Hopeless said:
What I wanted to ask is if you had to run this yourself what would you have done differently?
Almost everything, I'm afraid. There's a lot of things with the situation I just can't reconcile.
Why are the Marines in battledress (and assumably heavily armed)?
- If the reason why was because there's a danger of betrayal, the Imperials wouldn't show up in just a dinky little vessel that could land in their opponent's vessel and essentially be at their mercy. These "little things" are a huge deal in politics, just like who sits where in a dining room or whose name gets announced first or who eats first or who stands first and last from a dining table are huge points in politics. In fact, they got started almost precisely because of the situations you're describing: political meetings are heavy on ritual because they reduce the opportunities for misunderstanding as well as making everyone feel secure. Alternatively, if there's no danger of betrayal, the Imperials are unlikely to bring much of a honor guard at all for the envoy since it'd suggest to the other side the Imperials either don't trust you or they don't think much of you and don't mind having their soldiers tramp all over your honor.
- If it's some forlorn hope negotiation (like that guy who gets beheaded in the beginning of the movie
Gladiator) he'd probably be sent off alone since the Imperials aren't likely to waste the lives of Marines (it's less the lives of individual Marines are important but more of the prestige of the Imperial Marines being tarnished).
- If it's some warrior culture the Imperials are dealing with where shows of strength are required all the time, it's doubtful they'd engage in poisoning/gassing. It's dishonorable.
Why would the enemies gas the Imperials when the Marines are going to be in Battle Dress?
- The enemies seem a bit stupid to me. If they're planning betrayal, they're not going to go for some mustache-twirling solution like gassing the Imperial envoy when he or she is surrounded by heavily armored guards. If the enemies are planning betrayal, they probably have to realize that no matter how the envoy dies on their ship, it was their responsibility to keep the envoy safe and the Imperials are going to demand heavy compensation for the life of their envoy if not outright war. In either case, they're probably going to bring weaponry that is utter overkill to gun the Marines and the envoy down from surprise.
You meet on a neutral world so you can reduce the tension level. Why are the Marines there?
- What it says. If they're going to meet near a neutral world that's inhabited, they would be meeting
on that world because it is a neutral party that both the Imperials and the other side have agreed to meet on (both sides trust the neutral world). The neutral world has probably agreed to it and will aid in providing security. There'd be no battle-dress armored Marines, it'd be all relatively low-key security, like INI guys and gals in concealable armor with gauss pistols and so on. If it's a clandestine meeting (like diplomats meeting in Switzerland), it's likely the envoy and the person they're meeting are of sufficient small prestige so that even if one or the other is assassinated, it'll put a dent (a big one) in the relations between the Imperials and the other side, but "honor" won't require the sides to go to war.
- If the neutral world below has no input on the goings-on between the Imperials and the other side, they'd probably be fairly affronted that some incident occurred over their world. Not very bright thinking for the other side; they now have the Imperials and this formerly neutral world mad at them. If they didn't want to involve the neutral world, both sides would probably be meeting in some uninhabited system.
Diplomats are rarely attacked, even during "sneak attacks" and so on. If you look at history - diplomats are not executed or even held prisoner. They leave the country, but it's on the hosting country's honor at the diplomat be protected. Even as the two side's militaries are tearing each other up, the diplomat will be allowed to leave the country in peace. Now, the other side might so vile or honorless or be aliens who don't understand human honor but in those cases, I don't think your scenario would occur.
Now, admittedly, many players are unlikely to care about any of this but it still does bug me as a GM.
* I'd move the meeting down to the planet's surface. The Marine bodyguard might still be present, but they'd be in formal dress with their sabers and maybe a sidearm. Or perhaps they'd just be INI bodyguards. There'd be a third faction involved. This might be the other side manipulating the Ine Givar to attack the proceedings or it might be some radical faction trying to mess up the negotiations because they want them to fail (perhaps the king's brother or something).
* If it were on board the enemy ship, I wouldn't have gas. You have to assume the enemy, once it has the players aboard, the players are at the enemy's mercy in regards to: "if the enemy is allowed to choose the timing and method of attack, the enemy will be successful." So change things up a bit. Perhaps the enemy has bought special cloning containers from a TL17 world. These clones will reach maturity in a week. The idea the enemy has is to grow the clones to maturity and in the meanwhile, hired psionic mercs will be slowly be programming the clone's minds to pass as the originals (plus some extra, nefarious programming). The enemy wants clones to pass as the originals for a while, so the psions say they'll require a week to create a convincing personality and memory model. Because the clones won't be ready for a week, the originals must be kept alive, active, and unsuspecting for that week. There'll be various banquets and negotiations lasting a week as the players are a guest aboard the enemy ship. They'll have one week before the enemy unleashes their plan. If the players can't figure it out in that week, it's an automatic loss for them (don't force the players into a battle they can't win is my philosophy. Just tell them the results) but there will be clues that there is something odd going on and the players will have to investigate while not rousing suspicion by the enemy.
* Perhaps the diplomat is indeed visiting a people with a very finicky code of honor and they're a feudal society. It's an early negotiation over something relatively minor. The a local king, a newly crowned young man, wants to use it to increase his prestige to his vassals to cement his hold on power. Unfortunately, the Imperial envoy makes some serious gaffe during some function (like at some banquet, feeling that the situation is relatively casual, does something that is extremely offensive to the other side). Now the other side's king is in a pickle. The king, honestly understands at the envoy is an foreigner and can't be expected understand the subtleties of their culture. Unfortunately, the king made the mistake of inviting his powerful lords to the banquet, including a few who are ambitious and nearly as powerful as the king. To the twitchy honor of these people, the insult is unforgivable; to forgive it would be a mortal stain on the king's honor and the more ambitious lords could use this as a pretext to pull the king down with the support of the people and similar powerful forces back home ("as king you're the defender of the faith, but you let the unbelievers openly flout the Great Contract!") and the king's position is not so strong as to weather this. Under standard honor, this requires the king and the envoy to duel to the death in a trial by combat. However, the king and the envoy may also elect a second to duel in their place. If the king loses, it's the same as forgiving the offense, so the Imperials
must lose the duel or the king will be ousted and the ambitious lords are pro-Zhodani which would be a disaster for the Imperium. Normally, Imperial honor says that the envoy would duel and die to protect the interests of the Imperium. However, the Imperial envoy can't duel to the death (perhaps the envoy has important relatives in the Imperial nobility or has some important position). So he elects a second, who must of course lose the duel. This second will be one of the player characters. The duel is set to occur in three days time. Now it is up to the players to simply do this (a Marine with sufficient honor might cut his opponent then allow himself to be killed, satisfying Marine and personal honor while still protecting the interests of the Imperium) in which case the game ends there. But the players should know that there might be another way out, such as somehow discrediting the pro-Zhodani lord so that the king could forgive the offense and get away with it, or perhaps they might some obscure precedent where the players could still live and satisfy the king's honor ("it's said that the two mythical warrior brothers went to this island and fought 'metal demons' ... we suspect they're still active Ancient Warbots ... with nothing but hide armor and obsidian-tipped weapons and won, thus securing the forgiveness of the God of War. You might be able to do the same...though I'm sure we'll be watched.").