-
ENTERPRISE-Era campaign
I'm jumping in with both feet and starting a Star Trek RPG campaign based on the new Enterprise series. This campaign will center on the exploits of the crew of NX-02, the Republic, commissioned about six months after the launch of Enterprise. Republic will be exploring rimward of the Sol System, roughly in the opposite direction of Enterprise. At this time, I'm not going to have a Vulcan on the crew; in fact, it's a 100% human crew. (bet the Vulcans are gonna LOVE that ).
I got a good write-up of NX-01 off of the LUGTrek Yahoo Group and this stimulated my interest in running this. I have to work out a few details, such as what changes might be needed in templates and overlays (if I even use those; might just have them build with points), stats for technology that might differ, and that sort of thing. Suggestions are very welcome :)
Allen
-
We had this discussion sometime ago, about the time ENTERPRISE premiered. Also someone posted the stats for all the major players in ENTERPRISE either here or in the Icon System and Mechanics board.
-
I'm planning to start a similar series soon.
It will be set on an older ship refit with the warp 5 engine.
-
I hate to be discouraging, but doesn't a campaign set in the
"Enterprise" era seem a little bit premature? There have only
been about half a dozen episodes, and it's already clear that
there are going to be significant departures (or, if you're
feeling generous, "re-interpretations") of the established
canonical material.
Before beginning such a campaign, I'd decide, in advance,
what's "canonical for the campaign," and what's not, and how
unexpected plot twists, revelations, and weirdness will be
handled... Better safe than sorry.
-
Things happened in the DS9 universe that never made it to TNG, and vise versa...
My ship will have been sent off in a different direction than Enterprise, communications are unreliable. If anything major happens I can stick it in the latest updates from Starfleet, or simply say that the ship hasn't heard about it yet.
I'll use a newish cargo ship design, refitted with the new engine and with cargo bays outfitted as labs. Slightly lower tech than E, with not transporter or protein synthesizers, and plasma pistols as side arms. One improvement over Enterprise will be no stupid shuttle grapnel. Two cargobays will be outfitted as shuttle landing bays.
Not sure what to do about ship-mounted weaponry. Probably just point defense plasma guns useful for close in self defense and countermissle fire.
I'm thinking my ship will be a private venture... sponsored by the National Geographic Society or something. Looking for more of an "Earth 2" feel...
-
-
I've actually compromised and set a campain half way between Enterprise and TOS. This way we still have the structure of the Federation and some of the "newness" of space exploration, but my younger players (who are disturbed by the idea of visuallizing the "poor special effects" from the original series) can enjoy the feel of the newest series.
The campaign is actually set right in the middle of the first Klingon war. The only races allowed are the founding Federation races and only the basic technology, I'm using the stats from an original Phaser I but considering it a full size pistol. I'm also useing the stats for the Ranger class from the TOS book.
This week, they will be encountering an episode based loosely on "Journey to Babel" where they will encounter the meeting of Sarek and Amanda. They seem to be enjoying it so far.