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Thread: Danube Class Runabout Campaign

  1. #16
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    Thumbs up

    I think the Danube-class would be an excellent choice for a campaign. With the DS9 Tech. Manual as an aid we have a nice resource as to the interior of the ship, and a good understanding of its capabilities and uses.

    The class is a courier, which would make for an excellent campaign setting. And with a crew of four it would make for a nice cozy game. The players would fill the roles of CO/Flight Control, OPS/Tactical, Engineer, and Science. One could forgo the Science slot and allow a second Engineer. The CO/Flight Control would, I feel, need to be an officer; while the rest of the crew could be senior enlisted. But then they could all be officers, the most senior being a lieutenant junior grade (or a lieutenant, I wouldn’t go higher than that).

    Making courier runs in an assigned sector would allow all kinds of adventures. And with the different modules available (and of different sizes) it opens all kinds of possibilities. One could also have guest appearances, characters acting as payload specialists for each module they are transporting this week: Supply Officer/Specialist [enlisted] for cargo; Science Officer/Specialist for lab modules, ect.

    Using the cargo module(s) the crew could be assigned a resupply mission of goods from Starbase 375 to DS9 that cannot wait for a proper freighter to take them, and be accosted by Ferengi in an outdated ship attempting to hijack the cargo. While transporting lab modules to such and such destination racked by a devastating plague they find themselves trying to prevent the limited colony population from fleeing and carrying the disease with them to other worlds (and perhaps have a hand in bringing the plague under control). Using the emergency habitat module the crew could be assigned the planting of a special forces squad on some remote Dominion/Cardassian world. Likewise they could be charged with the retrieval of such a team. With the additional living quarters module they could be tasked with the evacuation of a diplomatic team from a world suddenly gripped by civil unrest. The players could be assigned to pickup the personal module of an ambassador used as a mobile embassy and uncover one of the ambassadors staff selling information to Yridians. After retrieving a set of lab modules the crew is dispatched to a relatively close world though uninhabited, but suddenly broadcasting subspace transmissions.

    And there is lots to do not centering around the modules. En route to such and such destination they get sidetracked aiding a vessel in distress. On such and such world they find themselves with some free time, and accidently stumble upon the Ferengi who attempted to hijack their cargo who was able to escape after the attempt failed. They find themselves amidst a fair sized colony trying to track down one being and bring him to justice for piracy. From an adventure I found on-line that I would love to run: the crew, waiting for a cargo module to be filled, explore the exotic downport and fall victim to a juvenile pickpocket. One member of the crew recognizes the child as one reported missing. Now the crew needs to locate the child before the local authorities, or the bounty hunter looking to collect the reward.

    I think a runabout campaign would be very exciting, and I would love to run one if ever given the opportunity.
    Steven "redwood973" Wood

    "Man does not fail. He gives up trying."

  2. #17
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    Getting back on topic, there is no reason one could not add a runabout into the scenario I mentioned though you would have to add some reason for why the runabout was unable to either leave the system or communicate with Starfleet.

    Perhaps the reason is somewhat similar to the plot of Andromeda this season, the crew find themselves trapped in a system that due to the navigational hazzards surrounding the system, no one has yet to survive the attempt or so it is believed given the number that have been turned back or were witnessed dying in the attempt.

    Another region that would make perfect sense to employ a runabout would be the exploration of the Badlands due to its own unique navigational hazzards.

    Regards,
    CKV.
    "It is our mission to push back the darkness from the light and expand the boundaries of knowledge and understanding. That doesn't mean exploring every pleasure planet between here and Andromeda XO."

  3. #18
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    Cool Evil Things to Do with runabouts

    Hey,

    Once upon a time in the Navy, I ran an ongoing campaign based off a squadron of runabouts. I modelled the operation on the PT and MTB squadrons used by the US and British Navies during World War II.
    I found this format useful for dealing with absent players, because each mission could logically have a different crew loadout. As I recall, I gave the PCs a small planetary base and a stable of 6 runabouts to cover operations (scientific, defense, and exploration) for a small stellar cluster. If something came up they coudln't conceivably handle, they'd scream for starship support while fighting a holding action with the remaining runabouts.
    It was one of our better campaigns, as we were able to play even short-handed, crew resouces were manageable, and the situation and NPCs memorable. If you like, I'll see if I can dig out some of my old notes and convert them (we were playing FASA trek at the time). Drop me a line and let me know.

