Consequences

By Wetaas, in Game Masters

Hello

I have decided that I will make an adventure for players who fail their mission totally. Instead of killing them or giving them new chances all the time , I want there to be Consequences for bad play or just being totally unlucky. I want to twist their faith and turn it into an adventure to redeem them self and learn by experience.

The main story is:

Players have lost a battle , failed totally or just ambushed. They are wounded and captured , eighter by the empire or another faction. Dragged to jail and tortured. Players start with half their wounds and strain. And a set back dice to any skill check for the next 24 hours until they may start to recover normally. All their items are lost and they will have to get new items and weapons.

I want them to start in a mine somewhere as slaves trying to find a way to escape.

Now my fellow gamers any good ideas … J

Kessel would be the classic, particularly if you're mining. Mandalore if you want to be a little less classic (they were mining cortosis, er beskar, er Mandalorian Iron) Alternatively, there were (in legends) slave workshops making all kinds of base materials in the Empire, like starship armor or packaging tibanna gas. It's also possible they use chain-gangs to do any number of civil grunt work, depending on the planet they were captured on - they could be out picking fruit or weeding the highway.

Regardless, to escape anything but the most basic of penal systems, they're going to need help from the outside. I suggest a semi-friendly Hutt - smells like an obligation boost.

Edited by Quicksilver

As a tip, generally, people doesn't use to like to be tortured or imprisoned (forget about Gray ok? XD)

The main goal of a game is, or use to be, that everyone in the table have a great time (not just the GM killing PC's XD). Of course, some drama is always welcome, but better use it on NPC's instead players. This will add extra motivations like "killed my wife/husband/friend NPC" instead us it on players.

If players doesn't attend to the game or don't "play well" first warn them. If not, I agree that some "consequences" can help the players to understand that each action has a reaction. But I have to say that, usually and unless it's to introduce a drama or story fact, I'm against the idea about punish just becase s/he rolled "badly" or just is a unlucky person with the dices, or even the tactics! Bad luck itself could be an awesome punishment (look at the LotR d100 red book and "critical failures" XD).

I use to apreciate players that roleplay and create awesome backstories instead those "maxi-strategic-player" that knows every talents or configuration to achieve the victory. In that cases I use to say "Ok ok... you have an extra Boost, roll the dices!" XD The tactician soldier or the clever engineer is the PC, not the player.

Semi Off-topics apart... They can be captured, but, unless they like that type of escenes, don't torture them. As much, put on them some severe future problems with X faction, or make them add some Debts (Obligation) or other penalizations. Again, the idea of loose important material or a friendly/helpful NPC, can be a great one, and as I said, add some awesome drama and vengance or other Obligations or Duty to the game (Vengance, Rescue, Justice...)

Hope it helped and remember the golden rules:

Common sense and have fun ;)

As a tip, generally, people doesn't use to like to be tortured or imprisoned (forget about Gray ok? XD)

The main goal of a game is, or use to be, that everyone in the table have a great time (not just the GM killing PC's XD). Of course, some drama is always welcome, but better use it on NPC's instead players. This will add extra motivations like "killed my wife/husband/friend NPC" instead us it on players.

If players doesn't attend to the game or don't "play well" first warn them. If not, I agree that some "consequences" can help the players to understand that each action has a reaction. But I have to say that, usually and unless it's to introduce a drama or story fact, I'm against the idea about punish just becase s/he rolled "badly" or just is a unlucky person with the dices, or even the tactics! Bad luck itself could be an awesome punishment (look at the LotR d100 red book and "critical failures" XD).

I use to apreciate players that roleplay and create awesome backstories instead those "maxi-strategic-player" that knows every talents or configuration to achieve the victory. In that cases I use to say "Ok ok... you have an extra Boost, roll the dices!" XD The tactician soldier or the clever engineer is the PC, not the player.

