I would like to preface this by stating that this thread is amazing and the responses are awesome. However, there are way to many ideas to address!!! Damn you Time!!!
Originally posted by pathstrider
Personally, I prefer having a NPC CO who listens to the players in meetings (A bit like Picard always did - unlike Sisko )and a PC XO.
My thoughts exactly! The GM may need to “Reel/Real in his players” on certain occasions. For example, let’s say that the players are way off in the way they are trying solve the adventure. The GM can use the NPC captain to bring the players back to the situation that needs to be addressed. I find this to be a necessary evil now and again. I remember a game were our security officer was convinced that some psionically enhanced, archeological-artifact-wielding goofball was the whole reason for our adventure. I could see the GM cringe and he used the “Captain notes your suggestion now get back on the planet and do this” card and everything worked out in the end.
Originally posted by Publius
Third, as promised, some of my own way to handle this issue.
· Designated Away Teams:
· Troupe Play:
· Captain-by-Proxy:
Great suggestions!!! I like all of them and think that you could combine all these elements for some great gameplay. I have never officially played troup style, but our group does this without defining it as such. Our away teams usually contain various “redshirts.” If the situation calls for the PC engineer to head back to the ship to fix the warp core, that player can still be on the away team by playing Ensign Redshirtvok (He’s a Vulcan).
Should characters be in command?
Not trying to evade the original question, but I would have to say it depends. Some groups are just more adult than others in that they accept the fact that orders are orders regardless of their point of origin: PC vs. NPC. I have seen some big problems when it comes to this. My old Trek group had some problems in this area. No one wanted to take orders and took everything way too personally (One of us was Ex-Military due to the fact that he had this Anti-Authority side. Go figure). Also, the pecking order of the group was such that everyone was rank crazy- New EXPs? I increase my rank. In my latest group, I found my character making suggestions only to have the command character become upset because he outranked me and should be making such suggestions. Free will and creativity are the main driving forces behind RPGs and the idea of players with command power can cause problems if given to the wrong player.
As to your comments eluding to suspension of belief? This is not Star Trek, this is roleplaying. Although our campaigns are based upon the philosophies of an idealist, the game itself is not usually as optimistic or would it be practical to fool ourselves that our games should be so utopian.
Star Trek is a TV show:
Main Characters do all the stuff(Except when a cameo appearance takes place because “Insert Star Here” wants to be in an episode). (Side note- The VOY episode addressed this once. I can’t remember the name of it, but a member of the group Rage Against the Machine was in it. Fantastic episode by the way)
Main Characters never die(Unless they want to pursue movie careers or make other professional choices).
The ending is almost exclusively always happy and successful because Good will always triumph over Evil(Unless you are in the Mirror Universe or a Holodeck gone awry).
Roleplaying involves more realistic variables. The players are the main characters, regardless of rank or area of expertise. They can live or die, as life so often teaches us. They can experience real failure and no writer is there to save them. They are the protagonists in a wondrous story in a setting that, although set up by the GM, is always changed and has no predetermined destination.
I will address the "Next Question" later.
Kronok
I am dead. As of this moment, we are all dead. We go into battle to reclaim our lives. This we do gladly because we are Jem’Hadar. Remember, victory is life.
"The D20 System is the heart of the classic fantasy roleplaying experience, the game that has taught us all how to be munchkins. There is no way we could do it with any other system."