subplotkudzu: (Moonstars)
I am four sessions into the Mech & Matrimony campaign I started in January, and am coming back to it after a three month break due to scheduling and work issues. As such I've put together a precis of the state of play as of the end of last session so that everyone is on the same page. I thought I'd come back here to share it, since some of my friends who commented on Mech & Matrimony's design are still posting and reading here.

Eleanor Abbott
The Abbott and Isles daughters have just completed the ball at Autumnfield, in which there were many revelations and reversals of fortune. Now we look forward to the season in Troynavaunt, as well as the dark rumors of a coming conflict with the continent that might finally test their mech skills in actual battle. Eleanor Abbott has been preparing herself for her coming out in Troynavaunt later this summer. She knows that this is her best chance for a proper season, since she is piggy-backing on her sister Evelyn’s status as the particular friend of Lady Arianna Pettibone. Since Lady Pettibone is supporting Evelyn’s coming out this season the Abbott family must make a showing for Eleanor as well, which the noblewoman is willing to surreptitiously support.

Still, given their meager finances the Abbott’s must economize. This runs very much against the nature of Mrs. Abbott and Mr. Leland Abbott, Eleanor’s brother, who has many debts and is doubtless racking up more during his gallivanting with the Aeronavy alongside their rakish Uncle Zachary. Even with Lady Pettibone’s support Eleanor will still have a lean coming out, but better that than none at all.

Hanging over all of her Troynavuant plans is the slender thread of her Aunt’s life. Mrs. Lydia Abbott, wife to her uncle Charles Abbott, has been ill for some time and is now insensate more often than not. Rumors abound that Mr. Charles Abbott plans to marry Lydia’s nurse upon Lydia’s death, the two having formed an attachment while tending to the fading flames of Lydia’s health. If this were to occur, and the young nurse were to bear Charles a son, that would entail away Abbott Lodge from Eleanor’s father to the new son, leaving Eleanor and her family utterly without support. The wider this is known the less attractive any Abbott girl is as a match. Eleanor perhaps has just this one season to attend to her future.

Even with this concern she has set her cap high – the most recent addition to the Hazelton landscape is Captain Thorpe, the queen’s own pirate hunter (and his brother in law Captain Deere). Captain Thorpe is due to be feted in Troynavaunt this season, likely with a promotion to Admiral. Eleanor’s other uncle, Joshua Abbott, oversees the parish at Autumnfield, the estate recently let by the Captains, and Uncle Joshua has seen that his eldest niece has spent many a pleasant hour in the Captain’s company. This, combined with Eleanor’s impressive behavior at Captain Thorpe’s Autumnfield ball, make her feel that she has caught his eye. Captain Thorpe clearly admires both her figure and mind, and he shows a great interest in mech learning about mech strategy and tactics so that he might round out his martial expertise. If Eleanor can impress him with her skills there, well such a trifecta could translate into the most advantageous of matches. But hoping for this, an arranging it before the hammer of scandal and penury falls, is taking an awful risk.

A risk that not all of her family is ready to take, especially when there is another suitor on the table: the Oxford botanist, Professor Serrano, for weeks a guest at the Isles house of Paloflores, took the occasion of the ball to offer a proposal of marriage to Eleanor. The Professor appears overawed by her beauty and is at least marginally interested in her schooling, has a stable position, access to a solid mech through the university and an income of a thousand pound a year. He is a good man and a solid match, but one possessed of two problems: first, he excites her interest not one bit, and second Eleanor’s closest friend Pearl has formed a deep attachment to him. While Eleanor has delayed a response under the excuse of her approaching season, both Leland and Mrs. Abbott will be pushing on Eleanor to accept this proposal at once if not sooner.

Evelyn is in turn pushing her family to give Eleanor some space and see if she can reach her heart’s desire with Captain Thorpe. We shall see if the ever reliable Pearl will be pushing Eleanor to accept as well, knowing that her friends need of a solid match are greater than her own….

Running alongside all of this central drama is the issue of Marie Higgins. Marie, the poor relation of local girl Susan Beebe, has become a project of Eleanor’s. She has arranged for Susan to receive some additional tutoring in mech piloting from her own teacher, Miss Shaw of Briarwraith Academy. She also helped Susan present herself well at the Autumfield ball, where she turned a fair number of heads and wrote a note to Eleanor immediately thereafter informing her that she had found the man of her dreams in whom she will be investing all of her hopes, a man of sense and bearing with a solid position in her majesty’s service. Given that the ball was veritably flooded with naval and aeronaval officers this could be any of a number of eligible lieutenants.

