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Thread: 22nd Century Game Ideas

  1. #16
    Join Date
    Aug 1999
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    As I lay dying...

    I really like the idea of an empire in its last stage before the complete extinction of its people. Perhaps the few remaining inhabitants of the core world of a once massive interstellar empire, technologically advanced, seriously jaded regarding the universe (due to their swiftly approaching extinction) could make them extremely dangerous. After all, what do they have to lose? They're <b>already</b> a dying race!

    Perhaps the K'relk Sodality, once a powerful empire spanning tens of light years, has fallen on hard times. The remnants of their shattered civilization - perhaps decimated in a terrible civil war - can be found throughout the quadrant on various deserted or failed colony worlds, in the form of derelict ships, or even on computer media discovered floating in space/in a subterranean chamber/in a fallen temple/etc.

    The civil war saw the creation of a terrible plague that not only killed victims outright, but sterilized the survivors. Initially released on a single colony world, fleeing victims carrying the dreaded disease carried it to K'relk worlds throughout the region. Despite the efforts of their remaining scientists, the disease has mutated beyond their capacity to find a cure. The scant tens of thousands of remaining K'relk citizens are the very last of their kind, and, due to the insidious genetic infiltration of the disease, even cloning cannot create viable replacements.

    Such a campaign could revolve around the collection of their civilization's records for posterity, discovering new/lost technologies, locating a lost, uninfected colony (and then having the PCs unwittingly deliver the virus to the untainted K'relk, accidentally condemning them), or even the [futile] search to discover a cure for the disease that has destroyed their civilization.

    Not only is such a scenario rife with possibilities, but it is nearly completely free of elements that contradict canon <i>Trek</i> (if you're careful)!

    This could even be played up for a future <i>Trek</i> game in which the few remaining K'relk were frozen in the 2150s and stored until Starfleet Medical could find a cure. In the late 2370s a cure is discovered, the aliens are thawed and cured, and they are then aided in rebuilding their civilization, perhaps as a member of the Federation!

    mactavish out.

  2. #17
    An idea we seem to have forgotten, what about doing a non-human game- having an Imperial Andorian Fleet ship, a Vulcan Explorer, or if you really want to get out there without rules an Orion priveteer type explorer (you could put a human observer on the first two). Why limit yourselves to Humans?
    If your player's willing to go for it, sure. I'm guessing that, with the possible exception of Klingons, most players would prefer to play humans. It's certainly a lot easier, especially in the 22nd century when cultures such as the Andorians and Vulcans are still much more distinct from humans (there being no Federation to bring them together). Just a couple of things to bear in mind.

  3. #18
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    I do like that dying species idea. Reminds me a bit of the Dilgar on Babylon 5.

    As for a non-human vessel, I'd prefer to keep it on a human ship - this era is different enough for my tastes, I think it might get a little overwhelming having a non-human vessel. That said, I'll certainly be allowing non-humans on the vessel - not the majority of the crew, but a few observers, like Phlox and T'Pol.


    One other adventure idea... supplies. When working out my Daedalus deckplans, once you take into account quarters, labs, life support, engineering, hangar bay, etc. there's not a lot of room for cargo holds. A 22nd century ship, even with a lot of recycling, isn't up for a 5-year mission without resupply. Might be interesting to have the occasional adventure for the gathering of needed cargo - a little do-it-yourself mining or hunting, a little trade with a new species. Could make for a good humor episode as the characters find the planet of junkfood...
    AKA Breschau of Livonia (mainly rpg forums)
    Gaming blog 19thlevel

  4. #19
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    At the beginning of <i>Enterprise</i>, there is a vessel shown from the aft just before <i>Enterprise</i> herself makes her first appearance. Perhaps that ship (should one be able to identify her) would be a good 22nd-century starship choice.

    As for the "race swiftly approaching extinction," I'd considered that very concept myself (though I've never watched <i>Babylon 5</i>). I figured that such a species - particularly if they were very "human-like" in some way - would certainly play at the humans' heartstrings and have the PCs desperate to save them (regardless of the futility).

    The image that I had was of the PCs having a violent encounter with a K'relk warship, but one that has a quick resolution leading to open communication between humanity and the K'relk. This contact leads to the PCs returning to the K'relk colony where they discover the nature of the K'relk species' predicament.

    I'm also picturing a grounside encounter with a child in the final stages of her degenerative illness that really polarizes the crew regarding saving the species. I'd say really play this up. Play up the <b>humanity</b> of the K'relk, the fact that they were once very similar to mankind, and perhaps even the development of a close working - perhaps even personal - relationship with some of the aliens.

    I'd definitely not let on that the race is doomed regardless what the PCs do, but instead encourage them to attempt various solutions, doing everything in their power before finally telling them that the situation is hopeless.

    I know that this sounds cruel, but it also serves to prove that not only should the PCs not always help, but that they are not always <i>able</i> to help. Perhaps this even serves to develop Starfleet policies regarding contact with alien species.

    mactavish out.

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