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Thread: Some help shoe-horning the rules into my campaign please.

  1. #1

    Some help shoe-horning the rules into my campaign please.

    Hello there, this is my first post

    I am building a ST campaign and I need some help. Lemme tell you a little about it first so everyone is singing from the same songsheet:

    I call it "Star Trek, the Dark Age", it's non-canon as all get out and here's how it goes:

    Quantum Slipstream drive was perfected and widespread by the middle of the 25th Century and everyone loved it so. Unfortunately there was a problem.

    There is an incredibly powerful race that lives outside our dimension that makes the anti-borg species look like pouty adolescents. For reasons I have not yet determined they DESPISE QS drives. Their widespread use causes a terrible pogrom to occur as these angry, hateful beings come walking into our reality and shredding everything they can. I mean they rip the ST universe apart as you and I know it. Nobody can stand up to them. Even portions of the Q continuum try to help and they can't get anywhere because while these beings aren't TECHNICALLY more powerful than the Q (they can't snap their fingers and re-arrange reality) they are also more or less immune to that ability (the best way to describe it is to liken it to the Yu-uzhan Vong's ability to ignore the force in the Star Wars universe). So disturbed are the Q by this race's ability to shrug them off that they leave for somewhere else to do some very heavy thinking - sealing the known galaxy's fate.

    The Federation, the Klingon Empire, the Breen, the Gorn, what's left of the Cardassian Union, the Tholian Empire, the Dominion, the Ferengi alliance - hell even the Borg are rent asunder as cohesive political/influential entities. Some races are destroyed altogether. The galaxy's average tech level is ratcheted back between 300 and 500 years.

    Now fast-forward 300 years.

    Off in the far corner of the Alpha Quadrant, near the edge of what was once Federation Space, closer to the galactic core, is a little planet a lot like Earth but not quite as big. They were tossed backwards when the pogrom happened and have lost touch with much of their history. Indeed they currently have no knowledge that they were once a Federation colony - or that there ever was a Federation for that matter. Their technology has only managed to come back to early 1970's levels, but (after having survived a world war which would have occurred around the late 1950's if we used our own timeline here on earth) one nation is trying very hard to get into space with their own "NASA" program. In fact they already got into space and now have their eyes on the moon.

    The player characters begin as astronauts in that rather large (by comparison to Apollo 11) capsule (I have five players) atop that huge chemical rocket.

    They idea is that they are going for that first moon-shot. But, instead of Apollo 11, they are gonna live the nightmare of Apollo 13. Halfway to the moon, a catastrophe occurs and it's one of those ones where everyone tries everything and then they look at each other, shake each other's hands and say "It was a pleasure and an honor man."

    But, fate isn't done with these dudes yet.

    Just as they are about to finish those last strains of Major Tom, they dematerialize one by one...and rematerialize elsewhere...

    You see, way back in the day, Starfleet thought it would be a great idea, rather than decomission the U.S.S. Noble (a starship of the same class as the Enterprise seen in the new JJ Abrams Star Trek rebootage) and stick it in a scrapyard, they would instead plop it down in the LaGrange point between the planet and its moon and turn it into a museum. The museum was to be curated by a wise El-Aurian. And there is an El-Aurian there. He may even have been wise at one point. But he got front row seats to the apocalypse and has spent the last 300 years dealing with a combination of post traumatic stress disorder and horrible loneliness. It was he who beamed them out of the capsule. The PLAN was to beam them back to their world. He was just beaming them to the ship as an interrim step. Unfortunately the transporter farted and died before he could complete the transfer...

    And now the PC's and their little world have a working (albeit obsolete) starship. One that their world can do what it likes with. Well, the vote is to study the thing for five years and then launch it (with the PC's at the helm of course) to see what's out there. Brand new everything, free form everything. I think it's gonna rock. I can't wait to show them the Klingon warrior-monks who emerged to try and keep the peace 150 years earlier, or the Vulcans who cast the teachings of Surak aside, called themselves an Imperium and now seek to conquer all of known space - after first all but wiping out the Klingon monks. I can't wait to figure out what I'll do with all the ST conventions, how I'll twist and up-end them. But this is not my problem.

    See, the CODA ST game sort of divides the world into two types of people - Starship Crew and everyone else. This is kind of problematic and I need your advice on what to do.

    See, the PC's are all starting as astronauts, since there is no "astronaut" profession, the nearest two that will fit are Soldier (because some Nasa astronauts in the early days came from the US Navy and Air Force) and Scientist (most Nasa astronauts these days are lettered scientists - many are Phd's).

    Problem is, if I leave them in those classes, will they be competent enough to run a Starship? I don't want them to be too competent to begin with. Five years of study or no, this is all very new to them. But eventually it makes sense that they should be able to do "starship stuff". SO what do I do? I am tempted to just run the moon-shot free-form and then have them make Starship Officers except that Scientist and Soldier are competent professions.

    I'm really stuck here. What would you do?

    Thanks for your help guys.

