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Thread: A Diplomatic Incident

  1. #1
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    A Diplomatic Incident

    Need some opinions from you guys on an adventure I'm running at the moment. It's essentially a two part episode.

    It's going pretty well so far but I need advice on what to do next. The problem pretty much boils down to my players interpretation of the Prime Directive.

    Players are all senior officers aboard a Heavy Explorer sent to the Delta Quadrant. The players are:

    Lt Cmdr Ranx (Chief Engineer and a Tellarite)
    Lt Cmdr Kapok (Chief of Security and a Vulcan)
    Lt Solom Tigan (Helm Officer and Trill)

    There is another player but he is not in this current episode (player will return for part two) who is the Chief Medical Officer.

    One a previous episode one of my players (the Engineer) saved the life of a the Emperor of a alien civilisation (the Vau Hegemony) and a large number of his citizens by disarming a large Trilithium Bomb.

    Part One

    The Engineer has been now asked to attend a ceremony of thanks on the Vau Homeworld and be awarded by to Emperor. The Captain (an NPC) sent the player and the rest of the players except the CMO (plus one NPC - Ensign Richard Gomez) on a trip to the Vau Homeworld and all went well. They were greeted with open arms and felt very welcome and no diplomatic incidents occured. The Grand Vizier of the Emperor was a little off hand with them but their main guide - the Assistant Second Protector of the Emperor - was very friendly and amiable, if a little timid.

    During their stay they were contacted by a representative of a rebel organisation who were trying to form a uprising against the Emperor and his Senate. He claimed that what they were being shown was a fantasy and that the Vau were an oppressed people. Due to this representative being rather excitable the players dismissed him as being a nutcase.

    It was about this time that the Ensign Gomez NPC disappeared from his room where the players were staying.

    Upon investigation the players discovered that Ensign Gomez had been abducted and was being held in a Vau Warship in orbit. The Security Officer and Helmsman managed to sneak onto this ship and recover Ensign Gomez who was being held in some kind of suspended animation tank. Meanwhile the Engineer (who was monitoring the other players raid on the Vau Warship), sat in their Runabout. It was then that the Runabout was attacked by a group of Rebels led by the Rebel they'd met and dismissed earlier. The Engineer trapped the rebels in the accommodation section of the Runabout behind a forcefield. By this time the others had returned with the tank which was holding Ensign Gomez.

    After a discussion between the Vulcan and the Rebels it appeared that it was well known to the rebels that the Emperor's security forces abducted visitors from new Alien races and altered their genetic makeup and then used them for their own nefarious means. This was because 300 years ago, after a Military Coup, cloning of Vau soldiers was made illegal. Therefore, the Vau Military and Security Forces abducted aliens, turned them in to Vau and then used them for their military forces.

    It was at this point that the players contacted their Captain who said he would be there in six hours. He asked them to obtain as much info as possible but to not cause a diplomatic incident if possible.

    The players have concluded that there are three forces at work on the Vau Homeworld and they're stuck in the middle of all of them.

    The Security Forces (who abducted Gomez and were behind the attempt on the Emperor which the Engineer foiled).
    The Rebels (who are currently in the back of the player's Runabout asking for Asylum)
    The Senate/Emperor (who may be good, may be bad - the players have had no contact from the people who are officially in power).

    TO BE CONTINUED...

    Now, where do I go?

    I'm thinking of possible going down the route of the Security Forces going to the Emperor and claiming that the Federation is helping the Rebels and supplying them in which case the Emperor will bring all the Security Forces and Military to bear on the Players and their main ship when it arrives.

    Or....

    The Rebels could actually be a front for the security forces and working with them and the players are just uncovered a coup against the Emperor.

    Or....

    The Emperor and the Senate really are evil tyrants and the population really are surpressed and what the Rebels are after is people power. The Security forces are also working towards the same goal (and are secretly supporting the rebels) but only so they can be in power themselves and have no intention of giving power to the people. (I like this one).

    Has anyone else got any thoughts?
    We have all your working biros and we're not afraid to use them.

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  2. #2
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    I like the idea that the Security Forces are either a) using the rebel organization as a front for an eventual coup attempt, b) recently allied with the rebels (with promises of political positions in the new regime), or c) using the rebels as an excuse to grab power on their own.

    I think the Emperor and the Senate should be "neutral" in this case. The PCs shouldn't be able to run to the government for aid, and they should have to convince the Emperor that his own Security Force is plotting against him (in one of the scenarios above). In fact, I'd say that getting to the Emperor or his top aides and convincing them of the truth behind the situation should be the main goal of the story. (Maybe even throw in that the PC's ship is delayed in getting there, due to an ambush, natural phenomena or on-board emergency, forcing the PCs to work on their own.)