Finally, a minor mystery: Miss Shaw has a picture in her offices that she has been seen to admire but of which Eleanor has never received a clear look. There are rumors from Susan Beebe that Miss Shaw has been spotted, at a distance, with someone who looks very much like Uncle Joshua. Could there be an attachment?

Evelyn Abbott

For Evelyn Abbott things are somewhat easier but not without concerns. She has had a long friendship with Lady Arianna Pettibone, and the noblewoman has asked that Eleanor be her special companion in Town this season, setting of a series of events that has Evelyn and Eleanor coming out this season - a turn much delayed for her older sister. This is a remarkable chance for Evelyn, and she has taken the opportunity to stress to her older brother Leland that this is not something to be wasted, apparently to some effect as he has curtailed his spending and behavior of late, which will smooth the girl’s introduction to society.

Where she and Leland are on opposite sides is in the matter of Eleanor and Professor Serrano. Leland has made vague warnings about dark events that would ruin Eleanor’s chances in the immediate future so she must act now, while Evelyn insists that Eleanor be able to follow her heart and take the risk of courting Thorpe. It is one of the few areas of contention between the two.

Evelyn has a solid belief in her own chances and right to happiness as well, seeing the season in Troynavuant as an opportunity to meet a much wider range of young men than those in Hazelton and Sparrowton. One man who will be in both places is Timothy Pettibone, Lady Arianna’s nephew. Evelyn has long assumed that Mr. Pettibone’s distant demeanor meant his disliked, only to be pulled aside at the Autumnfield ball and have him pledge his deep and abiding love for her, a love he dare not voice for fear of his father’s displeasure (and the Damocles sword of disownment) at such a poor match. He begged for a secret engagement, and was instead taken to task for his ill behavior to this point – for all of his explanations and protestations he has merely brought himself out of her ill graces, and his behavior over the season will determine how she judges his suit.

She has not, to my knowledge, shared this revelation with anyone. Aside from Timothy she made a decent presentation of herself at the ball, likely a taste of how she will fare in Troynavuant, especially as she has Lady Pettibone’s aegis to protect her from her scandal.

Evelyn is also close friends with Miss Audrey Holmes of the Strand House in Sparrowton. The two often exchange gossip and Evelyn has learned that Miss Holmes is putting herself in the path of the dashing Captains (ad any other naval officers). More relevant gossip has been her brother’s actions. Patrick Holmes has a recently adopted but relentless pursuit of Evelyn’s young and fanciful friend Ruby Isles. Evelyn, ever pragmatic, has taken Patrick aside and recommended he tone down his obvious ardor lest scandal erupt, even as she affirmed Ruby’s shared admiration. Patrick swore to take this to heart, and appears to have done so.

Pearl Isles

For the Isles sisters the elder, and ever responsible, Pearl, has indeed formed a deep attachment to the visiting Professor Serrano that she has cultivated both in her heart and seeded in his. Alas, what bloomed in him is the flower of friendship – he so strongly respects her good sense that he asked Pearl her opinion on his proposal of marriage to Eleanor Abbott gust moments before he made it, but is so blinded by his feelings for the Abbott girl that he did not notice how this question, once answered, sent Pearl fleeing the room to cry herself dry so that she might return to the ball and survive the rest of the evening.

(Interestingly the only man who noticed her flight was Patrick Holmes, who took it upon himself to provide her with a handkerchief and guard her chosen place of sorrow from any other eyes so that she might spare her dignity. Pearl has been cold to Mr. Holmes since the latter’s aggressive courting of young Ruby, and we shall see if his behavior here changes her opinion.)

Pearl’s evening was already off-kilter. The dance prior had been with Leland Abbott (with whom she has spent her life carrying on verbal fencing of mutual wit and shared disdain – on her part due to his dissolute manner and its impact on his sisters – and to whom recently she had written a most impassioned letter informing him of the rumors with his uncle Charles and imploring him to temper his behavior for at least a little while so that his sisters might have some chance at secure matches) who once they were alone on the dance floor adopted the tone and demeanor of an entirely changed man. He began by apologizing for the steps he had so obviously taken to steer Professor Serrano towards his sister and Pearl, despite the crying of her heart, could not help but see the logic of his actions – Eleanor needed a match more desperately than she, and Serrano was a good one.

