[OOC] The Starship 'Fritjof Nansen'
FLAT BLACK The Voyage of the Starship Fritjof Nansen Here we come, ready or not! The Voyage of 'INS Fritjof Nansen' is not open to more players.
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Complement of 'INS Fritjof Nansen'
Complement of Imperial Navy Survey frigate INS Fritjof Nansen Billets are colour-coded for branch of service as follows: Navy, Imperial Office, Colonial Office, Marines. Billets in boldface indicate the members of the Staff Committee with whom the Mission Commander consults on strategic decisions. The forum handles of the players of PCs are indicated in bold red.Mission Commander, (captain, Imperial Navy) jmurrell First Lieutenant & 'A' Watch officer, (lieutenant-commander, Imperial Navy)Astrogator & 'B' Watch officer, (lieutenant, Imperial Navy) martinlChief engineer, (lieutenant-commander, Imperial Navy) sir_pudding Ambassador-at-Large, (senior executive 3rd class) martinlCounsellor, (executive officer 1st class) zorg |
Re: [OOC] Starship 'Fritjof Nansen'
<reserved for ship specifications and fit-out>
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Character assignments
The Voyages of the Starship 'Endeavour' is an unusually complicated campaign, because each player will be writing four or five characters. And that means that we have about eighteen to twenty characters to design, fit to each other, and stat up. I am afraid that that means an usually large amount of work. There is no way to eat an elephant but one bite at a time. So let's get started.
The first task is to work out who is going to play which part in the council-of-war: Captain, Ambassador, Head of Survey, and Military Intelligence Officer. The way I want to do it is this is a bit of work for you lot, but it will save a lot of time on to-and-fro negotiations. Besides, I wear the viking hat! Roar! I'd like each player to submit a tender in which you give a brief (one paragraph, five or six bullet points) description of each of eight characters:
I will assign parts to players on the basis of the tenders. Then you will do actual character design on the forums, discussing details with each other (and my hat) and making any changes that might be necessary to adjust the characters for fit: but only the ones that are going to be played. I'm aware that dashing off eight character concepts is a lot of work. Blame yourselves for undertaking to play multiple characters! Keep the tenders brief and basic: remember that the characters will be adapted from the concepts you outline, and don't waste skull-sweat on superficialities that I'm only going to ask you to change. Don't rush yourselves on this. Think about it for a while, then sleep on it at least once, and then think some more. Don't write a thing before Wednesday night, and don't send me anything before midnight Thursday. We'll start character generation on Monday. Remember that this campaign is set in 532 PDT, which is very early in the history, before several characteristic institutions got to develop. The Empire is not divided into sectors yet, the Capital has not been built, the Senate has only about 76 members and can actually debate. The marines have never yet had every battalion suddenly used as cadre for a whole new regiment. There is no Independent Commission for Justice. Hostilities in the Formation Wars ended only about forty years ago. Elderly people (over about 110) actually remember a time before the Formation Wars began! http://flatblack.wikidot.com/timeline |
Re: [OOC] Starship 'Fritjof Nansen'
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— Brett |
Known colonies at 532 PDT, part 1
Here is a list of planets that PCs might come from, if they aren't mink.
Copyright © 2013, Brett Evill. All rights reserved. |
Known colonies at 532 PDT, part 2
Copyright © 2013, Brett Evill. All rights reserved. |
Known colonies at 532 PDT, part 3
These are the colonies with which the Empire currently has contact, either close to the Core or with sufficient wealth and tech that the Navy and Imperial Spaceways kept in touch or came back early. They are listed in order of diminishing development level, which means that the orderly, peaceful, rich places with well-educated populations, efficient transport systems, effective means of co-ordinating the economic activities of suppliers and buyers, and efficient governments are at the top and the opposite are near the bottom. Dev level above 7.0 is necessary to produce GURPS TL 10 gear, so at this stage Seeonee, New Earth, Tau Ceti, Todos Santos, Iter, and New Rome are a sort of proto-Suite. They produce all the good stuff and are significantly specialised, but it'll be a while yet before the Suite proper forms: an interstellar economy specialised and differentiated to a degree not practically possible for a merely planetary economy. Real GDP per head is proportional to 2 to the power of dev level. So people on Seeonee are about 104 times as rich as people on Emmaus. Note that:
Copyright © 2013, Brett Evill. All rights reserved. |
Re: Character assignments
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On the off chance you have it easily available, are there pointers to more info on any of the colonies you listed? I spot checked Todos Santos on the FB Wiki and hit a blank article. No need to write anything new, but I get the impression you have a lot of this data somewhere. |
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