Bridgetown players, run away, run away.
Gone?
Really?
I mean it!
Ok then...
This weekends Bridgetown game is going to be a crossover of the two major threads going on in the background - ancient Iconian Artifacts and Cardassians who have rejected the Cardassian loss in the Dominion War - the Legitimate Cardassian Government in Exile. We turned against the Dominion. You'd have never defeated the Dominion without us. In return you demand reparations. You carve our empire as spoils of war. We will never surrender. We will reclaim all that we lost. Our enemies will pay with interest.
In any case, the characters are heading for a rendezvous with the Starship Icarus, a Galaxy-class ship our game was originally based on. Indeed, two of the players (and one of the characters) served on her. The adventure involves the Icarus suffering a horrible attack at the hands of Cardassian terrorists armed with an Iconian subspace weapon. (Prior to the characters' arrival.) And it also involves the characters having to come to the rescue of an Icarus away-team lost on a world that Icarus was surveying at the time of her attack.
What I'm debating is if the Icarus should be damaged beyond repair - i.e. stardrive section used as a bomb to protect the saucer... What I want to illustrate is these Cardassian rebels are a real threat and blowing up the original ship the game started on back in '98 seems a good way to do it...
But, my eventual plan for the campaign is to have the characters (assuming I keep all my players, which looks like it might happen) eventually wind up on a large ship to explore a distant region of space, home of ancient terrors the Iconians once had control over - the Demons of Air and Darkness. It makes a lot of sense for this ship to be the Icarus - a lot of history to that ship. I could always replace her with a new Icarus later on.
If I want to keep the original Icarus, I could have her be repaired - make this something like a U.S.S. Cole attack.
So, "you are the narrator. What would you do?"![]()