#Solstice Rain M2E1 Tied Score?

10 messages · Page 1 of 1 (latest)

austere locust
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In "Clear the Air", the encounter specifies a standard control sitrep and specifies what happens in the case of a PC victory or defeat. However, the standard control sitrep also has a potential Draw conclusion, which "forces both sides to withdraw", per the Core Book.

While I can obviously make a ruling in my own game as to what happens in the event of a draw here, it's notable that the module does not in its current form seem to consider the possibility and provides no direction in this event, forcing a GM running it directly out of the book to decide arbitrarily whether an equal number of control points at the end of Round 6 counts as a PC victory or PC defeat.

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(It's possible i've missed something in my repeated rereadings of the encounter and the control sitrep, of course, or failed to grasp an intended interpretation. In this case, as a new GM trying to run this module and presumably the intended audience for it, I've become confused on the point!)

delicate kraken
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Probably the easiest solution here is to just count a tie in the PCs' favor

austere locust
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This is also my inclination (particularly since my pcs are four points behind at the bottom of round 4 and it’s more fun if they have a hope of victory), I mostly made a note of it because it was something that stood out to me as sorta “missing” from the module as written.

delicate kraken
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I'll see if I can include a note about that. Speaking only for myself a tie result with no victor in an engagement does feel a little like "okay what now," so I'm not sure I really want to draw up an entire third outcome that boils down to "nothing much happens"

austere locust
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Oh, for sure. I'm not sure what third outcome could happen here anyway; just specifying somewhere that a tie result redirects to "pc victory" in this case would be plenty.

delicate kraken
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Yeah

lean abyss
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Potentially pc victory conditions with some kinda drawback, lesser reward etc?

red kindle
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Doesn't controlling all four control zones grant five points?

austere locust
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my players have two whole rounds left, there's no doubt that it's still mathematically possible to win; just a very uphill battle. Catching up by four points in two rounds is a lot more doable for them than five in two.