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Thread: Series seeds

  1. #16
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    [b]STAR TREK: DOMINION[/i]

    Garak's bomb in DS9's 'In the Pale Moonlight' fails to go off. The Romulans never join the war. The Dominion infects Andoria with the quickening virus. The Federation surrenders.

    The players: ex-Starfleet officers and other assorted anti-Dominion types. They must build a coalition to drive the Dominion out.

    First they must get a ship and a base. Then they contact the Klingons, the Taurhai, the Romulans etc to build and alliance. All the while staying ahead of the enemy.
    Greg

    "The dreams in which I'm dying are the best I've ever had."
    Madworld, Donnie Darko.

  2. #17
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    Name: Star Trek -- Night Hunter
    Era: TOS
    Type: Romulan Exporation and Military
    Location: This is a general purpose Romulan TOS campaign, which sees action mostly along the Federation Neutral Zone, and the Klingon Border. It starts in 2266, the same year as year one of TOS, and continues until whenever. It would have room for all kinds of episode, but the basic idea would be to create a Romulan version of the TOS kind of ambiance, with a little extra military action, owing to the cultural difference.

    Name: Star Trek -- the Present
    Era: 2001 CE
    Type: Odd
    Location: This campaign is set RIGHT NOW. The characters are the crew of an Orion pirate/merchant ship, who have to make their way from Rigel to Antares and back. Along the way, they get to visit locations like Aldebaran, Altair, maybe one or another Andorian colony, Vulcan, and, who knows, perhaps an unsuspecting Earth. Enemies would include the Vegan Tyranny, and a lot of other Orions. Player races would include Orions, Rigellians, Kaylars, and Chelari amphibians.

    Name: Star Trek -- Quantum Probe
    Era: TNG or later
    Type: Romulan Time Travel
    Location: This campaign features the crew of a Romulan timebird modified for changing quantum signitures, and so travelling to alternate universes. Their basic aim is to explore and see if there is anything the Empire can expoit, though they are also authorized to make contact with other versions of the Romulan Empire who follow a reasonably orthodox version of the Way of D'era. Worlds they might visit include the Mirror Universe, Nazitrek, Khan Victorious, Borg Victory, the Federation-Klingon War, the Vulcan Empire, and an infinity of others. The crew might even find alternate versons of the Romulan Empire to be very troublesome. Romulans, after all, are known for paranoia, and may not trust people who just appear out of nowhere in a timebird, Romulan or not.......
    Slan agat!

  3. #18
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    Oct 2001
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    California, USA, Earth, Sector 001
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    120

    Cool

    STAR TREK: OLD SOLDIERS

    ERA: TMP (Some time after ST-6)
    TYPE: Military/Adventure
    LOCATION: Federation Sectors near Klingon Neutral Zone

    The PC's on board a Miranda Class Cruiser get a priority one message from StarFleet Command....

    Commodore Owen Finch and a small band of renegades have stolen the aging refit constitution II class ship USS-Soldier. Finch is a long time "Cold Warrior" and can not stomach the thought of making peace with the Klingons. He as too much to blame them for…the death of both his wife and son in a raid years ago.

    Finch has not only stolen the Soldier, but has also taken the last working prototype of the *Genesis Device* StarFleet Science had been studying, his plan….to use the Soldier to get close enough to a Klingon colony and explode the device, thus dashing any hopes of peace between the Federation and the Empire.

    Of course the PC’s ship is the only ship in the area….they must locate the USS-Soldier and attempt to disable her then board her and recover the Genesis Device…and arrest Finch and his crew of die hard renegade StarFleet officers.


    * When I played this one out for my guys it was a pretty fun game...but also one of those bitter sweet games....taking down fellow SF members, even misguided ones is never easy.
    Wolf.



  4. #19
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    Sep 1999
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    Singapore
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    Star Trek: Dreamscape
    ERA: Dominion War

    Project Dreamscape is a division of the ASDB whose mission is to test top secret systems long before they are deployed. They also test and design countermeasures to foreign weapon systems both friendly and unfriendly. Their ship the Outreach is specially designed modular ship able to switch systems in and out quickly. Since its so special, SI frequently borrows the Outreach and Dreamscape's new toys for very special missions.

    Star Trek: The Ivestigators
    ERA: any

    Two officers, one a JAG investigator, the other a Vulcan security officer are charged with investigating strange phenomenon that are reported by ship captains...or to investigate any mysterious deaths or events.

    Star Trek: Rapid Response
    ERA: any

    The story of a Rapid Response Team performing covert missions throughout the Federation, protecting the Federation in their own unique way.Excellent for those who want a change from the explorers and diplomats and just want to blow shit up.

