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Thread: More Plot Ideas

  1. #1

    Post More Plot Ideas

    Here are some more ideas for adventures. They probably need fleshing out but they might be useful to someone:
    MODERN TIMES:
    The characters ship is sent to the planet Kroto to pick up Captain Armito. Eighty years ago he was placed in suspended animation to spare one of his crew from punishment.
    Captain Armito will be retired from Starfleet as all his knowledge is out of date. This will shock Armito who wants to find a place for himself in modern day Starfleet. Its the characters job to bring him up to speed on the last eighty years of events and advancements.
    Complications arise when Klingon ships surrond the ship. Apparently Captain Armito dishonoured a Klingon on battle and now his House has come for revenge.
    Armito takes this as an opportunity to prove himself and beams down to a nearby planet (or steals a shuttle) to cause the Klingons to chase him.
    Can the characters stop the Klingons, rescue the Captain and find him a place in Modern Times?

    RITUAL
    Checking on a Scientific team studying a tribal culture using Duck Blinds (as seen in Insurrection) the characters find the team missing.
    Soon they discover that the tribes have joined to together to release a Lovecraft type monster trapped within a force field.
    Before the creature was trapped it almost wiped out the planets population reducing it to its current tribal level.
    The force field is weakening and the creature has twisted the tribes minds to its wills. It is also affecting the characters crew mates.
    Its a race against time to prevent the creature being released and destroying the universe.
    PEACE:
    Sent to negotiate a cease fire between two warring planets the characters are surprised to find a peace treaty has already been signed.
    However it becomes clear that this peaceful intention is enforced when the characters witness an animal attack and no one is willing to fight the creature.
    It turns out this is a Dominion plot to make the conquest of the Alpha Quadrant much easier. A huge device was dropped on the planet during the fighting (which is why it wasn't detected.)
    The characters can remove the device but this will plunge the two worlds back into battle. What do they do?
    AMENDS:
    Responding to an SOS the characters ship arrives in the Nibar system. Nibar II has a Federation colony and Nibar III has native aliens who are friendly to the Federation and were all to happy to let the colonists set up home on one of their planets.
    Maquis or Orion Pirates have stolen a freighter from Nibar II but in an attempt to escape they have caused a warp core breach. Before the characters' ship can react the freighter crashes into Nibar III. They must quickly get people away from the devastation and provide first aid.
    Once this is done it is revealed that "Child City" was where the freighter crashed. This was a special area where the Nibar's children are raised. The death toll is close to two thousand children dead.
    The governor of Nibar III insists that the colonists give up two thousand of their children so the berived parents can adopt them so their family name can be carried on.
    Of course the colonists aren't keen on this idea but Nibar III has another option. They can use their small fleet of ships to bombard the colonists until 2000 are dead.
    The Nibar III governor insists that since it was a Federation freighter that was stolen and since it was their lack of security that allowed this the colonists are responsible.
    What can the characters do to solve this tricky diplomatic situation?

  2. #2
    Join Date
    Mar 2000
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    Jefferson City, MO, USA
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    DESSICA

    A new Federation base has been built on Dessica (Starfleet Intelligence book), using a holographic "duck blind" to make it look like a small shack next to a hill. A Vulcan agent, altered to look Romulan, has spent so much time on Romulus that he has mentally "switched over", now thinking he actually is Romulan. Intell agents have extracted him from Romulus and your ship must meet with a runabout from Dessica to escort him back to Vulcan. However, just before your ship reaches the Dessica system, the agent gets loose and escapes via transporter back to the base after setting the runabout to explode. The agent then promptly takes hostages. Your crew must sneak onto the base (which is protected by shields) and rescue the hostages and subdue the agent before the Romulans (who noticed the exploding runabout) arrive at the duck blind base.

    I ran this on my (fan-fiction) ship. They decided to "orbital parachute" down onto the base and enter the base via Jeffries Tubes hidden under holographic bushes.

    ------------------
    ~~~randy~~>

  3. #3
    AslanC Guest

    Post

    <font face="Verdana, Arial" size="2">Originally posted by ether:
    Here are some more ideas for adventures. They probably need fleshing out but they might be useful to someone:</font>
    Okay I will take a stab at these, they have merit

    <font face="Verdana, Arial" size="2">MODERN TIMES:
    The characters ship is sent to the planet Kroto to pick up Captain Armito. Eighty years ago he was placed in suspended animation to spare one of his crew from punishment.
    Captain Armito will be retired from Starfleet as all his knowledge is out of date. This will shock Armito who wants to find a place for himself in modern day Starfleet. Its the characters job to bring him up to speed on the last eighty years of events and advancements.
    Complications arise when Klingon ships surrond the ship. Apparently Captain Armito dishonoured a Klingon on battle and now his House has come for revenge.
    Armito takes this as an opportunity to prove himself and beams down to a nearby planet (or steals a shuttle) to cause the Klingons to chase him.
    Can the characters stop the Klingons, rescue the Captain and find him a place in Modern Times?
    </font>
    I like this idea a lot. I think it is a very Star Trek idea. It has a nice basic idea and it has a Wrath of Kahn feeling with he 80year old implaccable enemy I would have the Captain try to take control of the ship first, and then escape while being escorted to the Detention Centre and head to the planet for his confrontation.

