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Thread: Railroading

  1. #16
    Quote Originally Posted by selek View Post
    It also contradicts both the tech manuals and ample on-screen evidence.
    While the majority of Starfleet tech in the 2360s would probably be deliberately designed to be replicable, I don't recall a specific passage stating that they include one-hundred percent replicable materials, or that significant interior damage could be handled through in-flight repair.

    And the tech manuals, mostly the TNG one, include some pretty wacky stuff. I'm not sure I'd be comfortable using all of them word-for-word in a game. However, there is that little blurb at the end of the replicator section about how they choose not to make entire starships replicable.

    As for the onscreen evidence, which episodes are you talking about?
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  2. #17
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    Quote Originally Posted by The Tatterdemalion King View Post
    While the majority of Starfleet tech in the 2360s would probably be deliberately designed to be replicable, I don't recall a specific passage stating that they include one-hundred percent replicable materials, or that significant interior damage could be handled through in-flight repair.

    And the tech manuals, mostly the TNG one, include some pretty wacky stuff. I'm not sure I'd be comfortable using all of them word-for-word in a game. However, there is that little blurb at the end of the replicator section about how they choose not to make entire starships replicable.

    As for the onscreen evidence, which episodes are you talking about?
    I think you misunderstand me TDK.

    My statement was meant to say that 100% replicable starships are NOT supported by either the tech manuals or the onscreen evidence.

    The tech manuals specifically mention that phaser emitter crystals must be grown (not replicated) in zero-g environments in order to function safely and quite a few other components are mentioned as being alloyed through specific processes, in specific furnaces, and to specific tolerances. By definition, a manufacturing/growing process automagically precludes replication.

    Additionally, we see several episodes where Voyager is endangered because they have to acquire certain materials/alloys/compounds to refurbish the warp coils/realign the plasma conduits/re-lacquer Janeway's hair, etc.

    If they have to endanger the ship to get the materials, that too, precludes replication.

    Also, the reason cargo transporters and replicators are not rated for "live" transport is that the lower resolution contains "single-bit" molecular and atomic-level errors.

    That's precisely the sort of thing you don't want in molecular-level circuitry or structures that are subjected to high energy or prolonged radiation bombardment.

    Finally, they have as much chance of replicating the bioneural gel packs (living material!) as they do of making Neelix's leola-root souffle appetizing.

  3. #18
    Quote Originally Posted by selek View Post
    I think you misunderstand me TDK.

    My statement was meant to say that 100% replicable starships are NOT supported by either the tech manuals or the onscreen evidence.
    Ohh, okay. Sorry.
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  4. #19
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    Quote Originally Posted by selek View Post
    I LIKE the way you think!
    Thanks, selek! For my $0.02 worth, I've never cared for 'magic' replicators. Either they're too cute a writer's trick, or they conveniently break down at just the wrong moment due to Special Deadly Energy Field of the Week.

    Then again, the Voyager trope of the ship limping along on 5% power because it's run out of Plot Device-ium... and the only source of that stuff within range happens to be a planet overrun with Kazon/Borg/Species 8472/Rampaging Cheese Fries...

  5. #20
    I would love a Planet of the Cheese Fries episode.
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  6. #21
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    I've tried to forget that terrible "get this cheese to sickbay!" line from early Voyager for years...

    Dear lord, I've tried...

  7. #22
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    Quote Originally Posted by The Tatterdemalion King View Post
    They might just be reacting to some interior straight-jacket instead of the environment that comes out while you're playing.
    This was exactly the case in my group.

    It got so bad I had to take the captain and 1st officer out for a beer IRL to hash out this issue. We're playing again this weekend, so I'll let you know if it works out or not.

    Many players see the Starfleet environment itself as "the interior straight-jacket." <- Love that term, BTW. The environment isn't anything like D&D, or Mutants and Masterminds.

    OTOH, an "Equinox-style" scenario would be just sad, like watching a train-wreck in slow motion.

  8. #23
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    If they really think Starfleet is that restrictive, they should try playing Klingons....

    While it's true that as Klingons, they might get to bust more heads per capita, those who are actually playing Klingons (instead of just macho Biker Vikings) are subject to more stringent constraints- those of HONOR.