  5. #20
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    Title: "The Other Side of the Wormhole."
    Timeline: During Dominion War, just before/during/after the wormhole is mined

    I've heard this one done in various ways, but the plan I've got coming up is to strand a Nova, an Olympic, and a Norway class on the other side of the wormhole just a short time before it is mined, and keep them stranded there until the mines come down.

    Olympic is there serruptitiously providing aid to the Teplans, the Nova is there doing typical science surveys near enough to the wormhole to feel secure, and the Norway is the ship sent in to try and get them back through the wormhole before it is mined, not succeeding due to Jem'Hadar, etc.

    Part of the plan is to replace quite a few crewman on the Olympic (which will be hard hit) with Teplans who are on board at the time of the rush-retreat from their space...

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  6. #21
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    (Had an error - sorry if this shows up twice)

    Title: "Singularity"
    Setting: Ship-based (pretty much any)

    In the past, and a parallel dimension: A science officer who is from a race gifted with quantum abilities (Quantum sense advantage) is trying to modify shield and scanning technology on a quantum level. In his lab, there is an explosion, and when he wakes, no one in the reality of the player characters have any idea who he is or what race he's from.

    Fast-forward to present: The officer has modified his looks and taken the place of a science officer assigned to the crews ship, after finding out the ship is heading to explore the section of space where his home world is supposed to be - a place rife with subspace disturbances. He is a specialist in subspace theory / quantum flux and comes armed with a quantum-phaser, and a few other quantum devices.

    He modifies the shields to allow the ship to pass through the subspace disturbances so they can explore the area.

    However, every night the science officer waits until a crewman is asleep, and zaps them with a quantum phaser - exchanging them with a parallel from another dimension - and then questions that person, after waking them, for details about his own race. He figures he can find out a quantum reality where his race exists, find them, and align the ship to that reality as they get closer to the system his planet is supposed to be on.

    So, every night, he finds another reality, and then every time he modifies the shields, he is sending the ship further from their own reality - using the quantum flux readings he got from the random person. He puts the random crewman back in the appropriate dimension before they wake up - so some crewman who "wake" while in the other dimension think they're having bad dreams (this can be a clue) until they come back.

    Long story short - Quantum Alien, when he developed his technology, made himself a quantum singularity - there are no parallels of himself in the other universes. However, in the universe he fell into, (the current player character one), he obliterated his double - who invented his quantum devices on his homeworld, and used them in warfare. That warfare opened up the subspace fluctuations, and unfortunately parallel versions of the world tried to invade and stop the damage - since it was happening in every universe. The battle that happened - without the various parallels of the science officer - ended badly for everyone else but this version, and as such the planet is now covered with a quantum shield, emitting subspace errors, and having obliterated most of the traces of his people in every other dimension.

    Once arriving at the planet, especially since the Science Officer is the only one who can get the crew home (and he's not telling unless they go to his home system), they'll find out who he was in this dimension, and work through a nasty social uprising, and - hey - if you're mean, you can kill him and leave the players to figure it out themselves.

    Then they'll have to navigate backwards through the quantum realities they ventured through (including ones where the Borg won, where the Federation was wiped out by Klingons, etc), and then finally find their way home...

    Sidenote: when I ran this one, I had one of the science officer's "test crewmen," be replaced by a borg when quantum shifted, and that was the first major clue - the Science Officer killed the borg, and the borg body was found - the human crewman assimilated, but years ago, and the confusion that created sent the investigation into high gear - however, they never managed to recover that crewman - and he showed up years later in game time, having run like mad in the Borg universe, and eventually figured out how to get back, and being mad as hell he was abandoned...

    Uh, sorry that was so long...

    The Doc.
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  7. #22
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    Title: "Bridgetown,"
    Setting: Station on Bridgetown, as mentioned in DS9 Handbook
    Time: Post Dominion War

    Starfleet assigns some frontier-capable individuals to bring a federation presence to Bridgetown and the forefront of the Kellinan reach. This would be like DS9 only with a heavier emphasis on the rogue elements, having to "bend" the rules a lot more often, and putting the PCs in a place where Federation technology and aid is quite a long way off... Not to mention being in a station that no one can really figure out...

    You'd have set-up episodes (getting a section of the station "bought" or otherwise aquired, then fitted, then powered up, then crewed, etc), then you'd have to start making contact with the various factions on the station, not to mention make nice with people who'd likely want you the hell off their station, gain trust of the little people who are just trying to make a living, gain some sort of authority to act out what you're saying are the new rules of the land, etc etc etc.