It was what he said next that more set her on edge for the tumble that was to follow: he spoke of his need for her good sense in a matter of utmost importance: when in the breach should a man more honor family or country? When further informed that choosing family would mean people’s deaths Pearl swallowed her fears and told him Country. Leland nodded, said they would never speak of this again, but begged her to remember this conversation in the weeks to come. He then broke from her and was his jovial, shallow self to all others for the evening. Who was this concerned, noble man, who wore her oldest enemy’s face? Is this who Leland has always been? Has she been so wrong? And what has Leland uncovered? What has his Uncle Zachary done?

These questions, as well as those of her own fate, her love for Serrano and her love for Eleanor all swirled through her mind while Mr. Holmes guarded her tears.

Ruby Isles

Once recovered Pearl thanked Mr. Holmes and made to return to the ball only to see Ruby slipping away from the dance floor and up the stairs. Doubtless fearing that her fanciful younger sister was heading to some scandalous assignation she confronted her – though she had to follow her up the stairs to do so.

Ruby spilled a story of such gothic improbability that it defied credibility: Ruby had overheard father and Uncle Fredrick speaking of industrial espionage at their business – the Isles family fortune was in its lensing and targeting systems – before she was spotted. Father lifted mother’s edict against walking the Moors alone (laid down after that day weeks past when Patrick Holmes had rescued her from an animal attack while engaging in that solidary pastime) and Ruby took advantage, only to be attacked by a more dangerous creature – a Madman!

Said wild-eyed, wild-haired Madman dragged her to his concealed peat hut where he introduced himself as the lost master of Autumnfield – former lord of the very house in which the girls now stood. He raved that Ruby was in danger from Patrick Holmes, that Mr. Holmes interest in Ruby extended no further than his desire to seize control of her father’s company, and that the Holmes family’s machinations were at the heart of the ruination of his family. He demanded that she bring Marie Higgins (of all people) to him so that she could understand her past and her destiny. He thundered at her, quite shaking her till now unflinching devotion to Patrick with this new barrage of unexpected questions.

He then promised her proof, which could be found in a secret room accessed via a secret passage through a secret door behind the second candelabra in the second bedroom to the right on the second floor. So she was heading to said secret room to settle the affair once and for all – was Patrick true and honest and good, or was he what this madman claimed?

Pearl, already wrung out from the events of the day, offered an unladylike statement to the universe and circumstance before agreeing to follow her, if only to put this matter to rest. To her shock the candelabra did open a door, and the sisters descended into the bowls of the house (careful to use the ever reliable Pearl’s scarf to keep their dresses presentable against the assault of dust and cobwebs).

The passage terminated with a room containing the detritus and remnants of the last owners, including a painting of the family, the lord of which would resemble the madman of the moors if you were to force him down, give him a bath, a trim and a month of decent meals, and the young daughter could well be the Marie Higgins of today. There was also a pair of elaborate dueling pistols and several journals. Pearl read the last page of the last journal, which wailed “All is now lost, alas! All is lost!”

The journal is pocketed in Pearl’s handbag for later reading and the sisters retreat back to the ball, where they struggle through the rest of the evening; Pearl due to her emotional distress and Ruby due to burning need to learn more about the mystery of Autumnfield. As such the girls barely notice the state of agitation of their Father, Mr. Beebe and several other older men, who were gathered together discussing politics or things which could have no consequence on the lives of young women such as themselves.

Once home Ruby delves into to the journal, in which an increasingly scraggly hand details the collapse of the Asquith Family, masters of Autumnfield. The author self identifies as Dominic Asquith, the family patriarch. Fifteen years ago the Asquiths and their political faction – identified as the Amaranths – got enmeshed in a political conflict with one of the other major political factions – the Hellebore – the ins and outs of which are very much over the poor girls head, not the least because everyone has nicknames or abbreviations.

The broad swath details are clear: the Amaranth faction is on the advancing side of the debate regarding investing in technological innovation vs. consolidation of existing advances by powerful families. The conflict is deep and bitter, and while it appears the Amaranths are winning in parliament they have some potentially underhanded actions exposed by the Holmes family – at least Ruby thinks it’s the Holmes, and Asquith is adamant that the actions are not illegal and not entirely theirs. The shock of all this proves too much for Mrs. Asquith who passes away in her sleep of a broken heart (though there is insinuation of poison at the urging of her once friend Gwendolyn Holmes in her husband’s narrative). Overcome Dominic enters the flashpoint of his collapse: an outlawed pistols-at-dawn duel with Sebastian Holmes. Sebastian enters it willingly, shoots wide and takes a bullet in the chest, dying instantly.

