11-02-2019, 07:55 AM | #11 |
Join Date: Aug 2007
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Re: ST Andromeda (Post Apocalyptic Star Trek)
Who had been engineered to e immune to Slaver Telepathy. They also had no manipulatory organs and mutation-proof genes. The combination of these last two traits meant they were still around to explain things a billion years later but didn't run the galaxy.
You probably don't need bansersnatch equivalents for this 300-400 year-old psionic collapse.
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Fred Brackin |
11-02-2019, 02:19 PM | #12 | |
Join Date: Aug 2004
Location: Jacksonville, AR
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Re: ST Andromeda (Post Apocalyptic Star Trek)
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I am considering something like the Defiant with a crew of around 40-50; enough so that each player can have a bridge officer and a away team crew. I do want some of the unrealized problems of Voyager and Andromeda regarding repairs and resupply. I think that it should be more focused on stealth and espionage rather than front line battle though it may have some unusual technology (either cutting edge or stolen). I'm open to a pretty broad range of possible crew since S31 attracts unique characters.
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Travis Foster |
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11-02-2019, 02:26 PM | #13 | |
Join Date: Aug 2004
Location: Jacksonville, AR
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Re: ST Andromeda (Post Apocalyptic Star Trek)
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I am leaning towards some kind of general war that saw the deployment of weapons that destabilized interactions with subspace and made warp travel hard or impossible for some time. Throw in a little backlash for psionically active people for added crazy.
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Travis Foster |
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11-02-2019, 02:29 PM | #14 | |
Join Date: Aug 2004
Location: Jacksonville, AR
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Re: ST Andromeda (Post Apocalyptic Star Trek)
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Yes, I like TS, but that isn't what I'm going for with this campaign. I think that non-volitional AI can be relatively common with fully volitional AI rare.
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Travis Foster |
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11-02-2019, 02:53 PM | #15 | |
Join Date: Aug 2004
Location: Jacksonville, AR
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Re: ST Andromeda (Post Apocalyptic Star Trek)
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For humanoid races I like ‘Cyber-psychos’. They embrace the pleasures of the flesh . . . and metal. Aristoi. Psionically gifted eccentrics. Al-Jami’a. A progressive federation loosely ruled by scholar-priests ‘Machine Lords’. Gentlemanly tinkerers who made robots their commoners Jikwethi. Space nomad-traders, artifact-hunters, xeno-anthropologists and more Green Spotter the voices in their head are actually helpful For the Aliens I like: Starfish Aliens (Literal) brain slug Mind controlling parasites with soft hearts. Tenders Bizarre-looking creatures who farm and require their tree like female's sap. Dralasites blob creatures Engineer Ants colonial life form thats good with nano-techstats Rikri Small herbivores with 6 legs that are strong beyond their size. Qtosk semi-upright knuckle walkers with 4 genders and very aggressive females. Xahi something like a deer with a prehensile nose, but smarter. Ashur Aliens that evolved on a space station, giving them technologically based religious and dietary quirks.
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Travis Foster |
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11-02-2019, 03:08 PM | #16 | |
Join Date: Apr 2005
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Re: ST Andromeda (Post Apocalyptic Star Trek)
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As for Voyager's influence on your campaign, just say it's one of those timelines where Voyager never went into the Delta Quadrant or never came out. Entirely dependent on your players. How much are they into the Star Trek franchise? How much grimdarkawful are they willing to put up with? How willing are they to be railroaded or do hard roleplaying rather than your usual gamer break things, **** people off, & grab power shtick? Tholians. A) They're not well described in canon. You can do what you want with them. B) What is known about them is that they're weird, not particularly friendly, and prefer very different environments from humans. C) If you want to include Enterprise in your canon materials, the Tholians were major players in the "Temporal Cold War" arc, making them natural enemies for Section 31 in a timeline where the Tholians win and start remaking the galaxy to suit their purposes. ("That super-cold oxygen-nitrogen atmosphere planet would be a lot more like Tholia if we just pushed its orbit closer to the sun, got rid of the liquid water, and upped the CO2 and sulfur dioxide levels . . .") Alternately, create an alternate timeline where The Borg Win. That turns the campaign into Reign of Steel in Space, with everything the characters and players knew and loved trashed, and the surface of every planet turned into radioactive, acid-corroded wasteland. That's about as post apocalyptic as you can get without blowing up the entire universe and it sets up meaningful conflicts between the forces of good and evil against the heaviest of Star Trek heavies. (It also explains why there's no Voyager canon. Janeway, et al got assimilated by the Borg rather than kicking robotic ass.) Again, know your players. Since you're creating a crapsack universe, the moral and ethical problems never stop coming. "Oops, 3 days of air for 4 