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  8. #23
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    I'm going to get this one in while I can - Chad Underkoffler just published something in the same vein (but not Trek) on Pyramid, and I wouldn't want to get accused of plagiarism!

    TITLE: Ryk's Cafe Terrestrienne (or Tales of the Gold Mugato)
    SETTING: The surface starport of a strategically located planet in the occupied Cardassian Union, primarily in and around one of the more popular bars, Ryk's.
    TIMEFRAME: Post Dominion War

    This is basically the idea I posited in another thread recently (http://forum.trekrpg.net/showthread....&threadid=2528 - look, I liked it, ok?). If anyone's interested in a detailed version, I'm in the process of writing it up properly for my website - I'll post here when it's ready!

    Ryk is an Orion ex-gunrunner, now running a bar on a world on the crossroads between the sectors of the Cardassian Union overseen by the various victorious allies of the War. The starport and town are rife with spies, smugglers, pirates, techrunners, refugees, terrorists, bounty hunters and other lowlifes. Any pair of people seen talking are probably discussing a plot of some description.

    The planet itself once housed a Cardassian colony, but with the Jem'hadar withdrawal, it was hit by a slow-acting biogenic weapon, which will render it uninhabitable in a couple of years. Recently, ruins have been found under the sands and jungles resembling those of Hebitian Cardassia, indicating the existence of an earlier colony, presumably related to the distant and unfriendly Cardassianoid natives of the planet. Archaeologists and artefact smugglers from all over known space are gathering to get their mitts on this treasure (remembering that all Cardassian art from this period has long ago disappeared into private art collections).

    The PC's are primarily civilians, local notables trying to make a living from the unrest. Ideally some are Ryk and his staff, other possibilities are spies and criminals, pilots for hire, mercenaries, archaeologists and do-gooders from Bajor and the Federation. Some might even play harrassed (and almost certainly corrupt) local agents of the Cardassian government.

    Plots and feel should be similar to civilian movies from the WWII, with large amounts of pulp adventure and film noir thrown in where appropriate. Many movies from this period can be raided for plot ideas: Casablanca (try translating it into Klingon!); the Third Ferengi; the Obsidian Files; Passage to Betazedf; the Romulan Falcon and so on...
    Jon

    "There are worlds out there where the sky is burning, where the sea is asleep and the rivers dream; people made of smoke and cities made of song.
    Somewhere there's danger, somewhere there's injustice, and somewhere else the tea is getting cold. Come on, Ace, we've got work to do."
    THE DOCTOR, "Survival" (Doctor Who)

  9. #24
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    Title: "To Get Back..."
    Setting: Planetary
    Era: Any

    To put a different twist on things, take the ship away. Maybe the players crashed, or their ship was hit by something while in orbit, and the crew had to beam out or used escape pods. Either way, strand them away from their ship, on a planet that "failed" in some way - be it ecological collapse, plague from ages ago, anarchy through governmental wars, etc. The technology on the place is varied, and the crew start together at a particularly awful spot with nothing but their escape pod items and maybe whatever they were carrying at the time. Starfleet might very well come to rescue them, but set during the Dominion war, for example, they'd be pretty much on their own.

    The first episode would be the crash and immediate troubles of being on a world that has fallen apart. From there, though, they could learn of a place, in the northern areas or something, where the technology is still pretty together, and the people in power there have access to things such as powerful transmitters and the like. Just the ticket to get the hell off the mudball...

    Lots of "survival" type episodes, trekking across a planet, meeting basic needs, making allies with roving anarchistic gangs, trading, bartering, and the erosion of "ideals" in the name of getting the hell home...

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  10. #25
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    Nov 1999
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    Austin TX, USA
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    Re: The Final Frontier

    Originally posted by Dan Stack
    The characters are assigned to a major starship on an ongoing misison to explore strange new worlds. To seek out new life and civilizations. To boldly go where no one has gone before.

    It's so obvious, but so often there's a desire to avoid doing "the same old thing" that "the same old thing" is never actually done...

    This is in no way meant to trash anyone's ideas as many of them are quite good, but...

    Thank you Dan Stack. More than just not doing "the same old thing," I'm surprised how many series seem to focus on militaristic aspects. The vast majority of Trek has been about "boldly going..." and I'm all for keeping up the tradition.

    - Daniel
    - Daniel "A revolution without dancing is a revolution not worth having."

  11. #26
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    Title: "A Foot in the Door,"
    Setting: Planet/Space Station
    Era: Any.