When this is made known at court the the Asquith reputation is shattered and the Amaranths have to publicly repudiate them to salvage what they can of their cause.  The toddler Marie is swept away to be raised under her mother’s maiden name by an ally in the Amaranths. Dominic plans his own exile, albeit one close enough to keep watch on his child, but his grasp on sanity shatters when he learns that Sebastian Holmes was already dying of a terminal illness – Dominic had been so manipulated that at a stroke he had spared his greatest enemy a painful death by giving him a noble burial, lost his fortune, set his cause back a generation and cemented the Holmes family fortune. All is lost.

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5) Seaworthy, by Linda Greenlaw:  For those not familiar with Ms. Greenlaw, she America's only female swordfishing captain, and moved to a modest degree of fame after her appearances in the book and movie The Perfect Storm.  Since then she stopped captaining to write three highly enjoyable books on commercial fishing, co-authored a cookbook with her mom and produced two atrociously derivative mystery novels. In 2008 she accepted an offer to go back out to sea at very short notice, in part because she just wants to see if she, once the best in her field, can still cut it after a decade on land. Alas, she is stuck scraping together a highly unusual crew and discovers that her new boat is, ahem, not up to standards. Seaworthy is her memoir of that trip, and I enjoyed it. Not as strong as Hungry Ocean, but on par with Lobster Chronicles. 

What most struck me, however, was how much this was a Traveller or similar semi-hard SF campaign. Make her and her crew belters rather than swordfishers and everything maps perfectly: her boat is in bad shape, requires constant jury rigging, has life threatening technical challenges, and is actually owned by someone far away whose support and advice is less than helpful; the captain has a backstory and something to prove; the crew are highly atypical for a swordboat but nicely iconic - from the new guy who proves his worth to the avuncular sixty-six (!) year old guy whose additional duties are cooking, ad hoc medicine and crew morale to the clown who skirts with insubordination but with an indispensable skill set to the huge steadfast mechanic. If I do end up running a belter game at some point I'll definitely revisit Greenlaw's books to see how much of swordboating culture I can port into the asteroids. 
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While the votes are still no where near being in, I am noodling with what I might do with a 'start from scratch' Traveller game. One idea that came to mind is how one could model various SF series based on where they weight the Drake Equation. (an additional factor might be added for those who have obtaoed FTL travel).

The Foundation Series, for example, effectively zeroes out the number of planets other than Earth develop intelligent life.

Pournelle's CoDominion, what I know if it, is very close to that, with only one other sentient species (the Moties) appearing.

Known Space, on the other hand, has moderately high numbers across the board, with several communcation-capable intelligent species, but several more habitable but non-sentient race worlds for those species to colonize. 

Stephen Baxter's Xeelee stories keep the "viable planets that will develop life" at 100%, but greatly expands the definition of 'viable' so there are living ice creatures in the ice on pluto and elsewhere across the Sol system.
 
Jack McDevit's Priscilla Hutchens novels, while they have a low number of habitable worlds per star, focus on the low length of time any civilization survives to send messages into space, so our heroes find several artifact rich dead worlds or peoples collapsed back to a pre-gasoline tech level.

This is just me playing with an idea, but has anyone ever seen this discussed in an RPG context.

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I got the strange mid worm of trying to map the Reign "One Roll Character Generator" onto the classic Traveller lifepath system. I'm not sure why, other than a vague idea of pitching a free trader game next time 'round, but nonetheless it's there and must be dealt with. 

