Re: Blindness in GURPS, and the "Star Trek" setting 2262...
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I Never said that this NPC was 'military' - she is a civilian character hired by the ship's command crew to work onboard as a Psychologist /Therapist/ Counselor. It was implied in her job interview that when she was younger she did go through Starfleet Academy and possibly served a year on a starship in her 20s. This being "Starfleet" and not a contemporary military - there are a lot of scientists, explorers, and researchers in the organization. Part of this all grew out of the 'meta-game' aspect of both player characters and NPCs having disadvantages like 'Flashbacks', 'Nightmares', 'Insomnia', 'Paranoia', and 'Workaholic' on their character sheets and descriptions. I had their NPC chief Medical Officer half joningly say "This ship really needs a psycholigist or therapist". Then one of the players said, in character: "She's right we do." At first they thought about having a Starfleet Medical Officer who was a therapist (Remember that other thread I did? ) But they leaned more on having a civilian because they were also worried about Section 31 spying on them. - Ed C. |
Re: Blindness in GURPS, and the "Star Trek" setting 2262...
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Re: Blindness in GURPS, and the "Star Trek" setting 2262...
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Re: Blindness in GURPS, and the "Star Trek" setting 2262...
Just how closely are you adhering to the actual Trek canon, given how TOS and DSC/SNW were produced nearly 55 years or so apart?; things in DSC/SNW were not even thought of by TOS writers.
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Re: Blindness in GURPS, and the "Star Trek" setting 2262...
I'm not sure about any of the following.
I had a look at this https://forums.sjgames.com/showthread.php?t=152810 , but while it has a 'have you used this in your games', there don't seem to have been many replies to it. What particularly were you looking for comments on, if anything? The rules for the Blindness disadvantage do seem to leave a lot to GM improvisation. 'In unfamiliar territory, you must travel slowly and carefully, or have a companion or guide animal lead you' - how long does it take to become familiar? The figure of eight hours' use to become familiar with a weapon seems too short, the 200 hours for learning a point of Area Knowledge seems too long. Characters page 294 has a rule for learning languages - 'Time spent in a foreign land counts as four hours per day toward both Cultural Familiarity and the local Language, no matter what else you are doing', even if you're doing something else at the same time, and that seems as if it might be a good fit for this. If you wanted, you could halve the time required because she's already familiar with a similar type of ship. 'If using a ranged weapon, you can only attack randomly, or engage targets so close that you can hear them' - how close is that? Campaigns page 358 has rules for Hearing rolls, but it seems to me that they don't make sense, and on a quick search on the forum I didn't find much except other people saying that they didn't make sense and that they didn't use them. In any case, it seems to me that you'd often be wanting to run them backwards. If something is approaching rather than standing still, often you don't want to know if somebody hears it at a pre-determined range, but how close it is when they hear it. I suppose that would be equivalent to the MoS on an unmodified Hearing roll, so that, for insance, a success by 3 would mean you head it when it go wihin a ange equialen to a ange penaly of 3. That would mean 8 times further away than the range listed next to that particular sound, if you were using the rules for Hearing rolls from Campaigns, the ones that possibly don't make sense. Given that starship computers in the TOS era seem to be set up for voice commands and voice output routinely, a Blind character should have a much easier time with day-to-day work in this setting than some other settings even without any additional gadgets, once she's learnt the layout of the ship. It occurs to me that until then, since it seems to be possible to determine crew members' locations for the purposes of emergency beam-outs (this possibly goes by communicators, since it only seems to apply to crew members), if the computer hears 'Computer, where exactly am I?', it should be able to tell her the answer. As she's a non-combat NPC who mostly won't be leaving the ship what she'd do in an emergency shouldn't come up, unless something happens like there's a hull breach or the ship gets boarded. I can think of a lot of ways of possibly solving some problems with gadgets, depending how much use you want to make of gadgets, but you may want to leave that as an exercise for your players. |
Re: Blindness in GURPS, and the "Star Trek" setting 2262...
In the first season of Star Trek : Strange New Worlds, which takes place in 2259, Hemmer is blind and has no VISOR or similar device to mitigate his condition. He has limited psychic abilities that help him cope, but nothing technological. This would seem to imply that VISOR technology does not exist in the era of your game.
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Re: Blindness in GURPS, and the "Star Trek" setting 2262...
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Re: Blindness in GURPS, and the "Star Trek" setting 2262...
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As an aside, I'd like to commend Qoltar and/or his players for opting for a therapist that is a retired member of Star Fleet. Having previously served means she's likely to know more about where they're coming from (or at least they'll feel she does) than a typical civilian would, but at the same time they won't be potentially intimidated by her rank (as she either no longer holds one, or simply has a Courtesy Rank). |
Re: Blindness in GURPS, and the "Star Trek" setting 2262...
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...I just rediscovered a rough draft character sheet I did for her over a month ago - I had her as part of the 'Merchant Marines' earlier in her life - not 'Starfleet'. But Somehow I remembered it as "Starfleet" as being in her past.. The more I thnk about it all Starfleet has been shown as willing to take a risk and try somedthing different. She may tested really well on entrance exams and got into the Academy. Then once 'there' they thought "Okay, we will come up with a device so she can be active on ships" That didn't work out perfectly. Liking the idea more and mopre that she did have some Starfleet experience when younger. The character as hired by the crew just turned 59 years old - plenty of years for back story with her. And again - the deck plan layout for most starfleet 'saucers' or primary hulls are pretty much 80% the ame from the ship to ship. She only has to learn the 20 percent of it that is different or unique to this ship. - Ed C. |
Re: Blindness in GURPS, and the "Star Trek" setting 2262...
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