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TIPS Sought for Sustainable Sci-Fi (not Star Wars) Gaming
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<blockquote data-quote="The Green Adam" data-source="post: 4990798" data-attributes="member: 50821"><p><strong>Another idea...</strong></p><p></p><p>Can you tell I've run a lot of Sci-Fi games? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p> </p><p>Here is a campaign idea based on Battlestar Galactica, Star Trek: Voyager and a Japanese RPG called Paradise Fleet.</p><p> </p><p>The players are soldiers, pilots and other military types aboard a small fleet of starships that has just finished a huge battle and helped to end an interstellar war (the enemy could be other humans, robots built by humans or even an alien enemy). Declared heroes and expecting an appropriate welcome when they return to Earth, the fleet is hit by a sabotage/booby trap explosion left behind by the defeated enemy. The explosion goes off the moment the FTL drive is activated and throws the main battleship (or the whole fleet if the drive is a 'Warp Gate') into a far flung part of the galaxy/universe.</p><p> </p><p>Now the PCs have to fight or befriend unfamiliar aliens and stellar powers, explore unknown worlds, etc. in search of either the parts to repair their drive or find some way to return home. Non-combat characters are possible in the form of the ship's Cook, a War Correspondant/Reporter, a Diplomat/Ambassador type, USO style entertainers (<a href="http://en.wikipedia.org/wiki/Lynn_Minmay_(Macross)" target="_blank"><span style="color: lime">Lynn Minmay</span> </a>anyone?) or any one of a thousand other options.</p><p> </p><p>One of the coolest elements of this type of campaign is the main thing ST: Voyager forgot about. As the ship(s) go forth and get into battles, they have no real place to stop, repair, refeul and restock. Also, the ship(s) start the campaign having just finished a huge and brutal battle. Very likely the fleet is down on ammo, equipment and maybe even personnel. As the PCs find enemies, kill them and take their stuff, they are largely just replenishing the regular gear they and their comrades may be missing.</p><p>Plus the players will see real change in their campaign environment as their actions either improve the state of their vessel(s) or find that they are soon living in decaying and barely serviceable hulks.</p><p> </p><p>Just some ideas that popped into my head as I prep for my next SF campaign, a rather twisted SF action-adventure-comedy I'll be starting next year.</p><p> </p><p>AD</p><p>Barking Alien</p></blockquote><p></p>
[QUOTE="The Green Adam, post: 4990798, member: 50821"] [b]Another idea...[/b] Can you tell I've run a lot of Sci-Fi games? :p Here is a campaign idea based on Battlestar Galactica, Star Trek: Voyager and a Japanese RPG called Paradise Fleet. The players are soldiers, pilots and other military types aboard a small fleet of starships that has just finished a huge battle and helped to end an interstellar war (the enemy could be other humans, robots built by humans or even an alien enemy). Declared heroes and expecting an appropriate welcome when they return to Earth, the fleet is hit by a sabotage/booby trap explosion left behind by the defeated enemy. The explosion goes off the moment the FTL drive is activated and throws the main battleship (or the whole fleet if the drive is a 'Warp Gate') into a far flung part of the galaxy/universe. Now the PCs have to fight or befriend unfamiliar aliens and stellar powers, explore unknown worlds, etc. in search of either the parts to repair their drive or find some way to return home. Non-combat characters are possible in the form of the ship's Cook, a War Correspondant/Reporter, a Diplomat/Ambassador type, USO style entertainers ([URL="http://en.wikipedia.org/wiki/Lynn_Minmay_(Macross)"][COLOR=lime]Lynn Minmay[/COLOR] [/URL]anyone?) or any one of a thousand other options. One of the coolest elements of this type of campaign is the main thing ST: Voyager forgot about. As the ship(s) go forth and get into battles, they have no real place to stop, repair, refeul and restock. Also, the ship(s) start the campaign having just finished a huge and brutal battle. Very likely the fleet is down on ammo, equipment and maybe even personnel. As the PCs find enemies, kill them and take their stuff, they are largely just replenishing the regular gear they and their comrades may be missing. Plus the players will see real change in their campaign environment as their actions either improve the state of their vessel(s) or find that they are soon living in decaying and barely serviceable hulks. Just some ideas that popped into my head as I prep for my next SF campaign, a rather twisted SF action-adventure-comedy I'll be starting next year. AD Barking Alien [/QUOTE]
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