For those not familiar with the One Role Character Generator, you roll 11d10 and, as with all One Roll Engine stuff, look for matches. Each number has a general feel to it (in Reign 1s indicate skills as a beggar, 2s are thieving, 3 is performing, 4 is merchant, 5 is sailor, 6 is soldier and so on) and 'wider' matches (three ones, or 1x3, is wider than two ones, or 1x2) indicating higher levels of ability in the area. Any unmatched dice are compared to a set of 'waste die' tables that give one off life events (such as a sudden windfall, being robbed, being the center of a mix up identity 'prince and the pauper' event ans so on). Once you know the outcome of all the dice you lay the events out in the order you like ( (so 2x4, 4x5, 2x6, the Robbed! and Unexpected Windfall events might be "I spent several years as a struggling merchant, but when I was robbed blind I was forced to become a marine in the merchant service. Much to my surprise I was picked out by the captain to inherit his ship and have forged a successful career as a ship's captain" OR "when the astrologer told the captain of the HMS Matilda to give his ship to the first person to cross the threshold I was suddenly elevated to command of a warship. Much good it did me as I was roundly mocked by my crew and forced to turn into a sword-wielding pirate just to impress them, but impress them I did...until the day when the mutinied and left me for dead. Still, I was able to escape back to port, where I was able to get a job as a petty merchant, waiting for my opportunity for vengeance." etc.) 

In any event, I'm looking for advice from Classic Traveller players. My read of the classic lifepath is that it determined Longevity in the Service, Commissions and Promotions in the Service, Survival of Fatal Events and Mustering Out benefits. The Psionics rules were, either by accident or design, a mechanism to balance out PCs who had rolled poorly and mustered out too early (the cost of getting tested for Psionic strength is within reach of most characters even after a 4 year term, must be done after mustering out and diminishes with age) and so to my eye should be included. The Services are Navy, Marine, Army, Scout, Merchant and Other (which is described as a sort of general neer do well profession). 

Now, my first instinct was to let the player pick any one set and apply that to Longevity in the Service, selecting the service table of their choice (not doing so would mean being in the Other category). Other sets would determine
Survival (the wider the set the more combat/life or death experiences you've seen, increasing you coolness under fire, leadership skills and intimidation, with a 1x5 meaning you 'died on the table' but were revived by advanced medicine),
Promotions (decoupling this from actual experience means you can get Mal Reynolds style sergeants who are insanely skilled with no width in commissions vs. minor gentry who purchased their Captaincy with a 2x5 roll),
Mustering Out (with 3x4 or 3x5 meaning the Traveller holy grail of your own ship or major status bonuses) 
Psionics (with a selection of options based on width, with teleportation limited to a 4x5 roll)
and the remaining 6 numbers for things like Extra Combat Training, Extra Technical Skill, Extra Social Skills, and so on.
This would keep the Classic Traveller design of the character being in just a single service, and therefore feels more "Traveller"-y to me. It does, however, mean that you can't mix and match your lifepath order, since everything is occurring during your Longevity in the Service or shortly thereafter. 

The other option is to have each service merit its own number? There's room for the 5 classic services (maybe removing Marines, making them people with both Navy and Army training?) plus Survival, Promotion, Mustering out, Psionics and one or two other areas (Science, which is something sorely lacking in the original rules). This does mean the possibility of someone rolling sets in Promotion and Mustering out without having any time in a Service (though waste dice options could account for that somewhat), but it also means that the character can get a more varied lifepath - several years in the Navy, followed by a short tour in the scout service, with a near death experience, etc.

Bear in mind that I'd be building the tables from scratch, and the odds that I'd actually run this in ORE are pretty slim. 

Alas, I never played Traveller, so I'm curious about other people's thoughts on this. 


 

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Lack of gaming is making me crazy, so I'm working on my Jane Austin Giant Robot mash up game. I'll be slowly posting the world, themes and rules set as I work them out. Please feel free to comment.

Mech & Matrimony rules journal )

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Me? I have finely honed my plotting ability to degree sufficent to help [livejournal.com profile] netcurmudgeon  three act model the opening scenario of his new campaign over the course of one 35 minute phone call.

Go me!
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a single woman in possession of a good mecha must be in want of a husband."

I'm starting to noodle around game ideas for the next prospectus and the idea of a regency era/giant robot crossover keeps popping into my head. I know it makes no sense - the cloistered nature of women in the Regency era is what makes those romances work, and that would be kind of undone if the women also had battle suits with chain guns. But maybe not - cultural mores are wierd things, and the idea of a family mecha being as important as a knight's sword and horse (i.e. the thing that makes them valuable to their lord in their ability to fight), and the mecha all only being disigned for small people to operate might lead to... OK, it really wouldn't. But I can dream.

