Shaman and vision quests in Star Trek
A question to all you Decipher ST players, from a new GM in this system. I have run ST under FASA years ago, but this is a new game starting up under Decipher.
In the upcoming first scenario, sorry, episode, one of the players wants to play a Native American spirit walker similar to Chakotay. She's a very, um, intense, role-player and probably expects her time on the 'spirit plane' to be a worthwhile experience.
Does anyone have any ideas or advice on how I should handle the character and its vision quests. The group will be civilians, by the way.
How do you run a situation that can reveal the characters' inner truths to themselves? Should it just be a hallucination? Psionic? Should I give the player plot coupons? What good is it for the character and the game other than character colour or character background? I don't want to just say it's not relevant, and just throw it away, yet don't want the character to be a walking tricorder!
Descriptions of vision quests is one thing, but how relevant is it to the game?
Any ideas?