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Thread: A few questions

  1. #1
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    Question A few questions

    Well i'm about to launch my very own first campaign with ICON and there is a few things that bother me atm so i'd like some insight from people who actualy used it for a long time


    1st)

    Shipboard systems (Flight control)
    Vehicule operations (Shuttlecraft)

    Ok i know one is for starships and the other for shuttlecrafts but what do you guys do for runabouts ?
    And i don't really like to have 2 different skills for almost the same job :/
    Cos imo shuttles have shipboard systems similar to a starship but size aside it shouldn't be that different.
    I'm not sure if I'll use the two skills in my campaign.
    What do you guys think and how does it works in your own series ?


    2nd)

    Just read again the psionics powers and i think some of them are pretty powerfull.
    Like mind control or projective telepathy

    I fear that may spoil a bit the fun of the others characters who aren't telepaths or it may ruin a story at the very beginning

    What do you guys do ? Mind shield on all your villains ?


    3rd)

    How do you guys feel about a Cardassian in starfleet ?
    My campaign will be around 2350 and one of my player said he'd like to play a Cardassian colonist who lived near the federation border who joined Starfleet.
    Don't remember that it was said in the series that there was no Cardassian in starfleet so i think i'll allow him to do so but i'd like your opinion.




    Ok i think that's about it for now but i'll prolly have more questions in the next few days
    Romuald "Pantoufle" Theate

  2. #2
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    Quote Originally Posted by Pantoufle
    Well i'm about to launch my very own first campaign with ICON and there is a few things that bother me atm so i'd like some insight from people who actualy used it for a long time


    1st)

    Shipboard systems (Flight control)
    Vehicule operations (Shuttlecraft)

    Ok i know one is for starships and the other for shuttlecrafts but what do you guys do for runabouts ?
    And i don't really like to have 2 different skills for almost the same job :/
    Cos imo shuttles have shipboard systems similar to a starship but size aside it shouldn't be that different.
    I'm not sure if I'll use the two skills in my campaign.
    What do you guys think and how does it works in your own series ?
    I treat runabouts as a starship and therefore use Shipboard systems (Flight control) for a runabout.

    As for using Vehicle Operations for shuttlecraft, I've never really had a problem with having the two separate skills. After all, up until the Intrepid-class and the Danube-class I always considered that it had to do with knowing how to operate the shuttle in both space and atmospheric capacities.


    Quote Originally Posted by Pantoufle
    2nd)

    Just read again the psionics powers and i think some of them are pretty powerfull.
    Like mind control or projective telepathy

    I fear that may spoil a bit the fun of the others characters who aren't telepaths or it may ruin a story at the very beginning

    What do you guys do ? Mind shield on all your villains ?
    I've never found it unbalancing and I have had several pretty powerful psionic characters as PCs. I wouldn't mind shield the villians because I am a firm believer in not penalizing a player's character concept. That said, you will probably find the target number of the DC's will take care of most of these attempts until they become far more skilled.

    Not to mention there are a couple of advantages that can make this far more difficult and if you add in the morality of simply raping someone's mind and the stigma that would come with doing that, the character would likely be drummed out of the service and sent to rehab pdq or worse.


    Quote Originally Posted by Pantoufle
    3rd)

    How do you guys feel about a Cardassian in starfleet ?
    My campaign will be around 2350 and one of my player said he'd like to play a Cardassian colonist who lived near the federation border who joined Starfleet.
    Don't remember that it was said in the series that there was no Cardassian in starfleet so i think i'll allow him to do so but i'd like your opinion.
    Depending on when you set first contact, with a little work, I'm sure a unique backstory could be developed to explain how this came about. I personally wouldn't have a problem with it as long as I comfortable with the events that led up to his being accepted into SFA.

    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. #3
    1) I just made Flight Control a specialization of Vehicle Operations, there by ignoring the whole problem.

    2) Never had an issue with it, the only player in any of my games that has taken Mind Control is a medic, she uses the ability to calm patients or to prevent harm to herself (Jedi mind trick - "You don't want to hurt me"..."I don't want to hurt you").
    Projective Telepathy, talking with out using your mouth not a problem either.

    3) Almost had one in the earlier part of my campaign due to PC actions. As with every thing else "it's your game, run it as you see fit".
    Phoenix...

    "I'm not saying there should be capital punishment for stupidity,
    but maybe we should just remove all the safety lables and let nature take it's course"

    "A Place For Everything & Nothing In It's Place"

  4. #4
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    1) I just made Flight Control a specialization of Vehicle Operations,

    That doesn't really work... It would make more sense to shift Shuttlecraft operation to be a specialisation of Shipboard Systems if you have a problem with a split between them.