Mostly I want both the idea of mecha based combat, royalty and formal codes of behavior, while coming up with a solid reason for both genders to be playable as mecha-pilots. The idea of Marianne obliterating Willoughby with a plasma canon (leaving behind just a smoking boot and a pocket copy of Shakespeare's sonnets) has considerable appeal.
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 Ty Beard, one of the contributors in A&E right now, is a big Traveller fan, running a game that's a cross between Military SF and standard Traveller Tramp Freighter stuff. He's repeatedly voiced the contention that High Tech "has a pernicious effect on RPGs - more high tech can often make it harder to create true 'adventures'." He then added "Star Trek had the same problem with the transporter - it was simply to easy to wisk Kirk & Co. out of danger. As a result nearly every episode had to waste time creating some reason to nullify the transporter so the danger would be credible."

Now, I obviously disagree. His ideas might be sound for a Military SF/Traveller game, but to my mind his broader claim that high tech makes adventures harder by removing the threat of danger only works if the sole threat applied to the character is the threat of personal danger. The transporter (and advanced medical technology) does limit the effectiveness of personal danger, but there are a lot of other things to hang adventures on. So far I've used danger to the ship as a whole (The Stars Overhead, Clouds and Sand, Sargasso), Saving others from their own actions (, Stellar Nursery, The only tar who's ever jumped ship - though in that one I did have the captain in a transporter-proof room, but did let a clever use fo the transporters save everyone else), political and diplomatic threats (Yethma), the threat being hidden inside the ship (Yethma again, and Messages from Earth), medical emergencies (Lysistrata), emotional/mental threats (Maris Ue and, to an extent, Messages from Earth) and threats to the timestream (Bones of Eden). I also included two puzzle worlds where the transporter was unavailable, but that was because the lack of transporter was a clue to what was going on (Writ in Tooth and Claw and The Bifrost Incident). Many oof these are also mysteries that need to be resolved or puzzles that require unraveling.

I'd like to think that these "adventures" worked, even in the absence of direct personal danger, but 'm raising the topic here to get my players' input (among other things). Have you lot found the adventures to be functional even if there was a low chance of your PC personally being killed in an encounter? 

In addition, I don't recall the transporter being broken or unusable in every episode - can anyone with a greater memory of TOS provide some support or refutation of that claim? (I mean, is the transporter 'nullified' in City on the Edge of Forever because they're back in time with no ship?)
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I've been giving some more thought to the practice of players having 2 PCs per game to fill out the skill set and broaden the size of a small crew. It's been working well in Old Lives, Old Civilizations, and I know that [profile] whswhsdid it successfully in Hong Kong Shadows, his asian Mage game. Anyone else played with this concept? 

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I'm about 50 pages from the end of _The Genocidal Healer_ right now, that being book 8 of James White's Sector General  series, aand I have to say that I am truly enjoying it. Good classic old school science fiction with an enormous amount of heart. OK, so White is a product of his time when it comes to the women's rights movement, but he does introduce some (gasp!) female doctors as time goes on. 

I'd recommend this to my players, but instead I have to warn them off of it with a bright flare of "GM will steal from here without remorse". There is so much usable stuff here for Caduceus Station and Star Trek that the idea of not swiping some of it is totally alien. 

In any event, thanks to all the A&Ers who pointed this out to me. Much fun.

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[profile] netcurmudgeon has started posting the log entries here

That session went damn well. The players peeled the onion in pretty much the way I planned for, but still threw in enough curves too keep things interesting. As usual, my episode plans got to Act III (the Resolution) and turned into a big blank to give them free, GM-unfiltered reign to solve the problems presented, and as usual they did not disappoint. We even started laying the groundwork for some of the season long personal subplots - the romance between Science Officer Pelski and Lt. Raven (who reports to him...), the promotion track for Lt. Fujita and T'prin's personal redemption - which makes me happy. 

I'm even pretty sure the players and PCs caught the thematic linkage between the colonists unwillingness to ever leave anyone behind with the energy being's unwillingness to sacrifice any of their collective to save all of them. If not, well, I just spelled it out.
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Had the first of two weekend Trek sessions yesterday: Jason playing Betazed Ambassador Darius Rossad & Ensign Bernie Liefson, Evynrude playing security crewman Xian Coy Mahn. A full write up later, but there was one scene I wanted to mention.

