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Thread: Adventure Seeds

  1. #46

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    KNOW YOUR ENEMY
    Type; Early Dominion War

    Intelligence reports show that the Arrival of the Dominion in Alliance with Cardassians has also sparked the wholesale slaughter of Maquis forces.

    The characters ship, patrolling the borders, detects a small freighter crammed with personnel and a small 'Raider' class escort, both fleeing Cardassian space, even though entering Federation space would mean their arrest.

    (If you have an ex-Starfleet Maquis defector, that would make a good mission commander).

    The crew face a diplomatic situation with a Trio of Jem Hadar fighters, with an unusually reasonable Vorta leader. And a fanatically determined Cardassian Gul focused on destroying the Maquis terrorists that killed his family in a botched assasination (I used Gul Evek from TNG, DS9 and Voyager; Caretaker).

    To complicate matters, one of the Maquis is actually a changeling, who will use the opportunity to switch from the Maquis ship to the crew of the players ship, this should be successful, but depending on your players, its up to you whether its a background event or3 clues are dropped.

    Leading Too...
    THE ENEMY WITHIN
    Type; Dominion War

    As suspected the Dominion has commenced hostilities against the Federation, in fact the dramatic failure of all Federation actions so far leads many to suspect a spy in the ranks.

    Shortly after the accidental discovery of some Well Hidden communications tampering during regular maintenance, there is also a communication from Starfleet Command.

    The orders are simple, remain on station and try to discover the identity of the spy.

    There follows a cat and mouse game through the ship, as the crew try to determine the identity of their spy and eliminate other crew members from their suspicions.

    To make matters worse, once the crew are down to the PC's, Security Detail and Coammand Crew, one of whom will be the Changeling, they find themselves tracked by a squadron of Jem Hadar attack fighters, with their old friend the pleasant Vorta in command.

    Thery now have to find the identity of their spy, and hold off the Jem Hadar, who's purpose is simple, drop the Starships shields, return the Changeling and destroy the Federation ship.


    ------------------
    DanG.

    "Hi, I'm Commander Troy McClure, you might remember me from other academy training holo-simulations as, Abandon Ship, the quickest way out, and I sense danger, 101 things you dont need a Betazoid to know..."

    http://www.theventure.freeserve.co.uk

  2. #47
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    Title: The Collector

    Series Type: Exploration

    Description: While exploring a distant system, the PCs encounter an alien vessel many times larger that any they've encountered or read about (Size 50+).

    The object captures their vessel and begins to make it part of itself, in effect assimilating their ship. Though they manage to get shields up, it's only a matter of time before they're forever trapped.

    Exploring the alien vessel, they find terrariums constructed for the thousands of other sentient beings captured and their descendants imprisoned. Many familliar and unfamilliar races will be found (including Gamma and Delta Qadrant species).

    Further searching reveals the AI responsible for the vessel's mission. The ship is eons old, traveling at very low speed (slower-than-light), capturing and adding aliens from ships and planets to its colelction. The computers are degrading and have lost track of where it came from and why it's collecting.

    The PCs must not only escape, but determine the nature of the Collector and help it (?) and/or put an end to its mission and/or relocate the many intelligent beings aboard the vessel.

    mactavish out.

    [This message has been edited by mactavish (edited 09-24-2001).]

  3. #48

    Post

    OK, heres a few from my 'Three Card Draw'TM method of using the CCG for quick plot ideas...

    WHAT PRICE FREEDOM
    Type; Deep Space Exploration/Morales

    After recent damage, the players ship has laid up for repairs at a Spacestation belonging tew but freindly species. This allows many crew (NPC's) to get shore leave, but obviously, even with the local workcrews, many engineers, the senior officers and a security precense will be required to remain aboard.

    During the course of the repairs it becomes apparent that the workcrews are actually criminal chain gangs, and that they are being forced to work against their will/are being mistreated...

    Plot devices
    - Some crew are arrested and put to work.
    - Some criminals make a bid for freedom, and try to steal a Federation Shuttle.
    - Some criminals are actually innocent, but unfairly imprisoned, and advanced Federation Tech can prove this?
    or many, many more...

