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Allied Reinforcements are in-fiction ways to adjust for difficulty on the spot by helping the PCs in a way that doesn't look obviously too much like you're just handing them a W. The Reinforcement Power Confusion in the Ranks negates Tension for all Enemies which sounds like what your PCs needed there.

Having said that, I think letting people fail is also part of giving them agency. If you gave them multiple shots at getting out, and they choose to stay, they should be allowed to do so and to deal with the consequences of that. Live Another Day makes the consequences entirely narrative, rather than mechanical, and even after that the Plot Armor rules make it so that they can simply be hospitalized after ejection instead of dying horribly when their mechs explode.

Alright, sounds good. I just feel bad because the frontline mechs I feel will get creamed first, and those two were the ones who voted against it. Well the longer ranged pilots who  often just sit back were all the ones who voted for such a hard fight. But good idea, I should give them some chances to back early.

So when the party is divided on what to do it can be tricky to solve the fallout of things turning out badly. I think this is an opportunity for an in-character discussion about how two people were right, and two people were wrong, what that means for their dynamics and how everyone can grow from it. Maybe they dial down the bravado, maybe they work on dialing up the skills, maybe they go look for NPC allies that can provide them the backup they need in that kind of situation. 

All this, of course, making sure that everyone is in agreement OOC first, otherwise things need to be made clear there first. A lot of groups don't make sure their IC differences stay in the realm of IC, and that ends badly for everyone involved.

Good luck!

(+1)

Thanks. Trith be told, I am am still new to DMing, as BCG is effectively my first system.