That's how you got so screwed. You presented this big target warehouse-sized target, got yourself targeted by several groups, and then decided that a weak and slow tripwire defense would be sufficient to guard against hostile action.
And then you're surprised when your enemies hit it for all its worth.
To be blunt, we had no reason to believe we had a massive target with insufficient security because you gave us no reason to think that was the case. And you can't just claim that we could have figured it out because none of our characters even hinted at in-universe and they are supposed to be competent. When in original setting where we are only provided with limited information, we have to assume a certain level of competence from our characters and given that Agueda and his team have proven themselves to be competent, we had to reason to think that they wouldn't even consider a major issue like presenting a major target with insufficient security to their enemies.
You reached this point because you systematically failed to think through your actions and their consequences. You reached this point because you consistently failed to think about how your actions would result in achieving your goal, whatever it may be. The consistent theme of the decisions taken throughout The Web of Treason is taking the path of least resistance, and then being surprised when you keep getting swept out to sea. You were steered by random chance because you acted as though you had no plan to solve the case, no idea of what actions you would need to take in order to resolve the case.
When I stopped giving you Agueda's directions, you revealed your own sense of direction was so weak that almost any difficulty could overwhelm you.
While I don't want to confrontational, I find this criticism to be nonsense and I struggle to see it as anything other than bad QMing. Pretty much of this is the result of your choices, not ours and you have meant it clear in the past that there are big events that are beyond our choices and ability to influence. Now saying that failing because of these big events that are beyond our choices and ability to influence is our fault because we have made choices that overcame these big events beyond our ability to influence is more than a little ingenious from my perspective.
We didn't flounder because you stopped giving us directions, we floundered because you arbitrarily took away our most competent character for several turns and then kept throwing major crisis after major crisis at us whilst leaving us unable to properly address the current threat before forcing us to deal with the next threat. The path of least resistance was the only we lost our biggest advantage whilst the stakes kept ramping up. We couldn't have predicted us being nerf and we never got a chance to get accustomed to that before we had
I enjoy this quest, but you are blaming the players for struggling to adapt to you deciding to nerf us whilst ramping up the difficulty. There has been no way to win long term or even come up with a long term plan since this case started because you have never given us that chance. Our sense of direction isn't weak, it is non-existent because we haven't had the chance to get a proper feel for the setting because we kept being moved from one place to an different unrelated place whilst new setting elements kept being introduced. Our sense of direction as players in an original setting is entirely dependent on you, the QM, and we only get the sense of direction from the characters we play as so when you left us with a weak sense of direction, of course we had a weak sense of direction. But that wasn't because we revealed it, it was because you gave us it.
Furthermore, we didn't fail to think through our actions and their consequences, we got handed a raw deal by you and told to deal with it. And we dealt with it as best we could when it has been borderline impossible to win as you crippled us at the same time you increased the difficulty tenfold. We had no plan because you kept kicking us while we were down and we were surprised that kept getting swept out to sea because we expected to have a feasible way to avoid that outcome. I would really like to know what we should have done and how we should have gone about successfully achieving the things that we should have done. Because I haven't seen a way to win the last case since it started and unless I am shown that way, I reject any claim that it actually exists.
We are playing in an original setting that is dependent on what you tell us about it. We can only work with what you have given us and it is one thing to expect us to figure out how to deal with setting elements we have been dealing with for awhile. It is another thing to expect us to figure out brand new setting elements that you have just introduced let alone setting elements that have yet to be introduced. In this case, it is the latter that you did because had some out of the blue action scenes with abnormal combat rolls, The Land of Ice and Snow, The Floods of April, The Wasting Cough, The Beasts of Autumn and finally the Not!Chinese showing up. We had to deal with all of these in rapid succession without any warning and whilst we were still arbitrarily nerfed by losing our most capable asset and team leader.
And then there is the fact that in previous cases, we succeeded by dealing with lesser problems that cropped up in the case before they could get out of hand and when once the little fires were under control, we dealt with the big one, usually helped along by our actions in dealing with the little fires. Having us suddenly be expected to ignore the little fires in favour of the big fire isn't something we could have predicted or figured out. Also we never had to figure out what our goal is before as it has always been the objective of the current case and so being expected to do that in this case without being told that isn't something we can do anything about.
Communication with players is key in an original setting and when we fail because you didn't give us the information needed to understand the setting, we can't avoid that failure unless we get lucky or happen to guess correctly.
That's the first bit, and the criticism I have been sitting on since The Web of Treason Month 2.
You shouldn't have sat on it in my opinion as a QM. Communication is vital for quests, especially in an original setting. Characters might have a basic level of knowledge of the world they live in, but we, the players, do not. We know the social norms or what is the local common sense or things that everyone in-universe knows. We need to either have those things explained to us or the characters need to act with a certain level of competence that is to be expected of someone living in the setting. You can not do one or the other, but failing to do both means that we cannot succeed without getting lucky. There are no wikis or canon works that we can look to figure stuff out and since we are reliant on what you tell us, we need to tell us stuff and not sit on it. If we shouldn't take the path of least resistance because it will result in us being swept out to sea or we need to ignore the current crisis. If we need to figure out our goal instead of it being handed to us by our bosses, then we need to know that, especially if we did get a goal given to us by our boss.
Also sitting on important criticism until it is beyond our ability to deal with the matter is way too competitive for the QM. The QM themselves is not supposed to be an opponent of the players, they are supposed to work with the players for enjoyable game, especially since the players are ultimately dependant on the QM for any information they have, particularly in an original setting. And if you are deliberately competing against the players and setting yourself up an opponent, then I want to know that up front so I can then know to ditch the quest because that sort of relationship is a deal breaker for me.
So here's the other problem: at this point is there any reason for Agueda and co NOT to jump ship to the other job offer in a different country?
Ophelia - Oskaria, it being their home, a sense of patriotism, it being where their families are and so on.