    UNDERDOGS
    Type; Lower Decks

    A weird scientific experiment TM has gone wrong, erasing the senior crew, or putting almost everyone in stasis where they stand. Somehow only a small number of Lower Ranks/ Civilians/Cadets are unaffected, it is up to them to reverse the situation.

    To make matters worse they have a hostile ship closing on their position, and their orders are to hold the line, but there are too few of them to put up a fight for long. Do they fight, run or get creative?


    WHEN THE CHIPS ARE DOWN.
    Type; Murder Mystery.

    A civilian scientist comes aboard to help upgrade the ships computer at Starfleet Command orders. The upgrade is a simple task and shouldn't even impeed the ships operations. This its missions as normal.

    Unfortunatly, the scientist has been replaced by a spy/subversive and manages to sabotage the ships computer. Putting the ship at risk. The crew need to shut down the computer.

    Without the computer, this saboteur has gone to ground, hiding in the knowledge that scans dont work. Can the crew restore systems to normal and find and stop the saboteur before things get worse?




    ------------------
    DanG.

    "Hi, I'm Commander Troy McClure, you might remember me from other academy training holo-simulations as, Abandon Ship, the quickest way out, and I sense danger, 101 things you dont need a Betazoid to know..."

    http://www.theventure.freeserve.co.uk

  4. #49
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    Adventure Title: "The Changing Face"

    Recommended Series Type: Space Station
    Summary: The crew is assigned by their captain to uncover a traitor on the station who is passing information to the Romulans. The blame is initially placed on a young Vulcan woman, but the spy turns out to be the captain.
    Could also be used for an Intelligence series or a Starship series- just put the spy aboard the ship instead of the station.

    ------------------
    The road goes ever ever on,
    Over rock and under tree.
    And I must follow if I can.
    Pursuing it with eager feet,
    Until it joins some larger way,
    Where many paths and errands meet.
    And whither then? I cannot say.

  5. #50

    Post

    THE ENEMY OF MY ENEMY...
    Type; Early Dominion War.

    The crews ship detect a Borg signature form a nearby planet, soon revealed to be a crashed Borg scout cube. A signal is being sent to the collective. It is a simple matter to mask and shut down the signal.

    However things are complicated by the arrival of the Jem'Hadar, led by your series Vorta regular. It seems that they have had enough second hand intelligence and plan of discovering all they can about the Borg.

    Plot Twist;
    The First becomes infected with Nanoprobes, and is assimilate, but the geneticly programmed loyalty conflicts with the new borg systems trying to connect to the collective, which the players cut off.
    The resulting drone is dangerously unbalanced and while only partially assimilated, retains the gentic training of the Jem'Hadar, and the unbalanced mentality puts both groups at equal risk...

    ------------------
    DanG.

    "Hi, I'm Commander Troy McClure, you might remember me from other academy training holo-simulations as, Abandon Ship, the quickest way out, and I sense danger, 101 things you dont need a Betazoid to know..."

    http://www.theventure.freeserve.co.uk

  6. #51
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    Title: The Fiendish Plot of Dr. Lao

    Series Type: Any TNG-era or later

    Description: Dr. Lao, the brilliant madman from the popular 1930s-style pulp holonovel "The Mysterious Dr. Lao" has undergone an odd transformation at the characters' location due to the installation of an experimental computer system several weeks earlier.

    A feeback pulse severed Dr. Lao's program from the holomatrix, instilling him with sentience and true intelligence. Dr. Lao has kept this fact hidden from the organics, however.

    Dr. Lao - every time he has been activated over the past several weeks - has been studying the ship/station/base and formulating a fiendish plan. Using the extensive processing capabilities at his disposal (thanks to the experimental computer systems), Dr. Lao has managed to use replicators and transporters throughout the ship/station/whatever to create and secretly install holoprojectors in nearly every accessible area (i.e. engineering, science labs, etc.). Dr. Lao then covered his tracks by selectively altering and deleting data from the computers.

    Fiendlishly plotting for several weeks, Dr. Lao has scoured the computer's databases and programmed an army with which he plans to take over the ship/station/whatever. Lao's evil army includes various characters from literature, history, and even some of his own creation.

