Hi all,
I’m brand new to Roleplaying games, my group and I have only played for a few months all total, I was the only one at the time who was willing to be the GM. We played for a while and then took a break because of school. During that intermission I tried to build a small campaign, and got very excited for the prospect of returning to play. The basic premise was the members of the party were going to be rebel operatives, and over the course of the game they would wind up discovering a plot against the rebellion and saving the day. We recently had our first session back and it went poorly.
By the time we stopped playing before, my group said combat should be more lethal, which I interpreted as they wanted more challenging encounters, so I worked on making sure the first combat encounter of the game was going to be challenging, and before the night started I had made sure to tell them that we were going to have more lethal combat encounters this time around, they said they were fine with it.
I opened the session with the party on a ship that had just been attacked by the Empire and was crashing towards the planet below, and this, I think, worked out as well as it could have. I had made it clear to my players after the crash the Imperials intended to storm the site, while doing so inadvertently letting slip the Empire was after something on the ship.
So in the little time I gave the party to breathe they had rigged up the item with explosives set to go off with the use of a specific commlink signal, and had loaded up all the able bodied people that had survived the crash into some shuttles they had escaped in to try to get them to the nearest city. One of my players decided they were going to accompany them, despite me very plainly saying, if he went with them he wouldn’t be around for the coming encounter, he said that he was cool with that.
This put my party down a man for the encounter I had built to be challenging for them all together. But then my party came up with the idea to try to use the item as a bargaining chip, which I thought “They’re going to try to talk their way out of the combat, cool, I wasn’t anticipating that.”
For the encounter I had foolishly decided that an AT-ST would make a great prop, I could put my antagonist (whom I had built using inquisitor rules for the most part) in there and I don’t have to use her for anything but “tactical direction” for the rest of the minions. There was her acting as a supportive role, and 4 groups of 4 stormtroopers, (3 yellow die attack rolls). My intention being that the players “break” their morale by killing/separating the minion groups which I had predetermined would cause a retreat.
The party consisted of 3 members main combat skills were one melee (3 yellow+1 green with frenzied attack), one ranged light (1 Yellow+ 2 green), one ranged heavy (2 yellow + 2 Green), I had also given the party 2 minion groups of their own to command during the fight. Based on my previous experience, this should have resulted in a relatively fair, but challenging encounter, and I even took time to run a mockup of the encounter, it matched my expectations.
However, (if this didn’t wind up in a colossal failure you wouldn’t be reading about it) because the party had decided to try to strike a deal with the imperial officer, she had gotten out of the AT-ST,(and as such was effectively another enemy on the field I hadn’t accounted for) and met the party alone out in the open, I had her place her blaster on the ground in show of good faith, (though I didn’t offer to drop the vibrosword on her side, they didn’t request she remove it). One of my players offered to escort her inside to claim the item, instead she offered to send in a squad to collect it, and wait with the rest of the group, no one objected or insisted.
The one player led them to the item, and quickly darted into an escape pod before setting the explosives to go off. The melee specialist of the party decided to use the opportunity to attack, but got very angry about having to roll upgraded dice from adversary- he failed his first attack, and with a lucky attack the imperial officer dealt over half of the player’s wounds, my player again angry about the dice rolled. The session ended with the party’s retreat.
Afterwards the one player dumped on me a myriad of things I did wrong, stating I clearly didn’t balance the encounter at all, complaining I don’t use a battle map (like his D&D group) and the fact I am always terrible at communicating and always forget small things said during sessions, among many more comparisons to his D&D group that I fall short on, and apparently this is always the case.
This has me very discouraged and at this point I don’t even want to prepare for my next session, so I wanted some feed back: based on that, am I a terrible/incompetent GM, should I quit for my group’s sake?