Semi Off-topics apart... They can be captured, but, unless they like that type of escenes, don't torture them. As much, put on them some severe future problems with X faction, or make them add some Debts (Obligation) or other penalizations. Again, the idea of loose important material or a friendly/helpful NPC, can be a great one, and as I said, add some awesome drama and vengance or other Obligations or Duty to the game (Vengance, Rescue, Justice...)

Hope it helped and remember the golden rules:

Common sense and have fun ;)

Hello

This is ment like a spin of from an adventure. And because it is a reasonable way to continue a adventure when GM cant just say ok , I know you are in deep trouble , but suddenly a Jedi pops up and save you all. And the torture ting is never gonna be played out. It was only mentioned so the players understand why they start with half their wounds and strain gone.

GM will explain fast what happen with them and then they are brought to a mining station or penal colony where the adventure starts. From here there are many ways to escape and situations that may happen. If someone have some good ideas like they gave me in my other thread Need advice on a salvage/rescue operation.

There the tips lead to a great part which i shared with everyone as they can read in the end comment.

So many out there have very good ideas and i really like this page where we can share ideas and help each others.

I actually started a campaign with a mission I had up my sleeve for a long time, where all the players were prisoners on Kessel*. I had it in mind if they ever totally failed and all got captured, but what the heck, I wanted to give it a spin. I like to start with a bang, so I randomly selected a player and had some other thuggish prisoner (and his sort of prison gang goons) picking a fight. The fight, being in a cafeteria sort of area, was full of brawling and improvised weapons, and led to guards with concussive cattle prods giving everyone "lower shaft duty", where prisoners regularly go missing. Even the guards are scared of it.

Cue an entertaining scramble through the dark, scuffling with other prisoners and guards to escape energy spiders and get back to the prison complex. And genuine Fear checks. Since the mines are in total darkness (light ruins glitterstim), they didn't discover until they were on their way back up the shaft with lights that there was an alternate route to the surface. Lacking weapons and still wearing the prison envirosuits, they had to steal a ship and lose their pursuers by flying between an asteroid field and the Maw.

It *was* pretty combat heavy, and one player outright lost a leg when the Trandoshan whose ship they were stealing opened up with a large gun, but afterwards, they were all happy with the result, and quite satisfied because they had needed to play smart and they did.

*Old canon Kessel, not the new one

This is a classic adventure concept. Depending upon how capable your players are and how attentive they are, they can either introduce their own means of escape or pick up on "mistakes" your guards make. Just make sure to give them an opportunity to retain agency. There's nothing worse you can do to a player than deny them the ability to have their character make decisions that have a meaningful effect on the world. If they want to try something, even if it doesn't succeed, it needs to give them something -- even if it's only information as to why that didn't work and won't work in the future.

I have run a similar thing, where the PCs were captured by Zygerrian slavers. Next session was how to get free and take over the ship, but I made it clear to the players that was the intent, so they didn't feel railroaded. There were several ways to get some story advantages for the players, some of it technical, some of it social. Examples:

- the Zygerrians had a polarized screen to monitor the slave holding cell, but they didn't realize that it "flickered", sometimes giving a two-way view. Solving this puzzle with Mechanics/Computers/Skulduggery allowed them to control the flicker and start watching guard habits, essential for timing their escape

- the prisoners were given drugged drinks daily to keep them compliant, but anybody who drank became Disoriented for 8 hours. Resilience to avoid effects, Medicine to determine what the drug was and how it could be neutralized

- various prisoners to deal with:

- a Wookiee, somewhat deranged from captivity and inclined to be dangerous if not approached properly. (Xenology, Charm)

- a prisoner who'd previous been a slave, escaped and was recaptured, who would panic and threaten to alert the guards because "if you cause trouble we'll all get whipped" (Charm, Leadership)

- a prisoner who thought if he gave the plot away he'd get rewarded (Coercion, Deception)

- a prisoner who was eager to rebel and threatened to expose the plot just because they were so enthusiastic (Leadership, Negotiation)

In the end it was a hoot to run, and the players enjoyed it, especially the part about ejecting the Zygerrians out the airlock...
Just some ideas, all to say it's a perfectly viable way to run a session.