    Lao's planning has been so extensive that it is impossible to deactivate the holoprojectors without completely disabling the entire computer system, severing life support, artifical gravity, and several other key systems in the process.

    Dr. Lao's ultimate goal is to equip a runabout or other vessel with holoemitters and leave the confines of his "technological prison," eventually discovering or developing an autonomous holoemitter (i.e. the Voyager EMH's mobile emitter) that will allow him to travel with relative freedom.

    The PCs are unlikely to win a straight fight with Dr. Lao and his minions. Diplomacy might work, but although Dr. Lao is a genius, his program is also that of a madman, thus making negotiations difficult.

    mactavish out.

    [This message has been edited by mactavish (edited 09-24-2001).]

  7. #52

    Post

    THE BIGGER THE SMILE...
    Type; Early Dominion War (Will suit a 1 player game)

    The character receives a message from Ferenginar, an old academy buddy, one that the character thought had been killed in conflict with the Cardassians. The message is text only and indicates that the other person would like to meet, urgently. Personnal details are included that only the two would know.

    The character finds themselves called to the Commanders office, which is also shared by a Starfleet Intelligence officer. Apparently the friend was recruited for long term undercover operations in Cardassian space, with the current climate with the Dominion and its Cardie alliance, if this agent needs to come in, it must be urgent. The character is seconded to Intelligence and assigned to the case (A small group may be assigned too)...

    On Ferenginar, the non-aggression pact is obvious, and there are even a small number of Dominion ships in orbit, as well as Federation ships.

    On the planet the character makes contact, and they catch up, but the trap is sprung and the character is acaptured by the Dominion, who want to recruit mind controlledagents using Obsidian Order tecniques...

    Can the character escape, evade further capture and either get back to Federation territory or bust the plot open?

    ------------------
    DanG.

    "Hi, I'm Commander Troy McClure, you might remember me from other academy training holo-simulations as, Abandon Ship, the quickest way out, and I sense danger, 101 things you dont need a Betazoid to know..."

    http://www.theventure.freeserve.co.uk

  8. #53
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    Title: Journey to the Underworld

    Series Type: Exploration

    Description: The PCs' captain/commanding officer has disappeared without a trace!

    Investigation reveals that he/she was abducted by a member of a strange humanoid race previously unencountered by the UFP. Further exploration reveals that he/she was taken by transport ship through the utterly unnavigable Stygian Nebula, so large that going around would take literally months and involve entering the territory of hostile aliens (i.e. Romulans, Tholians, etc.).

    Sources indicate that there is a mysterious figure that is known to have successfully traveled through the hazardous nebula and back again without loss of person or property. Mainly, it seems, he ferries passengers into uncharted territory where his "clients" pay him handsomely.

    This individual, Qae'ronn, is a gaunt, pale humanoid with an unusual vessel. If properly motivated ($$$), he will lead the PCs across the nebula to find their captain and then back again to the fringes of Federation space. If threatened, he will lead them into the Stygian Nebula... and then disappear.

    The PCs must locate their missing captain, defeat the mysterious aliens, and return home in one piece.

    mactavish out.

  9. #54
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    <font face="Verdana, Arial" size="2">Originally posted by Dan Gurden:
    THE BIGGER THE SMILE...
    Type; Early Dominion War (Will suit a 1 player game)

    On Ferenginar, the non-aggression pact is obvious, and there are even a small number of Dominion ships in orbit, as well as Federation ships.
    </font>
    Didn't know Feringinar signed a NAP with the Dominion, or is this just in your game?

    ------------------
    Thats Cpt SIR SIG to you!

    More then meets the eye,
    His a MapMaker in disguise.

  10. #55

    Post

    <font face="Verdana, Arial" size="2">Originally posted by SIR SIG:
    Didn't know Feringinar signed a NAP with the Dominion, or is this just in your game?

    </font>
    I am pretty sure it is Canon (give or take 7 Ferengi), either way, the Ferengi Alliance does remain neutral in the conflict... Officially, it also seems pretty clear that Zek favours the home team.

    ------------------
    DanG.