    The Shipboard Systems skill reflects the integrated systems of a starship, of which Flight Control is an aspect - Flight Control really has nothing in common with operating a ground car or a motorcycle or a speedboat, which is the purview of Vehicle Operation.

  5. #5
    I disagree with that, Vehicle Operations is more about motion than integrated systems. Providing intelligent motion to inanimate objects, knowing what the vehicle is capable of.

    I'm not a physicist, but I know how fast I can take a corner in my car, on a motorcycle, or how to turn a boat. None of that has anything to do with how to use the electronics integrated in to the design.

    A really good example of the difference would be in the TNG Ep 'Booby Trap' (I think that's the Ep) where Picard pilots the E-D out of the energy field/asteroid trap from a war a thousand years ago.

    Any way, I'm not trying to press my point of view on any one, just bringing up options. As I and others have said in the past "it's your game, run it as you see fit".
    Phoenix...

    "I'm not saying there should be capital punishment for stupidity,
    but maybe we should just remove all the safety lables and let nature take it's course"

    "A Place For Everything & Nothing In It's Place"

  6. #6
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    Quote Originally Posted by Capt. K. Vaughn
    As for using Vehicle Operations for shuttlecraft, I've never really had a problem with having the two separate skills. After all, up until the Intrepid-class and the Danube-class I always considered that it had to do with knowing how to operate the shuttle in both space and atmospheric capacities..
    I see your point, i'm still not sure what to do, i'm thinking of make them pilot shuttles with flight control but depending on the planet atmosphere just add to the difficulty of the test.
    Because i don't see why a good starship pilot couldn't fly a shuttle in an asteroid field for example with his shipboard systems (flight control) skill it has nothing to do with the atmospheric capabilities :/
    I don't know what to do atm i'll still have to think about it.
    The two skills run on each other too much to my taste
    Maybe i'll keep vehicle operation for other vehicles and shuttle with shipboard systmes i don't know yet.



    Quote Originally Posted by Capt. K. Vaughn
    Not to mention there are a couple of advantages that can make this far more difficult and if you add in the morality of simply raping someone's mind and the stigma that would come with doing that, the character would likely be drummed out of the service and sent to rehab pdq or worse.
    Hehe true

    Quote Originally Posted by Phoenix
    Projective Telepathy, talking with out using your mouth not a problem either.
    Well it's written that with a difficulty 12 result you can alter or influence the target's memories.
    Thats why i find it powerfull, ok it's not easy but still i don't like it
    Romuald "Pantoufle" Theate

  7. #7
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    Quote Originally Posted by Pantoufle
    Well it's written that with a difficulty 12 result you can alter or influence the target's memories.

    Thats why i find it powerfull, ok it's not easy but still i don't like it
    Well, are your players the type that will ignore the campaign setting and the society's laws and mores that their characters grew up in?

    If they are one to ignore that and just blatantly use the power then set it up in such a manner that they get discovered and have to seriously deal with the consequences.

    Also do not forget the situational modifiers as they often increase the difficulty level.

    Also it would take them awhile to get to a level of skill where such a result would be common place and if you are still uncomfortable with it being within grasp set at 12, raise it slightly but I would first try to make sure that the player understood that with his powers comes a responsibility that he or she will be held accountable to uphold.

    After all most races have laws against blatant use of such things and the more shall we savage civilizations tend to view psionics in a somewhat paranoid vein and would likely kill the person outright that was discovered invading others minds.

    As to the whole shuttlecraft vs starship thing, it is even in space quite different in response times, handling if you will between shuttles and starships. It would at least in my opinion be something on the lines of a PT Boat's handling versus the maneuvering of a battleship.

    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."

  8. #8
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    Quote Originally Posted by Pantoufle

    1st)

    Shipboard systems (Flight control)
    Vehicule operations (Shuttlecraft)

    Ok i know one is for starships and the other for shuttlecrafts but what do you guys do for runabouts ?
    And i don't really like to have 2 different skills for almost the same job :/
    While it may appear that it is the same thing, let me rephrase the question. Is it the same to work a motorboat and to handle an aircraft carrier? Only because both may have a "steering wheel"? Only the fact that a vessel has similiar controls does not make the operation identical. Since Starfleet uses that layout for any computer console it therefore would make no difference if you use phasers or if you diagnose a patient

    I think it is principally a size thing. Starships are way larger than ordinary "vehicles" and far more complex and therefore receive an extra skill. On the other hand ( while physically not correct ) it appears that flying a shuttle is not much different to flying an airplane nowadays. So I would leave it as it is - worked fine in my campaigns. We use the rule of thumb that any size 1-2 vessel is a "vehicle" and then is handled by Vehicular Ops. Of course there are exceptions to the rule as well. And in times of emergency I think it would be ok to let a character steer a shuttle with Shipboard Systems, although more difficult.