    The Code of the Warrior is fairly stringent- always look a foe in the eye before killing him, never use poison, never strike or kill a helpless foe, always keep your word, uphold the honor of your House. Be bold, be brash, be honorable....and never let them see weakness or fear...and die on your feet.

    It sounds awfully simple...but the execution of it (pun intended) can be downright problematic.

    In a recently run mission (soon to be either posted or publshed in Beyond The Final Frontier), we had a Klingon officer (named Kronk) assigned TDY to our Federation starship.

    A hostile (third-world) power called the Toren had brazenly attacked and captured an-all-but-unarmed Federation science vessel and the crew were sent into rescue the captured vessel and crew.

    Early in the mission, Kronk beamed down as escort for the Ambassador at a diplomatic reception. His orders were to protect the Ambassador- both his physical well-being and his honor (and that of the Federation).

    While they were at the reception, a Klingon renegade and condemned traitor tried to pick a fight (knowing that Kronk dare not retaliate lest he disgrace the Federation and complicate the negotiations). The traitor called Kronk a "coward" and a "Federation lap dog"- and then turned his back on him before walking away.

    Every part of Kronk's upbringing (and the player's native inclination) urged him to lash out and destroy the traitor....but he could not. His honor (and his word given to the Captain) forbade it.

    Later on, the same Kronk was part of the raiding party sent in to retrieve the crew of the captured ship from a Toren prison.

    A squad of Jem'Hadar (who had been giving the Toren military aid) put up a fierce fight, but swiftly succumbed.

    In a rage, the Klingon officer used his grandfather's bat'leh to execute the downed (stunned and unconscious) Jem'Hadar.

    Guess which action he's "in trouble" for-

    Killing unarmed and helpless foes violates the Klingon code- the character is dishonored in both Starfleet AND Klingon eyes.....and will have to redeem the blood stains on both his grandfather's weapon and name.

    What a Klingon considers honorable is very fluid, and depends largely upon situation and circumstance....and what is honorable under one circumstance might be worthy of death under another....


    Of course, if you're crew is playing macho biker Vikings instead of real Klingons, all bets are off.

  9. #24
    Quote Originally Posted by Cdre Bob Wesley View Post
    The environment isn't anything like D&D, or Mutants and Masterminds.
    It isn't, which is kind of fascinating. Your 'average party' in a Trek game could wipe all life off the face of the Earth.
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  10. #25
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    Quote Originally Posted by The Tatterdemalion King View Post
    It isn't, which is kind of fascinating. Your 'average party' in a Trek game could wipe all life off the face of the Earth.
    Well, maybe not average but most of the Mutants & Masterminds groups I've run or encountered come pretty close to that too
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  11. #26
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    Not exactly the point there.

    As we've seen, Picard may agonise over the dilemma, but he figures out the way to go. He might not choose to go that route, but his moral compass knows the way...

    I would aim interested parties at 'Amy's Choice' on Dr. Who, but I might not need to.

    When I had a party of PCs (and players!) ready to take me on over the rights of a damaged AI in my TNG series - that was when I realised I needed to take a step back...

  12. #27
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    Quote Originally Posted by Nuclear Fridge View Post
    Not exactly the point there.

    As we've seen, Picard may agonise over the dilemma, but he figures out the way to go. He might not choose to go that route, but his moral compass knows the way...

    I would aim interested parties at 'Amy's Choice' on Dr. Who, but I might not need to.

    When I had a party of PCs (and players!) ready to take me on over the rights of a damaged AI in my TNG series - that was when I realised I needed to take a step back...
    To whom were you responding here?

    I wish to place your comment in context....

  13. #28
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    Fair comment, selek...

    i was referring to your remark re. the Klingon honour issue.

    it is a fluid matter at the best of times, all the better (i think) that it does not conform to western values. in my TNG/DS9 series, the exchange program Klingon pilot trusts her human CO to make the proper decisions.

    to be honest, there are 'morality play' issues in early TNG that seem forced or seriously awkward... like, " oh, the Prime Directive has a new paragraph that forces you to have a monologue in the turbolift episode".

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