  2. #2
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    This is not so difficult to patch together... here are my suggestions:

    1) Set up a series of research tests that the scientists will need to perform over the days/months/years to educate themselves about this new (old) science and engineering (the starship). These tests can be extended tests and have variable TN based on however hard you want them to work at it. Because remember, the skill Sys Ops is all you need talent in to understand and drive a starship. In fact, the PC's should have some Sys Ops skills already for using their own technology... all they want to do is advance it. Here are some examples:

    Understanding Warp Drives
    Science Test (maybe given an affiliation bonus for Computer Use or a related Sys Ops skill possessed)
    TN 50 - if successful, grants a Sys Ops +1 to PC in the field studied (also could be included a new Science+Specialty, Engineering+Specialty, or Knowledge+Specialty skill)
    TN 75 - if successful, grants a Sys Ops +3 to PC in the field studied (also could be included a new Science+Specialty, Engineering+Specialty, or Knowledge+Specialty skill)
    TN 125 - if successful, grants a Sys Ops +5 to PC in the field studied (also could be included a new Science+Specialty, Engineering+Specialty, or Knowledge+Specialty skill)

    2) Once a working knowledge of the starship is achieved, Starship Duty could be awarded based on two things - how the PC's people run their own form of military/government, or they might learn about Starfleet from the ship's data banks and mirror the Federation's form of service duty on a starship.

    My point is, you already have the essential pieces in place. Characters do not need to be in the Federation (or any other ST political starfleet) to have Starship Duty. The PC's already have a form of Starship Duty based on their own command structure of their space module. Do you know what I mean? There is already a captain, first officer, sciences, and engineering... they are just in a lower tech level vessel. Well, once they find the new ship and begin to understand it, the Starship Duty just applies on the new Tech level scale.

    CODA is great in its character generation versatility that you can create a scientist who is also a pilot of a lunar capsule, and maybe even has a bit of military in the mix (i.e. soldier) - and now he is challenged by fantastic new technology that allows him to become a Starship captain.

    Am I making sense? I hope so... anyway, have fun! It sounds cool, although I am still opposed to the JJ Abrams style of ship.

  3. #3
    I think I understand what you're saying, that Starship Duty is the key and that even though the PC's are scientists and soldiers they still possess the skills to run a starship, they just need to be brought up to speed.

    But what about things like the (forgive me, the exact name escapes me) "Feats"? Things that can only ever be taken by Starship Officers? How do I transition the capsule commander into a Starship Captain for instance? How do I give her access to some of those "Feats"? Can she do without them?

    Forgive me, but where you see versatility, I see stuff that confuses me because I don't know how to ease people into Professions or even if they need to be there...

    Also, why don't you like JJ Abrams' Enterprise?

  4. #4
    I... kinda don't get why you don't just actually make this a game about Apollo 13 discovering an alien ship. You can throw in Klingons and Vulcans and whatever Encounter Critical-style after that, if you want, and scrap the rest of the setup.
    Portfolio | Blog Currently Running: Call of Cthulhu, Star Trek GUMSHOE Currently Playing: DramaSystem, Swords & Wizardry

  5. #5
    *scratches head* I don't understand your question.

    Things do very much start out as "Apollo 13 discovers alien ship", well, actually, if you'd read carefully you'd see it's actually "Half mad El-Aurian tries to save Apollo 13 crew but instead accidentally causes them to discover alien ship".

    But beyond that, what precisely is your question please? What should I just get rid of? And why?

  6. #6
    Join Date
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    Well first, as GM, take the liberty to define your own Starfleet captain, call it NASA captain, or whatever. Because understand, when you are creating a Klingon captain of the IKS whatever, you still use the Starfleet templates. This is because we never received the book from Decipher on the Klingons, so you take that character template and tweak the skills and traits that come with it. This also gives them the Abiltiy Starship Duty (renamed NASA duty).

    Does that make sense? Please let me know if I am being to general.

    Anyway, look at the captain template - take what applies in regards to tech-level and remove those that don't. Just remember that a CODA character is always generated with:

    6 Personal Development picks - five for skills and specialties and one is an Edge (you may take a Flaw and gain an additional pick)
    20 Professional picks for skills and specialties plus one Edge (you may take a Flaw and gain an additional pick)

    With the numbers above, you can design your own captain.

    Second, I am to nostalgic to see the changes done to Star Trek... I know, I know, I am close-minded.

    BTW - has anyone else noticed the disparity between the number of ranks given to the different professional developments? One is 21, the next is 25. Kinda crazy.

  7. #7
    Oh, okay, I think I understand what you're getting at now, thanks

    Hey, you know what? Nothing wrong with liking the way things were before. Nothing at all.

  8. #8
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    Quote Originally Posted by Tomcat View Post
    Anyway, look at the captain template - take what applies in regards to tech-level and remove those that don't. Just remember that a CODA character is always generated with:
    I should clarify here - take what applies in regards to tech-level and change those that don't.

  9. #9
    Gotcha, thanks.

  10. #10
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    Quote Originally Posted by Galen View Post
    Hey, you know what? Nothing wrong with liking the way things were before. Nothing at all.
    Yea.

    I will tell you, the first time I saw ST:TMP and Kirk and Scotty did the fly-about the new re-conned Enterprise... man! That was all I ever needed to see changed with that ship (and it was for the better)! And then, with the Wrath of Khan, they introduced the Miranda Class and again I was wowed. These two ships became my absolute favorite starships.

    I don't need to see them re-designed again, but that is me.

    Enjoy your game, man, I hope it turns out how you want it to.

  11. #11
    Quote Originally Posted by Galen View Post
    Things do very much start out as "Apollo 13 discovers alien ship", well, actually, if you'd read carefully you'd see it's actually "Half mad El-Aurian tries to save Apollo 13 crew but instead accidentally causes them to discover alien ship".
    Well, okay... the protagonists of the story are the Apollo 13-ish guys, right? These are who the players are playing?
    Portfolio | Blog Currently Running: Call of Cthulhu, Star Trek GUMSHOE Currently Playing: DramaSystem, Swords & Wizardry

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