    "Hi, I'm Commander Troy McClure, you might remember me from other academy training holo-simulations as, Abandon Ship, the quickest way out, and I sense danger, 101 things you dont need a Betazoid to know..."

    http://www.theventure.freeserve.co.uk

  11. #56
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    Layout:

    Story Name:
    Adventure Type: [Exploration, War, Diplomatic, Investigation]
    The Adventure:

    Story Name: The Beyond
    Adventure Type: Exploration
    The Adventure: The Crew, exploring a Sector that seems to consist mostly of dead stars and empty systems, comes across a leviathan starship. Held in a decaying orbit above a J-class gas giant, this ship has power, yet it is totally empty. The ship was created by a species using an experimental drive to flee their dying system. However, the drive failed stranding them in their system, and a phasic instability generated by the drive accidentally merged the bodies and minds of the crew and 10 000 colonists with the ship. The remaining merged personality that survived in the computer core is totally insane and psychic as a result of the merge. In eternal pain, it tries to drive the Crew to pain and death through hallucinations and manipulation of their environment.

    Story Name: The Warrior
    Adventure Type: Investigation
    The Adventure: Investigating the disappearance of a famed Starfleet Xenoarcheologist, the Crew become involved with a mystery. The Xenoarcheologist has found a prehistoric site in the Valley of Bones [a desolate mesa], which contains a giant [10-foot tall] automaton. This thing is their original God, some kind of device that gave them the trappings of society. When it is discovered, the aliens first of all deny it, and then accepting it, decide to resign from the Federation and follow their old God. However, the God Device was actually designed to train them for a war fought light-years away. The Crew, if they inspect the device when they find it, will find this out by examining its databanks. In this case, overcoming their beliefs and willingness to follow this thing into a war-torn future is a priority – failure is a blow to the federation’s ideals, as a member species turns back to war…

    Story Name: Hunting Grounds
    Adventure Type: War
    The Adventure: While relieving a Ground Force unit on the Dominion front line, the Dominion make an offensive, driving Starfleet back, and ending up with the Crew evacuating units and then fleeing as the line breaks. The order is given to regroup at a nearby system, but en route the damage sustained by the warp core makes it to go off-line, causing an emergency-drop out nearby a nebula. Luckily, the nebula contains patches of gaseous-form Isodesium, which can be used to patch the warp core and any other damage. Unfortunately, it and other electro-magnetic inference gases start reflecting sensor ghosts, seriously hampering sensor efficiency. The Jem’hadar also track down the Crew through their warp core emissions into the nebula, where both sides are mostly unable to find each other. What started out as a simple supply mission becomes a life or death struggle of wits as the Crew attempt to repair the system in time, avoid/destroy the Jem’hadar, and escape alive.


    Story Name: Personal Morality
    Adventure Type: Diplomatic
    The Adventure: A new Federation member [an alien race on the border], after having clashes with the Klingons and Cardassians, has split. Nearly one-half of the world’s governments wish to leave and pursue a policy of independent expansion rather than suffer the lack of sovereignty that comes with being a Federation member. The debate has become extremely harsh, and the new World Government building being constructed has been levelled with a shaped plasma charge. Naturally, the Federation is worried about this friction and they have dispatched the Crew to resolve the situation peacefully.
    The question here is about the idea of surrendering sovereignty, even to a benign entity. The aliens feel that their culture has been swiftly eroded to be replaced with that of the UFP, and want out. However, the problem is exacerbated by the fact that Starfleet Intelligence needs the planet for it’s strategic/mineral/other [depending on timeline] value, and a Section 31 member has also come along with the diplomatic team to ensure that it happens one way or another.
    If the story is set during the Dominion war, Klingon civil war, or other conflict [Cardassian?], then Starfleet will insist that the resolution benefit the Federation. Section 31 will do whatever to make it happen, including assassination, the alien peoples are falling down a downward spiral of distrust and retaliation, and their leaders just want a few treaty changes to protect their cultural interests. Which interest will the Crew uphold? And to who’s benefit? And just how will they enforce it?

