[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 |
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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. |
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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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Would you prefer INS Fridtjof Nansen? Archangel Beth might be good enough to change the thread title for us. Quote:
I am supposed to be working on a rewrite of the colonies, but this year has got rather interrupted. One of the reasons for starting this campaign now is to hold my nose to the grindstone. So tell me what you want and I'll put it in. Todos Santos, Aeneas, Mayflower, and Tau Ceti are fixed points in the setting that are to some extent immune to change. Todos Santos is the place where it is customary for everyone to use psych tech to short cut self-improvement. Todos Santos is famous for its psychologists and psych techs, and for professionals with heroic adherence to the ethics of their professions. It's also the freakishly polite, neat, orderly, law-abiding, diligent place where everyone has been "reconstructed", the practical utopia based on universal mindwipe. |
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(Non-player looking forward to seeing how this works.) |
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Where is that quote from? I thought I patched them all last night. |
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Is Hell/Tau Ceti still basically the same?
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Musing on ages:
So 495 for the founding of the Empire itself and 501 for start of the Imperial schools. Which means that Imperials born and raised ('farmed fur') in 532 can't be any older than mid-thirties. And the first Marine regiments as such were established in 507. So any Marines with more than 25 years in uniform would have started as Foundation troops of some sort. |
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The hornéd and gory Viking Hat urges me to remind players that I might contract players to play characters that are somewhat different from the concepts they tender: that is, a character tendered for the Dean might be offered a contract in the research pool, or one tendered as XO might get promoted to Captain, etc. I might even ask you to add a feature or cut out a feature from the character you tender. The character tenders are starting points. So don't sweat the details: just get those concepts down in the most essential forms.
Players in Australasia and Africo-Eurasia may begin writing now. |
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Thank you, Archangel Beth, answerer of PBP prayers!
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Proposed posting schedule
I propose that this game ought to consist of two sets of GM postings and two sets of character-player postings per week, timed as follows.
1st GM Postings: 1400 UTC Monday That'sThe character-players get 48 hours to reply before Deadline for 1st Character Postings: 1400 UTC Wednesday That'sThen I get 24 hours to produce 2nd GM Postings: 1400 UTC Thursday That'sThen the character-players get 60 hours to reply before Deadline for 2nd Character Postings: 0200 UTC Sunday That'sWhich leave me 36 hours to prepare the next cycle. This would give every character-player two evenings to work on any response, allowing flexibility. But Luke's evenings would be Friday and Saturday nights, which a roaring man of the town like himself might be busy on both of. Comments? |
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That schedule works for me, and you did get the right time zone.
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Schedule looks doable to me.
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Someone would have to be no older than 45 to have spent the whole of senior school in a fur farm, which I would call the point at which the modern arrangements would seem normal and natural. An officer born in 491 probably won't remember the Wars or the Treaty, will have started middle school in the Imperial Schools Program, will have gone to a Program senior school at a time when all the other students had known no other senior schooling arrangements, will show all the characteristics of farmed fur, and will be 40 or 41. A mink kit born in the beginning of the baby boom of 495— will be a native-born citizen of IDJ, will have started primary school in the Program, will be fully-operational farmed-fur mink, and will be 36. In short, the characteristics of farmed fur background are phased in for officers between 36 and 45. The older officers aren't farmed fur, and the mink feature that they most likely lack is the formal treatment of outsiders. The farmed-fur accent is probably diffusing both ways. Before there were Marines the Foundation and Empire had several types of more specialised units: spaceport security units, boarding teams on some warships, drop troops…. Counter-terrorism wasn't such a focus, and hostage rescue still isn't. It's not until after Survey that the Colonial Office Assistance Department is going to develop with its hundreds of thousands of field stations. Anyway, before 507 PDT there were hundreds of independent little units each created separately for a particular purpose, with no standardisation of organisation, training, or equipment. None was bigger than about five hundred all ranks, and there were no senior commands or general staff. No officer academy, staff college, or war college, either. Officers were trained by apprenticeships and learned from teaching programs. So the Imperial Marines is really only 25 years old. The oldest officers who started as "wet-behind-the-ears Academy grads who think they know more than their superiors" are only about 41. The oldest marine that BuPers would think of assigning to this mission might be 75, and might have joined an Eichberger Foundation security unit in, say, 475 PDT. That's early enough to have seen fifteen years of active service before hostilities petered out in 490, perhaps been a prisoner-of-war for years, changed cap badges in 495, been amalgamated in the Crime of '07, and served 25 years in the Imperial Marines. Hell of a corporal, though. |
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Aargh! I thought of doing some example character concepts to illustrate the focus and level of detail I want at this stage. And then I thought that I had better not post any good character ideas at the middle of the target space in case players in trying to be original then avoided good concepts. So I started thinking about bizarre and grossly unsuitable character concepts to illustrate form but not content. And now they have taken roost and my mind is occupied by a gang of freaks and misfits.
