GM Commentary: ConsOps 2.17

And now, my watch is ended.

So, my run of ConsOps is complete. Probably to no one’s surprise, I was only partially satisfied with this final session – it took about an hour and a half longer than it should have because I didn’t do a better job of setting some stuff up and then didn’t do a good enough job of pre-reading the actual adventure part that I was ripping off to realize that a team of four would not dare to assault a ship this size considering the numbers arrayed against them. Lynch’s player made a brief reference/thought about calling in TYR, the Russian FSB Spetsnaz guy they’d encountered, but the conversation moved on and we forgot about it.

We wasted waaaaay too much time trying to figure out gear and then, once the PCs were on the boat, the players realized that they actually didn’t have much of a plan. This was partially my fault – I didn’t realize until late in the process that there were references to un-involved crewmembers on the ship and my off-the-cuff comment that it was an open secret that the ship itself was actually a SVR asset caused the PCs to (logically) presume that all of the crew were well-trained covert bad asses – and partially the PCs in that they did not actually come up with a plan before hitting the ship itself. Most of the players basically shrugged and wanted to just “figure it out as they went” but Lynch’s player sort of vapor-locked at this because he was getting frustrated (I think) at everyone else just wanting to make it up as he went.

Regardless, the team split up to take out the sentries they knew of as well as the guy on the bridge. This forced me to make an immediate shuffle of the bad guys as the adventure I was using had the bad guy “leader” there on the bridge and I didn’t want to have BRAGI die completely like a chump here. So the three bad guys went down pretty easily – stealth attacks are brutal, after all. Interestingly enough, all three went down via a different method – one was garroted, one was choked out, and one had his throat slashed open. At this point, the explosive guy broke away from the rest of the group and headed to the engineering deck so as to locate and (ideally) disarm any explosives.

As it turns out, the three other PCs had determined to rally on the very deck that their actual target was on; this was not intentional on my part, but it worked out fairly well, I suppose since it promptly devolved into a firefight. Unfortunately, Mahoney, the explosives guy, is cut off from everyone else and I didn’t have much for him to do; what I should have done is immediately engage him in a simultaneous firefight in the engineering section while the other PCs are engaged up top. Unfortunately, that didn’t occur to me at the time so the player basically sat on his thumb for too much of the session after making his EOD disarm check.

The PCs were able to take out most of the remaining hostiles easily enough, and then, as is his wont, BRAGI attempted to flee, though he was pursued and shot in the face by Baum (which meant they could not identify who was wearing the mask). I then ended the session with the PCs being aware that a missile was incoming before jumping to a sort of narrative cutscene that revealed the guy who put them on this trail in the first place was also wearing a mask and was a bad guy.

Overall, I was nominally satisfied with this run. It had some high points, some low points and some mediocre points. I don’t think the players were as engaged as I would have liked, which resulted in me not being as excited as I would have liked. I also shifted my narrative a bit about midway through, which didn’t really help that much (though I don’t think it was immediately noticeable.) In retrospect, I really think this would have worked better in a face-to-face group where I could see the faces of the other players and adjust what I was doing along the way.

Live and learn, I suppose…

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