    2nd)

    Just read again the psionics powers and i think some of them are pretty powerfull.
    Like mind control or projective telepathy

    I fear that may spoil a bit the fun of the others characters who aren't telepaths or it may ruin a story at the very beginning
    Well first of all there are not too many psionics anyway. There are Betazeds, Vulcans and Napeans - I do no think that there are any more official player species. And if I remember correctly none of these have Mind Control in their templates. Since psionics is a complicated feat you could easily restrict access to those skills, by simply requiring a teacher to learn it. And this becomes even more difficult if the player character does not even know that such a skill exists.

    On the other hand since you are the narrator you can simply tell the character that his attempt to "control" the villain of the week failed - you do not even need to give a reason. If it is dramatically appropriate don't hesitate to step in and bound the rules - afterall you want to tell a dramatic and challenging story not a scientific correct documentation ( Star Trek would be not very appropriate then anyway ).

    3rd)

    How do you guys feel about a Cardassian in starfleet ?
    My campaign will be around 2350 and one of my player said he'd like to play a Cardassian colonist who lived near the federation border who joined Starfleet.
    Don't remember that it was said in the series that there was no Cardassian in starfleet so i think i'll allow him to do so but i'd like your opinion.
    Me as a GM says that would be a great source for roleplaying and conflict among the players. Since Starfleet is at war with Cardassia at that time ( 2348-2369 ) this player could have trouble being accepted by his comrades. Additionally the Obsidian Order might try to convince him to work for the "right" side.
    We came in peace, for all mankind - Apollo 11

  9. #9
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    Well about psionics and the shuttle thing i have a better overview now i think it's fine

    Quote Originally Posted by Evan van Eyk
    Me as a GM says that would be a great source for roleplaying and conflict among the players. Since Starfleet is at war with Cardassia at that time ( 2348-2369 ) this player could have trouble being accepted by his comrades. Additionally the Obsidian Order might try to convince him to work for the "right" side.
    Well at first i intented to make them play in 2350 where they'll start in their 3rd year at starfleet academy.

    But i'll prolly adjust that to 2348 so the cardassian character would have been for like a year in the academy when the massacre at Setlik III occurs and that start the war.

    Well i think it'll be interesting times for him after that
    Look forward to start it and see what happens

    Atm the group looks like this

    Cardassian interested in security
    Vulcan interested in science
    Human interested in operations
    Tellarite interested in engineering
    Romuald "Pantoufle" Theate

  10. #10
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    That could make things interestingly ugly for the PC, especially if one cadet gets drummed out of the Academy because of his hatred for Cardassians after his parents were killed on Setlik III and he kept picking fights with the PC even after a number of warnings.

    In turn his buddies blame the Cardassian cadet for their friend being dismissed from the Academy.

    Is 2348 a typo or are you changing the date of the Setlik III massacre?

    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."

  11. #11
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    well that is what i meant

    2346 My characters enter SA
    2347 Massacre of Setlik III & war begins (I think ?)
    2348 My campaign starts

    My first idea was to start in 2350 with cadets in their early third year at the academy.

    But i'll start two years before to make sure the character was already in starfleet for quite some time when the massacer occurs & the war begins.

    Well i'll have to create a bunch of npc students & teachers so yeah i'll prolly have one with hard feelings towards the cardie
    Romuald "Pantoufle" Theate

  12. #12
    Regarding Cardassians.

    Be aware however that Starfleet has a history of drumming members of hostile species out of the service. There 1 on screen canon instances, and several off-screen instances. Simon Tarses who lied about being 1/4 Romulan, and was held before a tribunial durning the Federation/Romulan cold war in TNG. Technically he was drummed out for lying... But it was because he lied about being part-Romulan (somehow I dont think lying about being part-friendly species would have copped as much flak).

    And then during the events surrounding the Maquis, how many Starfleet officers were serving with the Maquis, some may have been concientious objectors, and other rebels looking for a cause... But there was an awful lot of them...

    I just wanted to mention this so you would be fore-warned and prepared if your players choose to follow this route, enabling you to offer an appropriate lifeline to help keep the characer in play should they try to have him go through a courts martial (not an unlikely occurance anyway under the circumstances).

    As for any problems? Outside of the roleplay ones of hostility and distrust which you want, there are no canon references to a Cardassian in Starfleet and so you are probably safe and clear on that one!
    DanG/Darth Gurden
    The Voice of Reason and Sith Lord

    “Putting the FUNK! back into Dysfunctional!”

    Coming soon. The USS Ganymede NCC-80107
    "Ad astrae per scientia" (To the stars through knowledge)

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