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Thread: Starting Rper, need campaignes.

  1. #1

    Starting Rper, need campaignes.

    Me and my brother have just started the Deep Space Nine Roleplaying Game. It is my duty to be the Storyteller. our character are a Half-Klingon rebel, a Klingon Smuggler, a Ferengi Merchant, and a Trill Spy. I have been thinking of a campaign, but am having trouble with it. Since none of our characters are members of starfleet it is hard finding one premaid. Anyone have any links to help me?

    Edit: sorry. First time on this forum. Just relized I posted this in the wrong area. Umm... if an Admin would kindly move this to the correct area.
    Last edited by Zenaku; 08-06-2003 at 06:38 PM.

  2. #2
    Join Date
    Apr 2000
    Location
    Albertson, NY, USA
    Posts
    1,467
    Hi and welcome to the boards. I take it you just bought the Last Unicorn DS9 RPG. Unfortunatly stuff for that rules system is not made anymore but you might find books for that system in various places.

    You can find Pre Made Adventures and other Game Material Support for these set of rules here http://www.trek-rpg.net/trek/ops/ops.htm
    this is files section of the message boards.

    You can also go here http://www.coldnorth.com/memoryicon/ Which is Owens site and the future home of most of the Last Unicorn files that are on this site.

    You also might want to consider using the new system made by decipher which is really the 2nd edition of the Last Unicorn system

  3. #3
    Join Date
    Mar 2001
    Location
    Cochran, Georgia, USA, Sol III, Alpha Quadrant, Milky Way Galaxy
    Posts
    455
    Could you tell us a little more about your PCs. What is the rebel rebelling against? What sort of items is the smuggler willing to smuggle, how ruthless is he? Who does the spy work for and why? How greedy is the Ferengi, what does he usually trade in? All characters need a reason to do what they do.
    A campaign could center around opening up trade in a new frontier of space along the border with any major power you like. In what era are you wanting to set your campaign? Pre-Dominion War , during, or after? The Cardassians are really weak, they have near a billion dead on Cardassia Prime and their fleet was gutted by the war. Every other power in the Alpha Quadrant has lost about half of its ships and men. Just give us a little more info and the folks around her can really help you out.
    "Retreat?! Hell, we just got here!", annonymous American Marine, WWI

    "Gravity is a harsh mistress....", The Tick

  4. #4
    Join Date
    Jul 2003
    Location
    Newcastle, England
    Posts
    3,462
    Well from the group of characters you have there you have quite alot of flexibility. I would suggest you have someone hire them to do jobs as a group, possibly the Ferengi. Initially you could have them do simple commerce runs. The Spy gathers up information on the buyer the merchant hustles him, and the rebel muscles him if he balks and the smuggler sorts out there transport back without being detected.

    Then perhaps what you could do next is have the consiquences of what they did come back to bite them, maybe they have to aly themselves with an orion syndicate member to make the alegations and charges 'go away' and then they are hooked into the syndicate - Or you could have them working for one of the bigger organisations as a penalty, I.e. the Obsidian order, Starfleet, Starfleet inteligence, the Breen, The Cardassians..

    Your group does seem well suited for 'guns for hire' missions, but perhaps you can keep them in one story thread because once they start getting into trouble, and someone big bails them out, they are going to have to work it off!

    One thing you need to look at though is without the backup of a dedicated starship crew, they won't have a doctor or (if they have a shuttle of their own) an engineer to fix things! If your ship breaks down 10 lightyears from home you are really stuck if no one took anything in repair or enineering
    Ta Muchly

  5. #5

    An idea

    Maybe you could try this one:

    Your PCs are indeed employed by a larger organization (let's say the Bajoran resistance) to undermine any Caradassian (and Federation) effort to achieve a lasting peace. The plan was to send them on DS9 to sabotage Ben Sisko relationships with the Cardassians and set off war between them and the UFP. Then Bajor will be left alone. Naturally, being not Bajorans your PCs are likely to pay little attention to the resistance ideals ; they are most probable mercenaries (but possibly some of them could have scores to settle with the Cardassians).

    The first season would thus focus on trying to imply key people in an imaginary conspiracy (forging evidence for it naturally), helping DS9 on different occasions to have a good reputation (so a better cover and interesting connections) etc.

    At the end of the first season the PCs should have learn to better know DS9 officials (Ben Sisko naturally but Kira should be a major NPC) and understand their point of view (ie the peace effort). They leave their former organization and start working for DS9 officials.

    The second season would feature : changing alliances and drastic character evolution (from mercenaries without a cause they become heroes fighting for what they think is good), fighting their old allies (maybe some old friends in the process) who now brand them traitors, using their extensive knowledge of the ifferent sedition groups operating in the station to secure DS9 etc.

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