Hello.
I'm planning to run a second season to my NX-01 campaign soon, and if you don't mind I'd like to bounce some ideas off of you here.
(Ripley, in case you are reading this.. I have to ask you not to and to avoid this thread. )
First some background information:
It's the NX-era, whatever year... in my game FutureGuy and the whole Temporal War don't exist. So instead of the events of "Broken Bow" propelling Archer and his crew into space, the Vulcans managed to postpone the start of the first human Warp-5 ship for a couple of years, and thus an entirely different crew (the PCs) was sent out on the Enterprise.
The Vulcans are a little more hands-on in my game. So the first mission of the Enterprise consisted of them exploring territories the Vulcans had considered "safe", i.e. following in the footsteps of the Vulcan space exploration.
The season ended with the first two casualties on Enterprise, one of them the Vulcan science officer.
After that Enterprise was called back to Earth. As the crew arrives, they are informed by Starfleet that Vulcan has removed all of its representatives from Earth and have retracted all their technological, scientific help and support from the Space Program (including maps of chartered space, information on known species near Earth, etc.).
The space exploration program has been put on hold indefinitely.
The second season will consist of only 5 sessions and I have a few things in mind for it.
Session 1 will be the re-introduction of the crew to the Enterprise and their new mission. Earth has established trade routes to its colonies and a few alien homeworlds along the way, but recently there have been attacks on freighter ships and traders. The Enterprise will have to deal with these space pirates.
I'm toying with the idea of having the Orion Syndicate responsible for it.
Session 2 will take place a few months later. Earth has decided to build the first deep space station near those trade routes. Enterprise along with two brand-new Warp 5 ships (Dauntless and "nameless-as-of-yet") will have to make sure it gets build and not sabotaged by forces not interested in secure trade routes. (like whoever was left from session 1)
Session 3. Deep Space One has been build and is working. Trade routes are more or less safe. It is time to have a closer look at the alien homeworlds the colonists and traders have made contact with.
I'd like this to be the pre-Prime-Directive episode. But I can't think of a plot hook to get things going.
I'm also toying with the idea of having one of the planets with which the colonists have been in contact with be associated to the Andorians. Maybe even introduce the Andorians this way.
Session 4 & 5. I have only very vague ideas for the end yet. What I want to include are some kind of attempt to reconcile with the Vulcans who have apparently severed all ties to other species in the Quadrant.
The reason being that they have information that an alien species plans to conquer Vulcan and all its allies. Instead of wasting time and resources dealing with aliens, they are preparing for war. The episode should tie up whatever loose ends have piled up during the first few sessions and end with a cliffhanger.
Something cool like:
"They are coming..." (cue dramatic music)
You can probably guess who "they" are.
What I need are some plot ideas, plot-twists etc. anything to give the episodes some shape. I usually improvise 90% of the game when I GM, but since I have a definite time limit here, I'd feel better if I had some kind of plan I could steer towards. Especially the last three episodes are very vague.
Any suggestions, tips even.. criticism.. (but not too much ) would be very much appreciated.
Joe