people, rescue is 4 days away. But if someone goes out the airlock the rest of use might have a chance." "We need that part for our ship or we die. Never mind that you need the same part to keep the Bug-Eyed Monsters from eating your orphanage. . ." See Season 3 of Enterprise for far too many ideas . . . That said, playing Post-Apocalyptic Star Trek is a bit like making no-fat, vegan bacon - you can theoretically do it but the end result is extremely disappointing and not much like the real thing. Wherever you hear the word "Talaxian" substitute, "Sparrial." You can't go far wrong. Alternately, turn Cyrano Jones from TOS into a Sparrial. As for history and psionics. Don't fall in love with your backstory. Let the players and campaign events help to fill in the details of a broader history as the campaign progresses. Have a Serious Talk with any player who wants a character with anything other than trivial psi abilities. Negotiation will be required to keep everyone happy if you have a player who wants a Betazoid or Vulcan with really heavy-duty psionics. In particular, get ranges for precog, mind reading, and commo abilities worked out. Trek psionics work across intergalactic distances, while GURPS psi gets too expensive to be worth it at those distances unless you futz with the Extended Range enhancement. |
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11-02-2019, 03:28 PM | #17 | ||
Join Date: Apr 2005
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Re: ST Andromeda (Post Apocalyptic Star Trek)
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Voyager aside, an Intrepid-class ship would be a nice compromise between speed, firepower, sensors, and scientific equipment. Although it's a bit on the large size, a seriously understaffed larger ship might offer some interesting advantages and challenges. https://memory-alpha.fandom.com/wiki/Intrepid_class If you want a smaller ship more focused on sensors and bopping around in a single sector, with decent endurance, but not really designed for a stand-up fight, an Oberth-class or Nova-class ship might be a good choice. https://memory-alpha.fandom.com/wiki/Oberth_class https://memory-alpha.fandom.com/wiki/Nova_class Since the type of ship will help define the type of campaign, it's another decision where the players should have some say. Quote:
And, if it's "nice to have but not vital," make the players work for it. Have the first couple of adventures involve finding an abandoned ship with a cloaking device, dealing with all the hassles of getting and keeping it, getting it installed and making it work, and then keeping the damned thing happy, healthy, and fed. Make it the bane of the engineering crew's existence! |
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11-02-2019, 03:41 PM | #18 | |||||||
Join Date: Aug 2004
Location: Jacksonville, AR
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Re: ST Andromeda (Post Apocalyptic Star Trek)
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I liked the idea of voyager but the execution was mostly lacking. I plan on having a couple of different borg-like entities (communication lag limits how far they can spread). Quote:
I do plan on doing something with them: I've seen a workup there they do not expand much in regular space but are active across multiple alternate universes. I don't expect them to be a playable race in this campaign. I would like a small range of life not as we know it in the game (jovian and neptunian life and maybe some space adapted). Quote:
I have considered that as a possible apocalypse. I would like to keep the Borg as an enigmatic force of nature rather than what they became in Voyager, I would allow a player to be a former drone (whether they looked back on the collective with longing or horror or both). Quote:
I don't see it as necessarily a crapsack grimdark setting, but one where the ideals of the Federation are a lost golden age that the players can try and resurrect or not. Quote:
I like both of those. Quote:
I'm not planning on having enough backstory to fall in love with. I do want to have a page or two of setting info. Quote:
No one has settled on a character yet: I've barely got preferences for which bridge position people most of them would like to play.
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Travis Foster |
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11-02-2019, 03:49 PM | #19 | ||||
Join Date: Aug 2004
Location: Jacksonville, AR
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Re: ST Andromeda (Post Apocalyptic Star Trek)
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I'm not concerned with any more than a loose relationship with canon. Yeah, I don't plan on having it be as pure of a warship as the Defiant class. Quote:
I don't want something as big as an Intrepid mostly due to crew size. Quote:
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In canon, S31 had a cloaked ship before Kirk (as seen on Discovery). I don't think that S31 would pass up cloaking technology in any case. Maintaining the cloaking system is certainly goinbg to be a problem and source of possible adventure.
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Travis Foster |
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11-02-2019, 06:09 PM | #20 |
Join Date: Aug 2007
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Re: ST Andromeda (Post Apocalyptic Star Trek)
Ah, Discovery. I only saw the first episode but if you're taking stuff from dsicovery you're in a highly alternate timeline from TOS. I suppose it could turn into the AbramsTrek movies eventually.
Speaking of TOS it did have the most prominant non-human aliens of the franchise, the Hortas. You might have to reduce their tunnelling ability. Maybe eating pure hull metal gives them the tummy-ache.
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Fred Brackin |
Tags |
andromeda, star trek |
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