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* These are not character points. And I probably won't be imposing a budget constraint on character generation anyway. But it is a prize of sorts. |
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I can't even send anything for four hours and 44 minutes. |
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2. Can you get them forum accounts? (Clarification: The above is a bad joke, not advocation of sockpuppetry.) |
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Or am I just a prize birdbrain. |
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Speaking of impatience, I suddenly realise that I did not PM you all to tell you I was starting this thread. Players not in the habit of kibbitzing the PBPs might not have noticed it! |
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Esbouvier isn't contacted yet?
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martinl scores the bonus point for the second tender.
That leaves sir_pudding and Luke Bunyip fighting it out to avoid the horrors of my dreadful characters. |
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I need a colony with crazy violent storms.
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Prosciutto Gedankenwurst has impeccable fashion sense, something he learned in the sartorial pits of (colony where personal appearance is of great social importance). Work out the details of where and what the sartorial pits are if the character concept gets selected. |
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sir_pudding deftly lodges his tender, leaving Luke Bunyip alone to face the horrors of my terrible characters! |
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I also used "ebullient" in a sentence! Yay!
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The men I sent to Luke's house with electric cattle prods have done their work well! His battered and bleeding hulk promised to get around to it some time.
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I'm curious how you are going to make the selections. I suspect that all of the tenders are pretty good.
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Knock yourself out! We're waiting on that unbearable slug of a bunyip anyway, and I'm far more of an outcome guy than a process guy.
And Jeff has already lodged one revision. |
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Every player has to have a voice in the deliberations of the senior staff, of course, and I want to share out the burden of playing the officer-in-charge in professional procedure scenes. So my original plan was to have each player playing the head of one of {the ship's combat crew, the diplomatic party, the marines commando action team, and the Survey staff}.
But I had trouble getting enough marines aboard that they would be commanded by an officer, and felt that a realistic NCO would not have the training to take part in staff-committee work and would deeply resent being asked to debate policy with field-grade officers. So the thought occurred to me to split the marines-leader role into two, one being an intelligence officer (staff, not field, not technically in the chain of command, and definitely not leading any commando actions) and the other the section-and-'action'-team leader. One player could play both, thus having a voice in the staff scenes and a share of command "on the ground" — just not in the same character. Just now I have realised that although the captain has to have command in the naval operations scenes, and the ambassador has to have command in the diplomatic scenes, the Dean of Survey doesn't have to have command on the ground of whatever collection of four goof-offs and layabouts we choose to focus out attention on in the exploration scenes. At the price of having two players play five characters instead of only one having to do so, I can split the command of Survey, too. What's more, I can split and swap. With one player playing the captain and another the ambassador, I could have one player playing the Dean of Survey and the Marines Section Leader, the other playing the Intelligence officer and the leader among the PCs in Survey operations scenes. Comments? |
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Speaking of cliché, I'd like to point out that one of the themes that FLAT BLACK recites is that an efficient, decisive, effective bureaucracy that was actually dedicated to the most important issues would be about as horrifying as the "utopia" in Aldous Huxley's Brave New World. It can't do that if the bureaucracy is significantly corrupt, jealous, intolerant, or inefficient. So if you suggest character concepts that depend significantly on characters being assigned to inappropriate work, denied recognition because of personality issues with jealous superiors, etc. then either I will ask you to modify them or I won't select the characters involved. The age-old and well-worn clichés of government waste and indifference, and of jealous back-biting self-serving corrupt bureaucrats belong in colonial governments, not the Empire.
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Yes, the US Marines would probably have a hard time filling a position like this, but these are the Mink. They don't stand on protocol if it doesn't apply or isn't efficient. They certainly don't flinch from exceeding their defined roles. Mink don't care much if this won't advance their career, or is a big change from what they were doing yesterday, or requires them to treat nominal superiors as equals. (To be fair: These things might bug them a little but they will suck it up and do it because the Job is the Important thing.) The other Mink will even laud them for it, in the understated "That'll do, that'll do" way the Mink have. So the question is not so much is there someone who will take this job as is there anyone who has the training and experience to handle it, with a sizzling side of "what are they doing now more important that requires these talents." Do they have folks who have field command experience, and MI experience, and NCO experience? Given recent history, that seems plausible - these are the early post FW Mink - they have lots of folks who showed surprising talents in various war-related charlie foxtrots and/or were recently promoted massively and retrained because they at least had some experience, the right minkthink, and applicable aptitude. So are they doing something more important? I'm betting no. The "everyone wears seven hats" phase of Minkstory is over, and average hat burden is down to two or three. Of course, there is the final consideration - does it make the game better to have only one Marine officer PC? I personally think we may be pushing the limits of a reasonable ensemble cast already, but the incremental change here is not huge. I don't think it will break anything if I am wrong and we need another. |
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OK... <Removes digit from fundamental orifice> Am reading background stuff for setting. Will submit finalised character sketches by 12pm EST Sunday. |
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Since there is now no danger of setting the other players to second-guessing their own offers, you can safely ask questions about the setting, suitability of character ideas etc. here. Or in the "Flat Black" thread in the "Roleplaying in General" subforum.