Having been tractor beamed by an Orion Pirate ship, the crew of the USS Adlai Stevenson hatched a desperate plan - once inside the enemy shields they would beam Coy Mahn and an engineer into the enemy ship to disable the Orion's tractor beam and impulse engines. Unfortunately firing a phaser would be detected by the Orion's internal sensors, so they'll have to do it hand to hand. Coy Mahn and Crewman M'Batu appear on an Orion Transporter pad to the shock of the green-skinned pirate crewman. Xian, who beamed over in a crouch, leaps off the pad, over the control panel and into the hapless Orion, slamming his skull into a bulkhead.

Xian: OK, we're clear.

M'Batu, incredulous at the efficient violence: You do this sort of thing a lot?

Xian shrugs, then nods.

M'Batu, terrified at the implications: I am never beaming down to a planet.

We got a real chuckle out of that. I think Xian's going to fit in just fine.

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AT THE SAME TIME! That's how Jason has described what I'm subjecting him to today: his first game session in over two years and I'm making him play 2 PCs in close proximity to each other with only one other player to act as a buffer. It might be an error, but it was the best emergency Star trek plot I could come up with for a telepathic ambassador, a gawky ensign and a redshirt. 

We'll see how it goes.

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Karen finished up the stats for Senior Chief Petty Officer Xi'an Coy Mahn this morning, meaning that all of the characters are now set for the second season of USS Carter. Coy Mahn had appeared briefly as an NPC on the security team in the first season who, like O'Brien before her, has been upgraded to full PC status.

As part of her shared history with First Officer Funk, Xi'an was part of the reverse boarding party that overran the Klingon ship that was boarding the USS Sprague. While Funk and some others went to the bridge, Coy Mahn sneaked into the security decks, ambushing Klingons and killing them unarmed (because a phaser shot would show up on the Klingon's internal sensors and reveal her presence) and blew up their internal weapons and secondary tactical control. The image that's coming to mind is putting Zoe from Firefly into a red miniskirt.

For all that, she's still a non-com security staffer. A redshirt. She just happens to be the most combat worthy, sharp-eyed and sneaky redshirt in Starfleet. So now the Carter should start beaming down 2 redshirts, so that the monster can kill the *other* one and Xi'an can kill the monster.

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I'm still rooting around to find suitable ideas for 'prime directive contamination' planets for the USS Carter - the ones that turned themselves into Rome or the Roaring 20's or the Nazis because those were the costumes available that week of contact with a Federation ship. One that did some up as funny but not workable? 

The Carter crew beams down into a bucolic scene of ivy covered brick buildings in the crisp fall air. The inhabitants seem peaceful and friendly and outgoing, immersed in a love of learning and fellowship. When the Carter crew leaves the compound they learn that the adults are trapped in a decades-long hell of debt poverty, forced to work off the debt accrued during their mandatory educational cycle.  A Federation cultural anthropologist, searching for a way to provide better education to an alien culture, unwittingly introduced the late 20th century concept of institutes of higher learning where price was presumed to equate to quality, with people begging to spend more for a more prestigious degree. The collapse to dystopia outside the ivory towers (hey, there's a good episode name) was inevitable.  

I suspect this might strike too close to home for some of the players.
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This mission has been reassinged from citizen 

[profile] chadu to you, faithful citizen!

As a way of explaining Paranoia to my players who haven't yet experienced it, a Flash animation of a Paranoia XP briefing:

http://www.hoodyhoo.com/paranoiaBubble.htm

 

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Some time back I bored the Plainly Unusual People of A&E with the idea of a game set in a hospital station - specifically one in the Sol asteroid belt dealing with the problems of the various belt and trans-Martian moon colonies as those colonies are either beginning to push for independence from Earth or are dealing with an Earth that cut them off for some reason. Such a station would become a natural focal point for diplomacy, resource consolidation and by extension a target for raiders as the colonies struggled to work out their new non-earth paradigm. Originally intended for the Trek Universe just after Earth had fallen to WWIII (in my own Trek Universe that as belter colonies) this setting would be a blend of Larry Niven's early Known Space stories, Babylon 5, M.A.S.H. and ER.

I received several helpful pointers to James White's masterful Sector General series, but without aliens to be the source of the mysteries there's only so much I can draw from them. In this I may be hosing myself with alien life forms White can base his plots around mysteries where the readers know as much as the protagonists to solve them. Without aliens we have to rely on semi-actual science and medicine, making them areas where the PCs are going to know a lot more than the players and potentially reducing the medical problems to pure dice rolls

I'm not sure how well such a setting would fly in play, but I want to use it to take up the idea of running a game that is medically centered rather than combat focused, and stationary rather than exploratory. When running Trek I remain surprised by how much the Doctor has to do and how easily plots form around medical issues. The design of the setting means that if we don't get the medicine to work as a point of tension I can fall back on station defense, politics and resource management to keep the PCs occupied.

