Ouch. That didn't go so well.
The game was set up for five players, but could also work with four. I was rather concerned for much of Tuesday that we'd end up with three, but I needn't have been worried - not only did all four of the expected players attend but one of the "Maybes" was present as well, giving us a full complement.
Unfortunately, the problems with the game session were of my own making.
I had thought the premise of the game was quite clever: Mal, Zoe, and Jayne were busy meeting with Badger, and Inara was likewise otherwise engaged. The rest of the Crew then discovered an imminent threat which they would have to deal with themselves. The absence of the captain and first mate meant that there was no obvious chain of command (and meant that the burden of solving the problem wouldn't fall on just one player), and the absence of the three 'fighters' meant turning and fighting was a poor option. Plus, Simon's pressing need to be elsewhere was directly at odds with Wash's need to stay put, which should generate some interest.
The way I thought it would play out was as follows:
- Prelude: River wakes up screaming after a dream-premonition indicating there was serious trouble coming. Meanwhile, Book notices that one of Badger's men in taking an unhealthy interest in the ship.
- Act One: Simon and River retreat back to the ship. Along the way they find themselves being pursued by a bounty hunter, and have a run-in with local law enforcement. However, the alert on River's head is unexpectedly cancelled, so they're free to go.
- Act Two (actually run concurrently with Act One): Wash, Book, and Kaylee confront Badger's goon and extract information from him. Sure enough, Badger has betrayed them, having realised who River was after she insulted him (in "Shindig"). He therefore made some calls to bounty hunters, the law, etc. The goon had actually been ordered to stay away, but the money was just too good.
- Act Three: The Crew spend some time working out a plan on Serenity.
- Act Four: The Crew carry out their plan.
Now, I had been slightly concerned about Acts Three and Four, because I had no idea what plan the party might come up with. I was prepared to let just about any scheme, no matter how half-baked, go ahead, and was broadly ready whether they tried to Fight, Flee, Negotiate, or Trick their way out of it. (Obviously, "Fight" was a poor option, but they might try it.)
The other slight concern I had was that Simon and River might not head back to the ship, leaving me with a split party for the duration of the game. Though I figured that was unlikely, and so I had some contingency in place for that case.
But what I singularly failed to prepare for was for the Crew to take no action at all. Having identified that Badger's goon was watching the ship, the three PCs who were there decided to lock the place up tight and otherwise ignore the guy. Having calmed River down enough to be somewhat communicative, Simon proceeded to go back to his consultation with the friendly NPC doctor. (Unfortunately, I'd even prepared for that - had either half of the group made contact with the other, they'd have accessed the Cortex and become aware of the alert on River's presence, thus spurring action.)
And so the adventure came to a horrible screeching halt. Disaster!
(And I'm kicking myself about another thing, too. I gave the player who was running River a bag-of-thoughts representing her impressions from the dream. Some of these were nonsense, some were references back to the show (such as Book's hair and his many secrets; or "Mal" meaning "bad"), and some were plot points for the episode. And one, in particular, said simply "RUN!!" I should have realised that red herrings are a bad idea - the player latched on to the nonsense and completely missed the plot points.)
From there, it was a salvage job. Eventually, Simon and River decided to return to the ship, but by then the bounty hunter was right on top of them. And naturally, being PCs, they elected to stand and fight rather than just run like hell. (Another mistake on my part - I shouldn't have had the bad guys continue to close in while the PCs wasted time. I should have stuck with the original Act One.)
Anyway, at length they got back to the ship. The bounty hunter was arrested by local law enforcement and thus taken out of play. I was even able to drop in the oddity about the alert being cancelled, and made it clear that that's a sure sign that the Alliance is up to black ops. And I even gave River a "worse is coming" Complication to hammer home the situation.
So, okay, things should be back on track at that point. There's bad stuff afoot, and it's down to these five characters to deal with it. What will they do?
Cue my biggest, most epic screw-up of the scenario. Faced with this situation, the five PCs decided that what they really really needed to do was get in touch with Mal, Zoe, and Jayne. Clearly, the point of this Episode was a rescue mission - the captain was unavailable because the five PCs were expected to rescue him. But they had absolutely no idea how to even start with that, because I hadn't laid out any options (having not even considered that they might try).
After this, there was a pretty quick conclusion. The Episode just hadn't worked, so as well to bring it to a close as painlessly as possible. And then never, ever, do something so half-baked again.
It's hard to come up with any real lessons to be learned from this session. I screwed it up really, really badly. I didn't present the opening scene with enough tension, I didn't force things to keep moving, and I somehow managed to present the wrong story. It was just a mess.
The bottom line is just: don't do that again.