  4. #19
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    Quote Originally Posted by selek
    Hey,

    Once upon a time in the Navy, I ran an ongoing campaign based off a squadron of runabouts. I modelled the operation on the PT and MTB squadrons used by the US and British Navies during World War II.
    I found this format useful for dealing with absent players, because each mission could logically have a different crew loadout. As I recall, I gave the PCs a small planetary base and a stable of 6 runabouts to cover operations (scientific, defense, and exploration) for a small stellar cluster. If something came up they coudln't conceivably handle, they'd scream for starship support while fighting a holding action with the remaining runabouts.
    It was one of our better campaigns, as we were able to play even short-handed, crew resouces were manageable, and the situation and NPCs memorable. If you like, I'll see if I can dig out some of my old notes and convert them (we were playing FASA trek at the time). Drop me a line and let me know.
    I am sure more then a few of us would be interested in seeing your notes. You could always throw them in the FASA section as is. *grin*

    Regards,
    CKV.
    "It is our mission to push back the darkness from the light and expand the boundaries of knowledge and understanding. That doesn't mean exploring every pleasure planet between here and Andromeda XO."

  5. #20
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    Campaign notes

    It took a little while, but I managed to find the notes. Conversion (more like resconstuction) is well underway. I should have everything ready to post by Monday.

  6. #21
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    Talking

    I'm very intrigued by this idea. The runabout could be attached to a smaller Starship (Nova or Oberth) for some planetary exploration etc.

    Heck who needs a Danube when you custom build another class ofd Runabout
    ST: Star Charts Guru
    aka: The MapMaker


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  7. #22
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    Quote Originally Posted by selek
    It took a little while, but I managed to find the notes. Conversion (more like resconstuction) is well underway. I should have everything ready to post by Monday.
    As the thread starter, I as well would be very interested.
    Duct tape is like The Force. It has a light side, a dark side, and it holds the universe together.

    - Carl Zwanzig


  8. #23
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    I'm very intrigued by this idea. The runabout could be attached to a smaller Starship (Nova or Oberth) for some planetary exploration etc.

    Runabouts are not shuttles - they're small starships, amd as such are not assigned as small craft abord othet starships, although they are occassionally transported to distant locations aboard a large ship, as shown in DS9's Emissary. Even if they were, however, they're much larger than most shuttles, and a re larger than the entire shuttlebay in a small ship like the Oberth or Nova. Hell, it won't even fit in the shuttlebay or an Intrepid...

  9. #24
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    Thumbs down

    Well for your information Owen I was implying joint missions :P

    I think i know what a Runabout is and how big it is
    ST: Star Charts Guru
    aka: The MapMaker


    <A HREF="http://users.tpg.com.au/dmsigley/sirsig"><IMG SRC=http://users.tpg.com.au/dmsigley/sirsig/images/Southern_Cross.jpg width="100" height="120"></A>

  10. #25
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    Almost everyone here has stated that the Runabout is less capable then her bigger sisters and cousins of the fleet . . . but isn't that the point. Here you have a vessel vastly more capable then a shuttle, with the posibility to alter it with it's interchangeable rear compartment. And at the same time, it's small enough that the PCs would have to do EVERYTHING for themselves, and don't pack the power just to punch through a situation, forcing them to think.

    Although, because of these limitations, it would highly unwise to give them only one vessel (that is, unless you want to up the difficulty factor immensly), that doesn't mean that it couldn't be done.

    I myself . . . have theorized the usage of the Danubes as everything from S-1 Support vessels, to Gunships, to "Hoppers" being able to transport two heavy squads easily in an 'amphib' role. Furthermore, unlike her larger sisters and cousins of the fleet, they can be produced inmass, thus providing a good stopgap measure for the post DW era.