In any even, despite it's trek origins I'm thinking of using PDQ for the game engine, trusting that the abstract structure will work for the conflicts I have in mind against injury and disease. Much of the 'combat' will be the doctors skill against the medical malady, with a third indicator of the patient's health. I'm not sure if there are good examples of this sort of three way conflict in any existing dice mechanics, so I look forward to the challenge. Any advice or suggestions would be appreciated.

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[profile] evynrude made a start on her PCs this weekend, and they should provide some interesting shifts to the episode dynamics.

Rather than take the role of the new Chief Engineering Officer she went with a lower ranked officer in Engineering - an expert on starship construction and sensors who has been in the background in Engineering since the refit before season 1. His name is not yet determined, but he was just promoted from Lt JG to LT, meaning that events in Engineering will maintain the feel of being their own little world of rivalries and interpersonal dynamics under a relatively weak chief engineer. While the rest of the ship focused on those in charge, for some reason the warp core is the downstairs to the bridges 'up' where we focus on the second tier people. This is meant to be her secondary character, but he has 5 advancements. We also know that he is short, slight, Japanese, learned ship design from his grandfather (who has a business making private shuttles) and is a skilled martial artist

Her primary character is Chief Petty Officer Coy Mahn, Commander Funk's right hand when it comes to handling security. We haven't fleshed her out much yet, other than knowing that she's in her 30's and of Vietnamese descent. This makes her the only non-commissioned PC on the ship, outranked even by Bernie. I foresee some lovely scenes with those two - Ensign Bernie being put in command of a 'milk run' away mission with the highly experienced CPO Coy Mahn at his side to 'suggest' courses of action.

The nice thing about this is it frees me up to do more engineering things on away missions since the very active First Officer won't have to come up with reasons to stay behind and send T'Prin. Or he can make use of the ready made excuse of sending Coy Mahn along to handle things while 

[profile] netcurmudgeontrots out his Vulcan. While we now have two players whose PCs are in parallel when it comes to skills, I'm seeing this as having more upside when it comes to getting a chance to do different things than a downside as a threat to Niche Protection. I'll be interested to see how it plays out.

 


 
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Since we hit the end of Emirkol part I (there's still more in *sesson 1*, but that's different) I thought I'd switch gears to my other game. Season 2 of the USS Carter starting in April, and while netcumudgeon has done a remarkable job with the ship's log, I wanted to discuss crew dynamics for a bit, in the hopes of easing evynrude's transition into the game. All of the players have 2 characters, splitting an equal amount of experience between them to break things up. There are also some strange power dynamics regarding who's in charge and who reports to whom. I'll try to make this clear as we go.

 

 

 

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As [profile] netcurmudgeon's Space Marshal game just had the big reveal for the story arc and we only have one session left, I decided it was time to cash in a character trait I'd been investing in for a while. 

I decided in the first session that my PC, Doc panda, had a habit of an amiable sort of non-complaining complaining, reminding everyone that as bad as this situation is, they have been in worse ones. This place is isolated? You remember the time we had to deal with the suicide pact on the ansible relay station? The one where the air filters had broken? That was isolated. Yes, this pile of data collection is tedious, but I remember you saying the same thing when we had to go through 10 million lines of financials looking for anomalous transactions - that was worse. OK, these guys are violent, but the gang on Sinclair station hopped up on KT 28s? These guys aren't that bad... and so on. I tried to work at least one into each session, two or three into the first - enough to establish it without hammering it into the ground. 

This served three purposes: first, according to [profile] evynrudeit really helped her get into the spirit of the game and establish a comaraderie among the group because we obviously did have the long shared history I was referencing. Second, it gave Doc Panda a nice bit of color, a little character hook that made him slightly different from the doctors I've played in the past without being anything that would impair his efficiency or credibility. And finally, when I finally broke with tradition at the end of last session when everything came crashing down and told [profile] kriz1818's character "Well, you've stumped me. This is as bad as it's ever been" I was able to bring the whole room down. 

Sure, it was 5 months of work to produce one laugh line. But you have to invest to get these sorts of payoffs.

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Brian Rogers

March 2025

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