This is kinda linked to my "Back to Basics" thread http://forum.trek-rpg.net/showthread...&threadid=5477 where I posited the idea for a "simpler", less meta-plot driven campaign, one getting back to the hopeful aspects of exploration, especially as seen in early TNG or in TOS. The three main eras I considered were early/pre-TNG, post Dominion War, and pre-Federation. Given the new season of Enterprise has started, I figured I'd give consideration of that its own thread.
A few objectives:
- Avoidance of a super-plot - Not to say there won't be continuity, but the overall mission is to explore, and while we're at it, help out others cause we're nice people.
- Optimism: A desire to get away from the "grim and gritty" feel of late DS9 (which I enjoy but I've used a lot). Still plenty of conflict, but it'd be nice to avoid the overwhelming sense of oppression the Dominion War brought with it
- Suitabiliity for Troupe Play - I'm giving strong consideration to having each player have two characters, one higher ranking for shipboard and political adventures and one low ranking/ensign for what I believe will be the bulk of adventures, exploration (including rendering aid and assistance to outposts and starships)
- Opportunity for variety of characters - not all characters need run a "straight starfleet" character - aliens, deviants, etc. can be fun to play.
So, how do we look in the Enterprise-era?
The avoidance of a super-plot is fairly easy - we have a starship which is exploring unknown space. Archer has show a willingness to help out total strangers, so the possibility of rescuing other ships is certainly there. The fact that the Klingons are more like raiders than conquerers makes using them rather simple whenever we need a threat.![]()
As far as optimism goes, the era does have a hopeful feel - we the audience (and the players) know that the Federation is in the near future.
Troupe play may work very well here - with limited transporter technology, a landing party will be cut off from the ship. This gives good reason for the entire senior staff to send a landing party.
For variety of characters, we are a little limited in which aliens we use if we want to avoid continuity problems. Andorians and Vulcans are available, as are a variety of humans - Boomers, Terrans, etc. Troupe play also means if one character is a little "deviant", that same player can also have a more "normal", saving the narrator from a lot of headaches when a normal character is needed.
So a few random ideas occur based on this...
It might be neat to have both Vulcans and Andorians aboard this ship - it gives a little bit of tension, but also a prejudice to overcome, something very Star Trek. If the Vulcan and Andorian characters learn to work together, we have the basis of the Federation.
Based on this, it would seem reasonable that the characters are exploring in a different area than Enterprise, perhaps one bordering on Andorian space. The Andorian character(s) will be aboard to help out with this (and to keep an eye on things). A Vulcan observer will likely still be onboard - they don't trust the humans or the Andorians.
An idea for a pilot episode/adventure occurs based on this - the character's starship is used to help evacuate the Vulcan monastery seen in "The Andorian Incident". Perhaps the Andorians refuse to allow a Vulcan ship to perform the evacuation and as a compromise a Terran ship is brought in.
This would make the campaign lag behind Enterprise by about 6-12 months, which seems a good idea to avoid continuity violations.
As for the starship, it might be a continuity violation to use an NX-class - we don't know if there are any others - it has been hinted that more are on the way, but that is a nebulous term. If not, than a Daedalus-class (ND-class perhaps) would possibly be appropriate - and I know a clever guy who made deckplans to for those...![]()