    Of course, other issues (i.e., are the Vau a warp-capable species, or do they fall under GO1 protection?) will color how the PCs can respond above...but they way you've presented it, the Vau appear advanced enough for the Federation to "reveal" itself to them, thus making the PD a non-issue and allowing the PCs to use whatever diplomatic (or covert ) means necessary to resolve the issue (without violating the CO's orders of not creating an incident...but, you know, incidents just sometimes happen.... ).

    Just some ideas.
    Davy Jones

    "Frightened? My dear, you are looking at a man who has laughed in the face of death, sneered at doom, and chuckled at catastrophe! I was petrified."
    -- The Wizard of Oz

  3. #3
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    The Vau are technologically on par with the Federation (although their Empire is about half the size of the Federation).

    Although I'm sure there is still some sub-clause in the Prime Directive that prevents Starfleet from interfering in the internal politics of any race (regardless of how advanced they are).

    I'm personally thinking of having the players sneak around and gather evidence for their Captain. Generally make a pain in the backside of themselves to the Security Forces (they've already briefly met an Agent of the Vau Secret Police who I played rather like Sloan). When their Captain arrives they'll go see the Emperor who will (in true Star Trek style) thank them and a Civil War will be averted. It's just getting their "realistically". My players are of the opinion of lets sit here and wait for the Boss to arrive and if it all goes wrong it'll be the Captain's fault (these are the sort of players I have to work with).
    We have all your working biros and we're not afraid to use them.

    Leave a box of used postit notes and a box of paperclips inside the filling cabinet and things won't get nasty.

    Yours,

    The Office Gremlins

  4. #4
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    All the more reason for the ship to get delayed....
    Davy Jones

    "Frightened? My dear, you are looking at a man who has laughed in the face of death, sneered at doom, and chuckled at catastrophe! I was petrified."
    -- The Wizard of Oz

  5. #5
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    The prime Directive prohibits the federation and Starfleet to interfere where it is not wanted. However, in some circumstances they have become involved in a diplomatic capacity - I.e - where they are wanted, so the line is not always so clear cut. Don't forget the Federation has some of the finest diplomats and mediators for jsut that purpose!

    If your players are happy to sit there untill the action comes to them.. bring the action too them - They have rebels on their ship - and if the security force learns about this they they will have a Security force knocking on their door!

    This sounds like the kind of tale that should have a sting in it's tale - It should be murder on the orient Express - Everyone did it

    Perhaps it is a rebel faction working within the military who are bringing in outsiders, who are then modified and brainwashed to be members of the Resistance, as well as in the Military. The Military to their end are also using that set up to expand their numbers and take the sovereignty by force.

    There's no reason to make the senate or emperor 'evil' - however that doesn't mean they can't be pulling their own tricks which makes them less than pure!

    The Problem comes in decideing who is the 'bad guy' and it could be that no one is - It's all powerplay. It is all about how the players have been drgged in and on who's side they are on when they get caught with their pants down!
    Ta Muchly

  6. #6
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    Originally posted by Tobian
    The prime Directive prohibits the federation and Starfleet to interfere where it is not wanted. However, in some circumstances they have become involved in a diplomatic capacity - I.e - where they are wanted, so the line is not always so clear cut. Don't forget the Federation has some of the finest diplomats and mediators for jsut that purpose!
    True but the players have been pretty much dragged into it. Does that count as being asked for help? And the players are in the Delta Quadrant and their access to the Federation's finest is limited.

    If your players are happy to sit there untill the action comes to them.. bring the action too them - They have rebels on their ship - and if the security force learns about this they they will have a Security force knocking on their door!
    Hehehe. The security forces tried that but the players just shut the door on them claiming that the Runabout was Federation property and therefore the Vau security were not allowed on the the ship. That said, I'm planning an elite security force to arrive soon if the players don't release the rebels.

    This sounds like the kind of tale that should have a sting in it's tale - It should be murder on the orient Express - Everyone did it
    Yeah. Thats what i'd like it to work out that way as well. Especially as I played the Vau as all friendly initially.

    Perhaps it is a rebel faction working within the military who are bringing in outsiders, who are then modified and brainwashed to be members of the Resistance, as well as in the Military. The Military to their end are also using that set up to expand their numbers and take the sovereignty by force.

    There's no reason to make the senate or emperor 'evil' - however that doesn't mean they can't be pulling their own tricks which makes them less than pure!
    Thats the sort of thing I'm planning. I'd like to the players to feel all alone and picked on. Hehehehe.

    The Problem comes in decideing who is the 'bad guy' and it could be that no one is - It's all powerplay. It is all about how the players have been drgged in and on who's side they are on when they get caught with their pants down!
    And there is lies the thinking behind the adventure. Just because you don't agree with a persons political viewpoint doesn't make it any less valid. But what do you when you have a viewpoint but you have to remain neutral.

    BTW: Odd you mentioned Powerplays. Thats what I've called the episode.

    We have all your working biros and we're not afraid to use them.

    Leave a box of used postit notes and a box of paperclips inside the filling cabinet and things won't get nasty.

