My players are determined to put me in an early grave
I'm here to rant about the last session of my current Campaign set on the far side of the Galaxy. A bit of guidance would be nice too.
Please remember that my players are used to playing in Cyberpunk and Warhammer universes.
Players:
A Genetic Engineered Doctor (Human) with a somewhat annoying lack of respect for authority - although his skills as a Doctor make up for his shortcomings and has what has got him so far in his career.
A Helmsman (Trill) who loves the thrill of flying, the adventure of risk and has an eye for the ladeeeeez (think Tom Paris crossed with Will Riker)
An Engineer (Tellarite). A somewhat socially awkward engineer but a genius nonetheless.
A Security Chief (Vulcan). Typical Pacifistic Vulcan who views the world through curiousity and benign amusement generated by an aura of smugness that anything they can do he knows he can do better.
Not the most original of players I'll admit.
Session One went swimmingly with the players being assigned to the USS Cortezi. A Size 10 Heavy Explorer with an experimental QSD. They were part of a small task force with the USS Magellan (a Nebula Class) and two Defiant Class tactical support vessels - USS Invincible and the USS Trucelent. After being delayed due to one of the QSD drives being stolen from one of the Defiant ships by some pesky Romulans my gang of intrepid adventurers set off in the other Defiant ship and successfully recovered the QSD core with surprisingly little loss of life. The players then took over to the far side of the galaxy when a problem occured on the last leg and one of the Defiant ships crashed into the back of the Nebula class ship when they came out of the slipstream (destroying the Defiant ship and terminally damaging the Nebula).
Session Two also went very well. They made contact with the a new and (on first impressions anyway) friendly civilisation (The Vau Hegemony) and were invited to one of their more attractive planets nearby. Whilst there some of the crew got in to trouble with the law. Upon investigation by the security officer (in a typical Tuvok style) it appeared two crewmen were missing. After further poking around it transpired that the crewmen were kidnapped and were being setup as fallguys for a planned assassination of the Vau Emperor who happened to be visiting the planet. The group of plucky characters managed to find the crewmen and the Tellarite engineer managed to disarm a 3kg Trilithium bomb at the end and save a large number of lives and the Emperor.
So far so good. The players had managed to find their way in the good graces of an alien civilisation's Emperor and the impress the crew of the good ship Cortez including the Bolian Captain.
But Session Three was brilliant and yet a total disaster at the same time.
I'd hoped that the players were fitting into the Star Trek way of life and were ready for something to test their roleplay abilities. Instead the group split into two. The Tellarite and the Vulcan played it flawlessly. The Trill and the Human went back to their tried and true default setting of playing the game as if it was Cyberpunk and there was not going to be a reasonable outcome. A real no guts no glory approach ensued.
The Cortez and the Trucelent arrived in orbit of a unique planet wandering outside of a solar system. It was unique because it was a massive Gas Giant and second it had two seperate rings and no satellites. The planet also produced a massive Polaron field. The players thought nothing of this and carried on going oh and ah a lot as the studied this planet. The Doctor then began to slowly show signs that he was getting less and less intelligent. At first it was funny, he blamed incompetant staff and a faulty medicial tricorder when he failed to diagnose a small outbreak of the Bolian Flu (the Tellarite got most annoyed when the Doctor sent him his Medical Tricorder for a third diagnostic check. After the doctor (with the help of the Cortez's EMH) established that the Doctor was suffering a regression of the genetic resequencing he'd had done when he was a child due to the seemingly innocuous Polaron radiation. The EMH helped the doctor blag his way through his medical work but after a while it was getting silly and the doctor transferred to the Truculent and locked himself in the sickbay. Concerned by the doctor's more irrascable than normal mood the Captain told the security chief to descretely monitor the doctor and report any unusual activities to him. The Trill (being the doctor's oldest and best friend) followed the security officer to the Trucelent where they confronted the doctor. The doctor managed to blag the Vulcan that he was studying the recent outbreak of Bolian flu in a sterile environment and he couldn't do that on the Cortez. At this point the Doctor recruited the Trill to help him get away from the Polaron radiation. They disabled the crew by causing a false medical emergency and flooded the ship with Anethazine and then locked the crew up. They reported to the Cortez that there was technical problem at which point they warped away at high speed.
What followed was a very un-Star Trek (yet very exciting) game of cat and mouse as the Doctor and Trill tried to escape to a distance of 5 LY. They had a Vulcan security officer crawling through the depths of the ship trying to stop them in typical star trek fashion (masking his life signs, getting his tricorder to emit a Vulcan biosign, destablising the warp core and finally ejecting it). All the while the Doctor and Trill were sabotaging systems left and right and eventually they trapped the Vulcan in the shuttle and launched it into space. The Cortez arrived shortly afterwards and the Tellarite disabled it by setting a Quantorp to the Trucalent's shield frequency and taking out their shield generator. They then tractor beamed the ship and beamed the Doctor and Trill back.
The Doctor (back to normal) and Trill then played it like desperate children who'd got caught stealing from their mother's purse. The Doctor lied and still hid the truth and the Trill went along with everything and stated he now hates the Vulcan and Tellarite. Apparantly they did it for the good of the crew because they were all affected by the Polaron radiation including the ship systems on the Trucalent. The doctor apparantly has a "genetic flaw" which mean his "intelligence functions were diminished" by the Polaron radiation. A whole slew of lies, half truths came out and they felt no guilt or remorse. I basically demoted them, removed their security clearances and for the next 30 days they would be confined to quarters when not on duty. Both of which illicited no reaction.
The problem I'm now faced with is two players corrupted a good adventure idea by failing to play the parts they'd played so well previously and revert back to their usual playing style born of playing Warhammer and Cyberpunk too much. Maybe it was too much to hope for that they all would enjoy the adventure (they all like Star Trek) but the other two players I can't fault.
I fell rather aggreived because I've now got to run a campaign with a fragmented group of players (they all said they want to carry on with the campaign as is btw).
I'm annoyed with myself for trusting some of my players too much and believing that they could roleplay outside of the usual box.
What do I do?
Last edited by JonA; 07-21-2003 at 10:34 AM.
We have all your working biros and we're not afraid to use them.
Leave a box of used postit notes and a box of paperclips inside the filling cabinet and things won't get nasty.
Yours,
The Office Gremlins