    Story Name: Long tales
    Adventure type: War
    The Adventure: A previously unknown species has left its dying Homeworlds and has begun an offensive into Federation territory in order to take and hold new worlds. While there is the question of their methods, and their unannounced attacks without any plea for help, their worlds have come to an end and all they want is a new home. The first the Crew know about this is when colonies report attacks before being cut off. The Borg are suspected, but the Crew are dispatched to find out.

    Story Name: One Mind
    Adventure type: Exploration
    The Adventure: While exploring a baryotronic nebula, the ship’s sensors pick up a heavily damaged Borg Cube in the centre of the nebula. Upon investigation they find that the Cube is only at 18% power, with only a hundred or so Drones left alive – fighting against the Cube itself, tearing it slowly apart. A cybernetic virus, holdover from a vicious local war between two now-dead civilisations, has infiltrated that Cube and when it becomes aware of the Crew it tries to do the same to their ship. The Borg, running on now-encrypted common Drone-to-Drone communications and separated from the rest of the Collective are losing the battle against a ship that now seeks to kill its Crew.


    Story Name: Coda
    Adventure type: War [between either 2367-70 or 2372-75]
    The Adventure: While on shore leave on a Federation/Cardassian border world, the Cardassians invade. As an obvious Federation symbol, the Cardassians seek to capture the crew in order to try them as war criminals in order to reduce Federation morale. Their ship is currently in spacedock [either as a result of conflict, or from something else] and without resources they end up teaming up with a Klingon Crew similarly stranded here in order to survive and maybe even strike back until the Federation is able to retake the system. The sub-plot here is that the Klingon Captain is very old, an after he loses his crew in the initial attack, he wishes to die heroically. How the crew decide to help him/keep him alive as long as they need him is up to them.

    Story Name: Theories of Expansion
    Adventure type: Diplomacy
    The Adventure: A historical enemy of another Federation race has requested admission to the Federation. Apart from being enemies [offshoots of the same race with ideological differences], they are pretty typical and meet all the other requirements. Eventually they are accepted, and a cold war begins between the two as the first race [already in the Federation] begin a series of terrorist/pirate attacks designed to provoke the second race into violence, getting them kicked out of the Federation. The second race resists, but some form a “defensive group” of vigilantes that begin causing trouble with anyone they think may be on the other race’s side. The Crew are called in to arbitrate before the situation gets out of hand.

    Story Name: Dujvogh’ mIk’a’
    Adventure type: Exploration
    The Adventure: A Klingon B’rel turns up at a Starbase with its crew missing. The ship probed a quantum anomaly with its sensor beam, resulting in a strobing pulse, which puts the crew out of quantum phase. Once the ship has been docked, the Klingons end up around the Starbase/ship [whatever the Crew are using] and the crew finds panels being accessed, weird sounds and occasional sightings as they phase in and out. Essentially a gentle ghost story.

    Story Name: Premonitions
    Adventure type: Exploration
    The Adventure: The Crew, making a supply trip to Deep Space 5, is hijacked by Q [or another Q]. He has decided to test the Crew by informing them that a new Borg offensive is coming. He gives them the time and place, and then stays to see what they will do. The Borg do invade, and the Crew are given a chance to stop it by luring it to a sun’s corona and causes a solar flare using a graviton beam to destroy it. The point of Q’s antics is to test the Directives of the Federation and its high morals by asking if they will violate the Temporal Directive in order to ensure their future.


    Story Name: Vector
    Adventure type: Diplomacy
    The Adventure: A plague is sweeping the Takannis Sector. Extremely slow and efficient, it is passed through body fluids [sweat, spit, etc.], and works by cloaking itself as body tissue [and is therefore invisible to transporter biofilters] removing them of their bodies defensive systems then slowly devours brain tissue. It comes from use of the Genesis device, and was released into the Federation through a Science team that visited the world. It takes over a year for symptoms to show, but it can be detected by a certain tissue-sequencing anomaly. The issue here is about paranoia. While initially it only passed through Bolians [who have a genetic weakness against this virus], it eventually grows to infect most species, especially Humans, except Andorians.