    Yours,

    The Office Gremlins

  7. #7
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    Hehe funny coincidence!

    If i'm not mistaken here, who do these players think they are? Uhm - Low speed Runabout + high speed Warship or two = No Shields and exploding cosoles

    This is the type of situation that could rapidly escalate for the players by both their activity or inactivity in their case! Besides, why are the players holding on to the prisoners if they are not supposed to be getting involved. This is the meat and potatoes of trek - Aliens hearing of the Federation's high ideals - then seeing they don't do what they are supposed to do suddenly become angered! After all Hypocracy is only a step away from deception - and if they feel they are being decieved, they might not look on the Federation as anything to be trusted. The mother ship turning up might not do them any good if your crew have cheesed them off so much they send a small armada after them!
    Ta Muchly

  8. #8
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    Leave the government neutral and have the rebels and security working on individual coup plans.

    If they manage to save the government perhaps a land grant would be in order. Think of the plot hooks being a, very, minor noble and in Starfleet at the same time can make.

  9. #9
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    I like that idea, Pesterfield. Have you been reading David Weber's Honor Harrington books?

    Honor was awarded a land grant from an allied nation, and that led to lots of interesting stories.
    + &lt;&lt;&lt;&lt;<

    Blessed be the Lord my strength, which teacheth my hands to war, and my fingers to fight. Psalm 144:1

  10. #10
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    I like that episode !

    Let's say that the Military/Special FOrces are planning a coup (and abducting aliens as well).
    For this purpose, they are using those Rebels (brainwashed or sincere ones).
    Let's say that the Emperor knows about that but can't interfere directly because the "people" would'nt understand.
    So, he has also helped creating another group of Rebels (which he is secretly controlling) to counteract the "Military Rebels".
    Either group of Rebels don't know who they are really working for.
    But both group have brainwashed members who have been "programmed" to respond and obey to certain command words.
    So, the Captain is delayed and could order the PC's to take the Rebel group they have to the Emperor, explain him what they know about the situation and leave (Prime Directive, you know ?) unless the Emperor asks for Federation help.
    Getting back to the emperor should be difficult as the Rebels (Military) would try to escape, the Emperor is very carefull since the bomb incident, the Special Forces are trying to get back "their" men, and the Rebels (Emperor) see there an opportunity to take prisoners and exploit their knowledge (as they rightfully suppose their ennemy rebel group is in fact working for the military).
    So, you could have a climax with a nice Mexican Standoff (spelling ?) "à la Tarantino" where everybody meet in the emperor's place, phaser in hand.
    Njxt
    "Be nice, I'm new to a lot of things"

  11. #11
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    Thanks guys for the input.

    I've got a few weeks to iron out a plan before I run part 2 as most of my players are going on their hols in the next few weeks.

    But keep any more inspirational thoughts coming my way.

    I like Njxt's ideas. I at least have the final scenes in my head now. I always like to have the ending mapped out before anything else so I have a target to aim for. Although my route to that ending could take a number of forms at this time.

    But imagine:

    A climatic battle sequence in the Imperial Palace with Security Forces, Rebels and Imperial Guards fighting through the corridors (I described the palace as similar to the Palais de Vesailles) - as veteren Cyberpunk GM I like my set pieces. The players would be trapped somewhere in the Palace (which they can't beam out of as the Palace is covered by a massive Dampening Field, purely for security reasons you understand) - probably near the Emperor. Just in the nick of time the player's main ship arrives in orbit after having a off screen space battle with the Security Forces controlled Imperial Flagship. The player's Captain (or more likely their First Officer, who's a bit more combat orientated than their ever diplomatic Bolian Captain) and a Security Team beam down and enter the palace.

    Ultimately the players will save the Emperor yet again and he will remain in power (and grateful to the players again) but with a Civil War only delayed rather than averted, the Vau, the Emperor and his rebels will return in future episodes.

    I intend the players, when they meet any Vau, to never quite know whether they're trustworthy or not until they've determined which side these particular Vau are're on.

    Hopefully it'll be interesting. One week they meet Vau loyal to Emperor and therefore friendly to the players. Three episodes later they run into Vau from the Security Forces camp who have a grudge against the players.
    We have all your working biros and we're not afraid to use them.

    Leave a box of used postit notes and a box of paperclips inside the filling cabinet and things won't get nasty.

    Yours,

    The Office Gremlins

  12. #12
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    I've read two of them.

    The question is how much unexplored/unclaimed areas does this empire have?

    Perhaps they'll give the PCs a star system. "We've charted it, but don't have the funds to do anything with it. As our newest noble it's your land grant."

    What's in the system, what will the PCs do with it, how will this fit into a Starfleet career?

  13. #13
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    Sounds quite cool and entertaining. Best of luck and let us all know how it turns out.

    Regards,
    CKV.
    "It is our mission to push back the darkness from the light and expand the boundaries of knowledge and understanding. That doesn't mean exploring every pleasure planet between here and Andromeda XO."

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