Who knows what evil lurks?
Sep. 30th, 2007 07:31 pm In the heart of that stinkin' Orion?
Today's USS Carter run was the long anticipated pulp era musical, where the Carter crew went undercover as a nightclub act on a world where Hodgkin's Law of Parallel Planetary Development had produced a 1920's culture that was being tampered with by one of the ship's returning foes. The Orion agent, Bardek, was feeding advanced weapons tech and other scientific theories to the criminal cartels in a pre-warp culture and the Carter had to stop him and mitigate the damage to the prime directive without revealing their presence. This forced (forced I say) their security chief to adopt an identity as a masked adventurer working against the mobs.
I had some distinct visuals (and audibles, as we knew that the ships Doctor sounded like Julie London) but no clear concept of how the plot would progress after they got the job at the nightclub. The experiment with starting the game at the senior staff conference and giving each PC a note card with their share of the infodump worked well enough, but I'm not likely to try it again soon - it served its purpose by getting us to the action in a hurry. The final fight scene was impressive; sure Bardek got away, but the team gunbunnies got to bunny their guns and the team scientists now have enough data to figure out how Bardek's non-transporter teleporter works, so that they might jam it next time. He might have gotten away, but they disrupted his plans and are a step closer to catching him for good - the Carter crew is willing to count that as a win.
Much more winging it than I like with a Trek game, but a solid enough enough entry into the captain's log.
Today's USS Carter run was the long anticipated pulp era musical, where the Carter crew went undercover as a nightclub act on a world where Hodgkin's Law of Parallel Planetary Development had produced a 1920's culture that was being tampered with by one of the ship's returning foes. The Orion agent, Bardek, was feeding advanced weapons tech and other scientific theories to the criminal cartels in a pre-warp culture and the Carter had to stop him and mitigate the damage to the prime directive without revealing their presence. This forced (forced I say) their security chief to adopt an identity as a masked adventurer working against the mobs.
I had some distinct visuals (and audibles, as we knew that the ships Doctor sounded like Julie London) but no clear concept of how the plot would progress after they got the job at the nightclub. The experiment with starting the game at the senior staff conference and giving each PC a note card with their share of the infodump worked well enough, but I'm not likely to try it again soon - it served its purpose by getting us to the action in a hurry. The final fight scene was impressive; sure Bardek got away, but the team gunbunnies got to bunny their guns and the team scientists now have enough data to figure out how Bardek's non-transporter teleporter works, so that they might jam it next time. He might have gotten away, but they disrupted his plans and are a step closer to catching him for good - the Carter crew is willing to count that as a win.
Much more winging it than I like with a Trek game, but a solid enough enough entry into the captain's log.