    Maybe an added twist would be what his crime was and why is he being moved? maybe he is being moved becuase the planet is undergoing tetonic disruption or something...I dunno...loads of potential here...good one

    <font face="Verdana, Arial" size="2">RITUAL
    Checking on a Scientific team studying a tribal culture using Duck Blinds (as seen in Insurrection) the characters find the team missing.
    Soon they discover that the tribes have joined to together to release a Lovecraft type monster trapped within a force field.
    Before the creature was trapped it almost wiped out the planets population reducing it to its current tribal level.
    The force field is weakening and the creature has twisted the tribes minds to its wills. It is also affecting the characters crew mates.
    Its a race against time to prevent the creature being released and destroying the universe.
    </font>
    Now what if the best was actually an ancient expirament by these people ala Frobidden Planet? They tried to achieve peace by funneling all their negative emotions into this creature, but it took over and started casuing terror to eat more. They captured it and imprisioned it,but their socitey was lost. Now it is loose and it has killed the entire away team...(maybe they all have suicides) and the entire population of the continent as well. They ind one child alive, and that child they bring to the ship, but it is really the beast.

    Very classic Trek

    <font face="Verdana, Arial" size="2">PEACE:
    Sent to negotiate a cease fire between two warring planets the characters are surprised to find a peace treaty has already been signed.
    However it becomes clear that this peaceful intention is enforced when the characters witness an animal attack and no one is willing to fight the creature.
    It turns out this is a Dominion plot to make the conquest of the Alpha Quadrant much easier. A huge device was dropped on the planet during the fighting (which is why it wasn't detected.)
    The characters can remove the device but this will plunge the two worlds back into battle. What do they do?
    </font>
    Not as strong for me, but I do a post Dominion War campaign where the Dominion actually adheres to the treaty they signed at Bajor

    Still with some tweaking it could be great stuff

    <font face="Verdana, Arial" size="2">AMENDS:
    Responding to an SOS the characters ship arrives in the Nibar system. Nibar II has a Federation colony and Nibar III has native aliens who are friendly to the Federation and were all to happy to let the colonists set up home on one of their planets.
    Maquis or Orion Pirates have stolen a freighter from Nibar II but in an attempt to escape they have caused a warp core breach. Before the characters' ship can react the freighter crashes into Nibar III. They must quickly get people away from the devastation and provide first aid.
    Once this is done it is revealed that "Child City" was where the freighter crashed. This was a special area where the Nibar's children are raised. The death toll is close to two thousand children dead.
    The governor of Nibar III insists that the colonists give up two thousand of their children so the berived parents can adopt them so their family name can be carried on.
    Of course the colonists aren't keen on this idea but Nibar III has another option. They can use their small fleet of ships to bombard the colonists until 2000 are dead.
    The Nibar III governor insists that since it was a Federation freighter that was stolen and since it was their lack of security that allowed this the colonists are responsible.
    What can the characters do to solve this tricky diplomatic situation?
    </font>
    Okay I like this one and I don't. Here's what I like, the basic idea is very Star Trek and very solid. But we need something that can be exploited by the playres so they have a chance of wining. Maybe one of the elders who wants to jumpstart the genetics of his people arranged the accident, or somesuch. You see as it is right now, the Federation should just pack up and leave, IMHO.

    But I could be misisng something.

    Ether?



    ------------------
    Aslan Collas
    =-=-=-=-=-=-=
    RPG_Trek; http://groups.yahoo.com/group/rpg-trek
    =-=-=-=-=-=-=
    Ferengi Rule Of Acquisition #76: Every once in a while, declare peace. It confuses the hell out of your enemies.

  4. #4
    AslanC Guest

    Post

    <font face="Verdana, Arial" size="2">Originally posted by Sawyer:
    DESSICA

    A new Federation base has been built on Dessica (Starfleet Intelligence book), using a holographic "duck blind" to make it look like a small shack next to a hill. A Vulcan agent, altered to look Romulan, has spent so much time on Romulus that he has mentally "switched over", now thinking he actually is Romulan. Intell agents have extracted him from Romulus and your ship must meet with a runabout from Dessica to escort him back to Vulcan. However, just before your ship reaches the Dessica system, the agent gets loose and escapes via transporter back to the base after setting the runabout to explode. The agent then promptly takes hostages. Your crew must sneak onto the base (which is protected by shields) and rescue the hostages and subdue the agent before the Romulans (who noticed the exploding runabout) arrive at the duck blind base.

    I ran this on my (fan-fiction) ship. They decided to "orbital parachute" down onto the base and enter the base via Jeffries Tubes hidden under holographic bushes.
    </font>
    Staright forward action adventure, and I love the idea of Orital Diving to get there Seems a little to militaristic but then once in a while that can be fun



    ------------------
    Aslan Collas
    =-=-=-=-=-=-=
    RPG_Trek; http://groups.yahoo.com/group/rpg-trek
    =-=-=-=-=-=-=
    Ferengi Rule Of Acquisition #76: Every once in a while, declare peace. It confuses the hell out of your enemies.

  5. #5

    Post

    AMENDS:
    One solution I thought of was that the Federation colonists who would lose children could actually move to Nibar III and become supervisors in Child City. They would then by able to raise their children as normal.
    The reason the Colonists can't just leave is that the people of Nibar III demand compensation and have a small armada to back this up. They'd chase down any colonist ship that tries to leave.
    As an added complication some of the Federation Colonists could use one of their ship to sling shot around the systems Sun hoping to go back in time.

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