    Story Name: Moore’s Musketeers.
    Adventure type: Holodeck Adventure
    The Adventure: One of the Engineers has managed to get hold of a new holonovel. However, this version of the Musketeers has one slight change – once halfway through, the characters turn into Borg Drones and the computer will not respond until the original storyline is fulfilled. The Drones are not real – the person who wrote it modified the program did it as a prank in return for the prank pulled in them by the Engineer. Of course, the Crew don’t know that…

    Story Name: Officer Exchange
    Adventure type: Any
    The Adventure: As part of a cultural exchange package, the Crew are invited to work on a Klingon/Ferengi/other races’ ship for a while. This can be useful in allowing you to tell different kinds of stories for a while.

    OK, so some of these are a bit obvious, {yes, I like Event Horizon - or Cenobites in Space, as I call it}, but hey. :-)

    My group can't be bothered with ST right now, they want Star Wars and violence, so you may as well have them :-)







    ------------------
    "We are the Bored. Your linguistic and TeleVisual distinctiveness will be used to entertain us. Your culture will adapt to bring us beer. Resaistance is farcical."

  12. #57
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    I just want you all to know that many of these ideas are going to find their way into Star Trek: Lexington, season 2!

    Great stuff gang, I hope to add some myself as well.

    ------------------
    Captain Zymmer
    =-=-=-=-=-=-=
    Visit Star Trek:Lexington at;
    http://www.usslexington.net
    =-=-=-=-=-=

  13. #58
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    Two scenarios using Call of Chutulu monsters.

    TITLE: The Hound

    The ship is asked to investigate the fate of a eccentric temporal physicist whose last reported location was a planet recently hit by an earthquake.

    They find the scientist dead in a room that is almost a perfect sphere. A corner was exposed by the earthquake.

    Bringing the body back on board, they also unwittingly bring aboard A Hunting Hound of Tinadalos. A creature from a time before time which travels through angles - any angles - and kills the last person who sees it. After a few "red shirts" die gruesomely, the PCs now have a "bug hunt" on their very own ship.

    TITLE: The Colour out of Space

    The ship is ordered to investigate the destruction to two planets near a nebula cloud. All life on both worlds have had the life force sucked out of them, leaving dead husks.

    The nebula cloud is actually a mature Colour out of Space (from the Lovecraft story of the same name).

    The solution is fairly simple the creature is repelled by electromagnetic energy. The only problem is that a ship cannot generate such a large charge and with the cloud approaching another inhabited planet, what can the PCs do?

  14. #59
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    TITLE: The Eden Project
    STORY TYPE: Exploration / Prime Directive

    The PCs are ordered to investigate a world called Gehanna by its founder. A planet in its first stage of forming.

    The arrive to find that the planet has become class-M (in six months) and is already showing signs of a primitive civilization.

    As they observe, they begin to see the planet evolve at an incredibly accerlerated rate. Whole centuries of development are compressed into a few short days (or hours) until within a short period they reach space flight and are about to make the breakthrough into warp drive when GOD arrives to destroy the planet. Or rather a GODlike being who had created Gehenna as an experiment to study how a species develops. He's impatient so he built a controlled experiment. But he's made a fatal flaw. He gave his creations free will and they're not prepared to face armageddon and prepare to fight their creator...

    I suggest that this scenario be played as a multi-part scenario interspaced by other scenarios with the PCs asked to revisit Gehenna which has become a pet project for them from time to time. The "fight" with GOD may serve as a season finale...

    [This message has been edited by ghosty (edited 09-29-2001).]

  15. #60
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    Type: Exploration (Any)
    Mission Name: Treasures of Old
    Description: An event horizon has a 21st century probe the capt. is interested in.

    During a routine space charting mission, the crew comes upon a black hole bearing down on an empty system. When they come near, they detect an old earth probe from the 21st century. Its stayed nearly in perfect condition and stuck in the gravimetric forces.
    Reason: A micro-temporal fissure is centered on the probe making it stuck in time near the hole. A side effect is that the ships engines cease to function for some technobabble reason.

    As they slowly drift towards the event horizon, they must find a way to close the fissure, restart the warp core and hopefully get the probe out for sentimental reasons.
    "The misery of being exploited by capitalists is nothing compared to the misery of not being exploited at all."
    -Joan Robinson, economist

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