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<blockquote data-quote="scourger" data-source="post: 6142765" data-attributes="member: 12328"><p>My brief (but brilliant) Star Trek game taught me a few things. First, what I think of as Star Trek may not be what my players think of as Star Trek. To put it shortly, I was running a post-DS9 game but they were playing a TOS game. Make sure you all speak the same ST lingo. In your game, it sounds like the framework is a protracted war with the Romulans. So, keep it focused to that. Everyone should be able to understand it whether you picture Romulans as TOS or TNG foes. </p><p></p><p>Second is a problem common to many sci-fi games. Having all the PCs on the same ship is problematic. If the ship is destroyed, so are all the characters. That makes it difficult to put the ship in real danger. It is also boring for all the other players when the pilot is flying, and the pilot may the key to surviving whatever put the ship in peril. My solution was to make each PC a captain of a ship. In your set-up, it sounds as if there are plenty of ships to go around; so putting a PC in command of each should not be an issue. You could even make them much smaller ships so that there aren't hundreds or thousands of crew to contend with. They could still be junior officers - perhaps thrust into command positions by the fortunes of war. </p><p></p><p>Why the Mirror Universe? It sounds like a lot of set up to get them somewhere that may still be familiar. Another quadrant or universe may be better to let them be resource-starved (or at least resource-conscious) explorers searching for a way home. Then, they can encounter all sorts of weird & unfamiliar stuff on the way. </p><p></p><p>An interesting twist might be to make them the surviving junior officers of both fleets: Federation & Romulan. Maybe someone has to take over a Romulan ship & crew to make it work so all can get home. Perhaps the Romulans have to be integrated into the Federation crews to help work the surviving vessels. Either way, there is plenty of tension & drama that could unfold. My game was headed for a similar twist before we called it, and I thought it would have been a good way to salvage some of the decisions that were made.</p></blockquote><p></p>
[QUOTE="scourger, post: 6142765, member: 12328"] My brief (but brilliant) Star Trek game taught me a few things. First, what I think of as Star Trek may not be what my players think of as Star Trek. To put it shortly, I was running a post-DS9 game but they were playing a TOS game. Make sure you all speak the same ST lingo. In your game, it sounds like the framework is a protracted war with the Romulans. So, keep it focused to that. Everyone should be able to understand it whether you picture Romulans as TOS or TNG foes. Second is a problem common to many sci-fi games. Having all the PCs on the same ship is problematic. If the ship is destroyed, so are all the characters. That makes it difficult to put the ship in real danger. It is also boring for all the other players when the pilot is flying, and the pilot may the key to surviving whatever put the ship in peril. My solution was to make each PC a captain of a ship. In your set-up, it sounds as if there are plenty of ships to go around; so putting a PC in command of each should not be an issue. You could even make them much smaller ships so that there aren't hundreds or thousands of crew to contend with. They could still be junior officers - perhaps thrust into command positions by the fortunes of war. Why the Mirror Universe? It sounds like a lot of set up to get them somewhere that may still be familiar. Another quadrant or universe may be better to let them be resource-starved (or at least resource-conscious) explorers searching for a way home. Then, they can encounter all sorts of weird & unfamiliar stuff on the way. An interesting twist might be to make them the surviving junior officers of both fleets: Federation & Romulan. Maybe someone has to take over a Romulan ship & crew to make it work so all can get home. Perhaps the Romulans have to be integrated into the Federation crews to help work the surviving vessels. Either way, there is plenty of tension & drama that could unfold. My game was headed for a similar twist before we called it, and I thought it would have been a good way to salvage some of the decisions that were made. [/QUOTE]
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