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Old 05-29-2012, 05:39 PM   #61
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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Originally Posted by Qoltar View Post
Heck, compare it to REAL LIFE currently - not everyone carries around a cell phone and personal sidearm 24/7 - which is the equivalent of what we are talking about. My cell phone is only 'on' or with me when I intend to leave the house for more than 15 minutes.
Why would we compare this to your real life? Are you on some sort of 24/7 dangerous semi-militarized mission at that game shop of yours? I drive drunks home, and keep my cellphone activated and on me pretty much all the time (plus a deadly weapon when actually working) just for that.
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Old 05-29-2012, 05:45 PM   #62
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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Why would we compare this to your real life? Are you on some sort of 24/7 dangerous semi-militarized mission at that game shop of yours?
There was a time where I had an issued weapon, had I habitually tried to take it with me when not appropriate I'd be in prison.
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Old 05-29-2012, 05:54 PM   #63
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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There was a time where I had an issued weapon, had I habitually tried to take it with me when not appropriate I'd be in prison.
Sure, but when is it not appropriate in Trek? On a non-Fed world? No normal situation...

That said, we face many situations in my Trek game that are not normal, and I'm usually the guy trying to convince the other PCs to leave the Phasers at home, but it's IMHO still worth either an SOP Perk or an annoying Quirk in that scenario.
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Old 05-29-2012, 05:58 PM   #64
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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Sure, but when is it not appropriate in Trek?
  • Personnel are on liberty or leave.
  • Personnel are on a diplomatic mission and weapons will be non-productive.
  • Personnel are infiltrating a primitive society with some risk of search by locals.
  • Non-security personnel are on ship during normal (non-battlestations) operations.
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Old 05-29-2012, 06:02 PM   #65
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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Sure, but when is it not appropriate in Trek? On a non-Fed world? No normal situation...
No, its NOT 'normal'.

The default setting between game sessions (and sometimes during) is shipboard life walking around the corridors of a starsahip, manning your station during your duty shift and going to the mess hall during meal times ...etc.

Considering that half of the crew is in the Science or Medical divisions - the constant wearing of a phaser sidearm in a holster belt would seem quite odd.

Also, the ubiquitous intercom spots on the walls make the constant carrying of a communicator also unnecessary.

- Ed C.



EDIT: What Sir Pudding said also works
Apparently he & I posted at almost the same second.
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Last edited by Qoltar; 05-29-2012 at 06:12 PM. Reason: Saw Sir Pudding's post after I had posted
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Old 05-29-2012, 06:03 PM   #66
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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[*]Personnel are on liberty or leave.[*]Personnel are on a diplomatic mission and weapons will be non-productive.[*]Personnel are infiltrating a primitive society with some risk of search by locals.
These are the ones we usually encounter. As complications where it would be a good idea to be armed pretty much always arise, I'd consider a tacit acknowledgment that the attempt is being made to be a perk-worthy thing unless it is acknowledged to only cause trouble and never be advantageous, in which case it's a quirk.

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[*]Non-security personnel are on ship during normal (non-battlestations) operations.
We're running a slightly more militarized version of Trek than that. My PC has gotten away with stunning another officer to prevent a Prime Directive violation (though there was a court martial afterward).
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Old 05-29-2012, 06:09 PM   #67
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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These are the ones we usually encounter.
Violating orders and trying to steal armory property would seem to be courts martial offenses in Starfleet as well, I'd think.
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Old 05-29-2012, 06:10 PM   #68
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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No, its NOT 'normal'.

The default setting between game sessions (and sometimnes during) is shipboard life waking around the corridors of a starsahip, manning your station during your duty shift and going to the mess hall during meal times ...etc.

Considering that half of the crew is in the Science or Medical divisions - the constant wearing of a phaser sidearm in a holster belt would seem quite odd.
Fair enough - it's your version of the setting. It's just not particularly realistic given versatile weapons the size of a cellphone outside of situations in which it is actively a problem, and not appropriate for a blanket comparison to "real life," IMHO. As a citizen of the southwest, I know people who freak out if they can't bring their gun that blows giant bloody holes in people everywhere, let alone something with a stun setting.
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Old 05-29-2012, 06:45 PM   #69
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

Can modern day military doctors carry guns on bases in war zones?
Even if not, Star Trek is full of hostile intruders. I would imagine that some would darn well demand instant access to weapons.
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Old 05-29-2012, 06:59 PM   #70
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Default Re: G:STAR TREK , Need 'Trek-specific' Disadvantages and Quirks...

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Can modern day military doctors carry guns on bases in war zones?
Even if not, Star Trek is full of hostile intruders. I would imagine that some would darn well demand instant access to weapons.
Its also full of civilians and disaster victims that probably need rescuing....

Its also full of possibly friendly alien civilization groups and individuals that just haven't had a meeting or first contact yet....


Not everything is dystopias and hostility.
(Or 'hostile invaders')


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