    The players are crew assigned to a station or planet-side near a planet in the last few stages of entry into the Federation. Working with the government of the planet, the crew help out with the last remaining factions who are opposed to the joining with the Federation, maybe a little intruigue with Romulans or Cardies trying to stop the Federation from getting this particular planet, but mostly a focus on the IDIC concept: this is an alien culture, and interaction with the Player Character Crew and the NPCs from this alien race would be a phenom time of role-playing. Tossing in a player or two from the alien culture would likewise be good (a la Kira's role, from DS9).

    This would be a cultural campaign, with emphasis on helping/guiding a planet through the final few stages of entering the galactic community. Specific episodes could revolve around such things as the small resistance groups against the notion, old-soldiers who aren't so happy about being "demoted" when they're merged with Starfleet, world merchant associations confused and scared about the new "federation credit," religious/social issues around the increasingly common interspecies dating/marriage/childrearing, etc.

    The Doc
    So you think, 'Might as well,
    Dance a Tango to Hell,
    at least I'll have Tangoed at all.'
    -- "Rent," Jonathan Larson

  12. #27
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    SERIES TITLE: Our Sacred Honour

    This is based on an old story idea I had. After the Dominion War, the people of the DMZ both Federation and Cardassian citizens are disatisfied with their lot. For years they had been in the forefront of the Fed/Cardassian Cold War and during the Dominion War, they were oppressed by the Dominion and the Cardassians.

    With the war over with both major powers having to rebuild their core worlds, the citizens of the DMZ have banded together ex-Feds and Cardassians and are prepared to go their own way...as a free and independent nation.

    After declaring their independence, the new state, the Free Stars Union (or whatever you want to call it) prepares to fight for their own independence and survival. Most of the surviving Maquis and many ex-Cardassian soldiers and spacers sign up to assist their brethern.

    With the help of the Ferengi they acquire a bunch of surplus ships from the Dominion War and a squadron of ex-RSN Stormbird-class (ex-KDF K'tingas) supplied by a very supportive Tal'Shiar.

    The PCs are members of the FSU defence forces trying to build a navy from scratch and to maintain their independence from the various neighbouring powers. Also they are faced with having to protect worlds on their borders from raiders and others baddies.
    Arise, arise, Riders of Theoden!
    Fell deed awake: fire and slaughter!
    Spear shall be shaken, shields be splintered,
    a sword-day, a red-day, ere the sun rises!
    Ride now, ride now! Ride to Gondor!

    Theoden King: The Return of the King

  13. #28
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    Series Title: Nexus One
    Setting: Space Station
    Era: Late TNG/DS9 Season One

    As part of their withdrawl from Bajor, and just a few months prior to the discovery of the Wormhole, the Cardassian Union sells the incomplete Empok Nor station to a Ferengi-led consortium. Grand Nagus Zek is the largest single owner, but a couple of influential Federation corporations also have a stake in the station, as well as a company suspected of being a front for the Romulan Tal Shiar. The Klingon and Cardassian governments also have a small share of the ownership.

    This group (the Zek-Trans Operations Group) completes the fitting-out of the station and will operate it as a trading post; specifically, the Nexus One Interstellar Commerce Facility.

    Treaties and arrangements of neutrality are arranged with both the Federation and Cardassia, and everything's fine until the Wormhole opens up. Nexus One is only a few light-hours from the wormhole, as well as being only a day or two away from Deep Space 9.

    The PCs are the staff hired to operate the station by the Ferengi owners. They include the command staff, security, medical, and the pilot of the station's small-but-relatively-powerful police ship, the Venture Capitalist.

    Since the Tal Shiar, Obsidian Order and Starfleet Intelligence (even S31, if the GM's fond of them) will all be active on the station, as well as more official representatives of all the major powers, the PCs will have a difficult job keeping the peace.

    This setting also allows for exploration of the Gamma Quadrant, involvement in Bajoran stories, the Dominion War, etc...

  14. #29
    Perrryyy Guest

    series seed

    Star Trek: Hippocrates
    Series type: DS9

    The crew is stationed on a Gamma class starbase as a crew of medical and engineering personnel to support starships as they come off the front lines for repairs during the Dominion War.

    Medical officers to attend to the wounded, engineering officers to attend to the ships, and science and command officers to find new technologies and new battle tactics to defeat the Dominion.

    Star Trek meets M*A*S*H* / E.R (yes, I keep going back to this! So sue me!)

  15. #30
    Perrryyy Guest

    witchblade

    I've got bits and pieces of a Witchblade-esque series seed over in the Bajoran Orbs thread.

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