    Now . . . to move off subject. In my current campaign idea (since I haven't found the time, nor the group to RPG here in SD,CA) . . . the PCs would be assigned to a Composite Squadron of Peregrins (or Banzais), Talons, and Danubes inorder to mantain order and assist in the reconstruction of the newly 'freed' CU. With the right mix . . . and enough isolation the campaign episodes could be endless. They would have freedom of movement and action, as well as control from higher. They would be able to take on larger vessels with proper tactical planning, but couldn't take on a fleet. Furthemore, if shit hits the fan . . . they can always pack up and hi tail it out of Dodge.

  11. #26
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    And it appears, that I have killed yet another thread.

  12. #27
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    Well maybe everyone agreed with you and didn't have anything to add ?

    Originally on DS9 the Runabouts were for EXACTLY that purpose in the absence of a fully crewed starship, and they often performed in roles of fully fledged starships - escorting ambasadors, going on survey and exploration missions and even a couple of combats, and they performed rather well at it too, their only major limitation was their small size and relativelly slow speed (In the post TNG era, where most ships seemed to move warp 9+) However since most of their mission profiles fell within a 10 lightyear radius of the station, it was never too much of a problem, with only the occasional daytrip to eart hard to explain
    Ta Muchly

  13. #28
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    Two more ideas, more for a mini-series or the like:

    1)
    Due to their small size and high modularity, Danubes would be my first choice when sending Starfleet Cadets on field trips.
    The four modular compartments seen on most deck plans could be outfittet like this:
    -Crew Module: either "bunk style" to accomodate more students or a cabin for the supervising instructor
    -Small sickbay: (one to two biobeds) just in case
    -Science station: for all that trekkish technobabble stuff ;-)
    -Cargo module: for equipment / consumables

    et voila: The perfect little ship for extended academy field trips.
    I can imagine Starfleet Academy having a small fleet of Danubes for field trips, hands-on training in small starship operations (giving a small group of students the opportunity to run a whole ship on their own), and the like.

    This could also be a nice "first season", the PCs getting to know each other on an extended field trip before they graduate and get assigned to the same ship: The "cuddly" atmosphere and the lack of privacy should provide more than enough opportunities for the characters to get to know the others and their individual quirks.


    -----------------------------------------

    2)
    During war scenarios (e.g. the dominion war), aside from the PT idea mentioned before, I could also imagine using them as couriers for sensitive messages or to reach ships/station that are cut off from the subspache comm network when the dominion begins to destroy more and more comm relays.

  14. #29
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    I agree with you there, though don't forget how small those modules are! I think one module would only be large enough to fit 2 people in a bunk configuration. The rear compartment would be better suited to having a biobed module (collapsible) installed as it's fairly large, and with enough space to accomodate everyone if needs be! I think the rear module also can have 2 stowed bunks.. so you could comfortably sleep 6 - 2 in the back, and 2 in 2 crew modules, and allow for a science module and Cargo.. more if you hot bunk!

    I imagine shuttles of all sorts would have been used in the war, including retrofitted high warp courier shuttles, with only a pilot and spare on board, as couriers. It's fortunat in some ways most of the war was confined to a 50 lightyear zone (Earth to Bajor - ok plus a bit more) which would make such trips not TOO unbearable.. Several days in a shuttle on your own, or more, would make most people cabin sick, but then that's war for you! It's a nice, and sensible, feature of most Startrek ships that they take that into consideration!
    Ta Muchly

  15. #30
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    Loki,
    Yeah I had worked up some variant modules as well. I had included 1 as a holosuite for extended journeys or for when carrying VIP's. An actual passenger module. I bed, replicator and small desk with computer terminal. 1 bed sick-bay as you have mentioned.
    I basically was looking for a vessel to use where I wouldn't have to run any npc's. Everyone would be involved and wouldn't have to worry about joe" red shirt.
    My only concern is ship combat. My gaming group likes space combat, but it's hard to try to do any with the ship stats in Decipher. MY only option I think is to either increase the size of the Danube (or just stat out the runabout as I think it is onscreen) as was done for the Delta Flyer or to "narrate" the space combat and try to follow what has been shown on screen as opposed to how limited it is in the decipher system.
    I've always been partial to small ships. One of my favorite is still the type S 100 ton scout/courier from Traveler.
    So I still think you could run a campaign with a runabout. But at the end of the day is it still "Star TreK" ? I think so
    Duct tape is like The Force. It has a light side, a dark side, and it holds the universe together.

    - Carl Zwanzig


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