"What the Hell have I let myself in for?" And "WTF does martinl mean by frequent references to mink? This isn't a furry setting, is it?" Those might be questions to start with. |
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This isn't a furry setting, is it?
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Well, I expect we'll find ourselves in some pretty hairy spots.
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And becoming a Imperial Marines officer is not something you do with a quick officer candidates school course. NCOs are the ones who know how to storm an embassy and rescue hostages; officers have to decide when it is the right thing to do, which means having a great deal of knowledge of the history, causes, and effects of war. If we storm the King's Fortress and Prison of the Pastille we will certainly rescue our people. But what will the political impact be? Will we humiliate the king and warrior caste in a very face-obsessed culture, encouraging dissidents to revolt just as we paralyse the government's will and self-belief? We want to force these places open for trade, not start quasi-French revolutions. The Mission Commander needs a military staff, or at very least a really good intelligence officer, to advise him on that. And that person ought to be plugged in to the Survey team drinking taking in data by mouth, IV, and suppository, not busy babysitting a commando section. I think sir_pudding's SoD would be wrinkled by an officer who was both keeping fully abreast of Survey's results and keeping a commando action team ready to drop hot at short notice with himself in the lead. |
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Luke's revised tender is in, much stronger for the extra effort. Thanks, Luke.
Here's your punishment for being last: Eight deliberately dreadful character suggestions 1. My terrible captain is a very competent officer, and also an attractive and amorous eighty-ish playah with a decided weakness for handsome men under forty. This has never been a problem before, but she thinks it is bad for morale and discipline to screw anyone in your chain-of-command, and on this mission everyone is under her command and she is going to have to live like a nun. She keeps to her cabins except as required by naval protocol (weekly inspections, weekly dinner as a guest of the wardroom, up to weekly dinner as guest of anyone else who invites her), practising her collection of heirloom burlesque, belly-dances, and hula. Eventually she is going to lose all judgement as to whether she is favouring attractive men or leaning over backwards to avoid favouring them. She is played by Susan Sarandon as at the age of about fifty, but she is from a background in which the biological basis of masculine facial hair is centuries in the past; she is aware that moustaches used to be a male thing, but thinks it no more important than the fact that the same is true of trousers, and has affected the impressive hairstyle of Fritjof Nansen in his photo on Wikipedia. 2. My terrible ambassador is a polished diplomat with the gift of appearing dignified without being pompous, and a bottomless fund of sententious platitudes. (Inspired by all my managers in the Public Service above the rank of SOG-A.) S/he is too self-important to pitch in for any shipboard or Survey work, treats the Survey team as s/his staff and having no purpose other than to brief him for negotiations. The goal that s/he actually works towards is to find a nice planet to get posted to as its first Imperial Resident (where s/he will have and easy life of great status and considerable power, and minimal apprehension of anything going too wrong), and then to make himself the Empire's indispensable man there. S/he is not above colouring a report to create an impression that furthers this aim. 3. My terrible Dean of Survey
4. My terrible military analyst
5. My terrible Marines section leader
6. My terrible naval officer is an uplifted-baboon chief engineer, who has a huge chip on s/his shoulder about speciesism, and speaks very little because s/his fangs make s/him lisp and it embarrasses s/him to be inarticulate. 7. My terrible diplomat is a James Bond expy played by Jorja Fox. She likes gambling, extreme sports, and fast groundcars, and enjoys casual sex especially when her partners feel that they are taking a risk or breaking a rule to be with her: she gets a sexual thrill out of seducing people into overcoming their better judgement. She is also fond of Bond-style quips and acting the smart-arse to her superiors. She is armed to the teeth with hidden weapons and shoe escape-kits, and is far more interested in the prospect of a possible clandestine operation than the dull work of daily security and bodyguard work. Diplomacy bores her. 8. My terrible researcher is a handsome 55-ish medical doctor, perhaps played by George Clooney. He is along as a biologist and epidemiologist, backing up as ship's surgeon and lifesupport engineer. Useful guy. Unfortunately when he was a naughty medical student on Seeonee he and his roomies got up a contest of who could have sex with people from the most different planets. The other guys got bored with it after a while, but for Dr. Smarmtastic here it has become a lifelong hobby. His choice to join Imperial Spaceways (as ship's surgeon on a luxury liner) was partly motivated by the opportunity to take part in shipboard "romances" with passengers from as many colonies as might be possible. And now he's off on Survey to bag at least one conquest on each habited planet he visits. And he's keeping score. |
Suggested character assignment
Assigning the character parts was, as you will understand, complicated. I had to pass up on some of the best character suggestions because I needed the player elsewhere. Even so, I'm going to have to shove some concepts around, ask some players to play others' suggestions, etc. I'm sorry, but that sort of thing is inevitable: you wouldn't necessarily have got your favourite characters in through an open scramble either.
