out of power and food and starve to death, one might fight off the others in a battle to the death to fit in the one working emergency low birth"...
That kind of thing.
My MAIN plot line is usually quite a big deal, but won't cause any immediate danger to the PC's if they do not insert themselves. The will how ever be caught up in the general historic changes etc.. and can always insert themselves at a later time. OR they can simply set coarse of the other side of the Emperium and just have fun exploring.
I leave everything up to the players. If they are not interested in any of my plot hooks, I'll let them "make their own adventure".
I simply provide the setting, they are free to act as they will.

You might be able to use these ideas in your game. You have a primary plot, but I still would give them several sub-plots or plot hooks so they won't feel herded down one particular road.
 
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