This remains a suggestion, a starting-point. I'm certainly open to discussion of this assignment and of the character concepts within it. The character thumbnails below certainly need adjusting to fit, and sir_pudding has some choices to make. Cast List Suggestion #1
Dramatis Personae
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Character assignments continued
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Substantial fitting and adjustment remains to be done. sir_pudding has to decide whether to play the separate or merged intelligence officer/scientist. martinl could split off a separate explorer character to play in the ground scenes the way the marines officer and marines section leader roles are separated. Some sort of social scientist might suit Luke Bunyip better than an ecologist. Luke's naval officer character, hastily converted from a suggested captain, might benefit from re-jigging. But I'm too tired to deal with it now: discuss among yourselves.
Or, of course, let me know how the allocation suits you and how little you think of the characters I have foist on you. |
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So our Marine contingent is from the 13th regiment then? |
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Leah Brohn is the young idealist, what about my XO and Cheif Engineer? And a similar question for the senior staff; how are you going to contrast with your reserved, professorial, fanatical Captain? |
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I am thinking that Dayan can be the 'city mouse' to the ecologists and meteorologists 'country mice'. |
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I had commented to Agemegos that my character 'Bear' from Wear a Badge, Carry a Gun would be a young Marine of about 22 in this time period with 5 years in service. I am pleased he took me up on it. |
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I'll take the ethnographic chameleon option.
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Let's try to get one post from each player in a row somewhere that each of us can edit as required to keep an up-to-date concept summary of his four characters, all in one place for easy reference by others, so that we don't have to search the thread for the latest deltas. Here's a template to help tame the horrid BBcode Code:
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Very splendid! Double rum at noon!
I'd also like to congratulate you all on the quality of your character suggestions. I'd have been happy with any but two of them, and the captains in particular were hard to choose among. In the end I just couldn't give up on Luke's captain entirely and kept him on as First Officer; a few of the rest of you will also find I have provisionally accepted amalgams of two or more of your suggestions shoe-horned into the same boot, and poor Jeff is playing one of someone else's characters (because the Ambassador doesn't need two aides quite as much as he needs at least one counsellor at interstellar law). What did you all think of the process? Challenging? Disappointing? Sadly devoid of inspiring input from colleagues? Tedious? Laborious? How satisfactory is the outcome? If the assignment is unsatisfactory do please speak up and we'll fix it. If the mash-ups and reassigned characters don't suit you in the posts where they ended up say so and we'll work out what can be done. |
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I'm never really strict about first-time-players' characters, but the Imperial Service is not like any bureaucracy you might know, still less like any competitive political system. It is impartial and efficient, a science-fiction concept. Imperial servants indeed contend fiercely over policy, but they don't scheme for promotion, conspire to bring one another down, etc. And once you get to four-stripers (or worse, higher) you are among a very strange set of monsters indeed. The Empire is staffed by idealistic fanatics: in the Navy, the Imperial Office, and a high rank, extremely cold-calculating ones. They may keep their mouths shut rather than talk the talk, but they definitely walk the walk. One playtester opined convincingly that FLAT BLACK ought not to have AI robots in it because they would steal the Imperials' schtick. Several details of your suggested ambassador couldn't work. So I salvaged features from your Dean of Survey. But that's just a starting-point. If you're not comfortable playing a big wheel in the Imperial mercy machine, and if martinl is as fond of his ambassador as of his dean of Survey, you might swap places at the big table with him, allowing you to play the Dean of Survey as Marco Polo meets Mark Zuckerberg and him to play a more confident Imperial Office four-striper. That would mean martinl adding an explorer to replace his dean (I'm happy with the one he suggested—or for that matter with any different one he might since have been inspired by), freeing the aide for jmurrell to play (which he wanted), and letting you play your sympathetic shyster. But I think that to make that work we're going to have to find a way to spice up martinl's ambassador, because I sense that he finds his dean a lot more interesting. |
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