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Post by Core on Dec 13, 2013 3:48:39 GMT
Ok mostly cos Kover and Tess made me promise here is the thread for anyone that whats to make suggestions regarding the fleets over all story and plot direct... I make no premisses we can use everyone's ideas but we will listen and if it's good steal all credit and pretend it was ours I mean it will defiantly make it into the rpz
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Post by Deleted on Dec 13, 2013 4:37:07 GMT
Oooh. Good idea! In AEgir, for awhile we had one officer (Fitz cause sersi is lazy) over all in charge of stories, to make sure that in the end they made sense and had at least some semblance of continuity.
That being said - here we have Foundry - which is a lot more than we've had in any other game. I think once some stories get rolling the sky's the limit.
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Post by tess on Dec 13, 2013 4:40:29 GMT
One of the things I like about the Star Trek setting is it will allow us to do "Episodic RP"
That is to say: short quick little stories that can be resolved in one or two sessions. I don't have anything against big, epic sweeping story arcs, and there is certainly room (and enough hooks!) to tell those types of stories as well. Especially with the overarching "Why did 332 disappear?" story.
However, I feel like little "bite sized" stories would be a fun diversion. Especially since not everyone will realistically be able to make every RP session, so we could break things up in to smaller, quick self-contained stories. Much like they would do on a long-running television series. Hmmmmm...
Anyway! Some plots hooks that could easily be turned into a quick RP session:
-Someone sabotaged a critical system on 332. Find out who it is and why.
-A strange new alien disease has broken out on the system, we need a cure!
-A new species has just been discovered, The Federation and Romulans disagree about who should make first contact.
-A derelict Romulan ship has drifted into the system. It's inhabitants have been cryogenically frozen for 150 years and think the Feds and Romulans are still at war. Anyway ^_^ Just a quick couple of ideas to throw out that could be developed into future RP.
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Post by Core on Dec 13, 2013 5:08:09 GMT
>_> the derelict Romulan ship bit might be interesting due to Sin for ummm reasons that would become clear
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Post by Deleted on Dec 13, 2013 5:26:59 GMT
those are all pretty cool ideas, and again the foundry would add a lot to them. (Tess - if you haven't played with the foundry, for the love of Kirk, DO IT!). ...i'm not sure what the other point of my post was before, since i think what i was saying is more or less the entire point of this thread carry on!
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Post by Core on Dec 13, 2013 5:41:33 GMT
had a quick look at foundry too, seemed simple-ish to get started with I'll need to play more while awake also more than one person can play a foundry mission others have made so there is nothing to stop us teaming up for foundry fun and frolics theres some story focused ones that are ace
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Post by mahfugginfitz on Dec 13, 2013 6:10:25 GMT
Perhaps it's all the STO terminology involving Episodes and Seasons, but I tend to think of STO RP as television.
In Trek, the tradition is one double episode kick off to set the mood, followed by a bunch of all-but-filler episodes to get the audience acquainted with the characters. If -- IF -- we'd all like to follow that model, Tess's last suggestion would fit quite nicely. Introduces us, the Romulan influence, and would have something for everyone to do. The first two would do nicely following immediately thereafter*, now that the proverbial audience knows where we are and would like to know more about WHO we are. The third actually sounds like a bigger story, and would do well for a mid-season ratings grabber.
Otherwise I'm on board with what everyone else has already said. Tho I prolly won't get to do anything with the foundry 'til late January, after we get cable set up in the new apartment.
*not meant to be an comment about their quality
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Post by cinshadis on Dec 13, 2013 6:24:50 GMT
Think I'll sit back and watch for a while, and just go with the RP flow. I tend to get a little overzealous I think, and I'm just gonna...not. If I have an idea, I'll just give it to someone else.
Looking forward to seeing what you guys come up with though. The RP's the thing.
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Post by Core on Jan 19, 2014 3:15:23 GMT
I just wanted to poke this thread a little *jabs with a cattle prod* As it stands we have episode 2 about ready to go and episode 3, which is mostly Kover's creation is also more or less plotted, however beyond that we are open to any suggestions people want to make... tell us the kinda stories you want to see, if there is some character thing you want to explore then tell us, hack if someone wants to take a shot at gm'ing or something speak up the whole idea of this guild was to work together to flesh out our own little corner of the trek universe
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Post by Deleted on Jan 27, 2014 4:11:26 GMT
This weekend we had a few fun adventures that used die rolling, which great since we just used flat die rolls Alys coulda done the medical work just as well as Kayce (better, prolly the way I rolled) - if this is going to become a thing (and its fun and a fair way to do it - so why not?) I sudgest having members write up their chars using FATE stats. its quick, its easy, and it makes people think of what their chars not perfect at.
FATE is a tabletop RPG rules set which was used as the basis of the Dresden Files RPG. Unlike more "crunchy" rules systems (D&D 3.5, World of Darkness, Traveller, GURPS, Champions) the FATE-based systems are more dependent on narrative choices and roleplaying. In that sense, they're an intersting way to express one's character attributes in a pure RP environment like in text in a MMO or in forum RP.
Here's the basis of how characters are built in FATE. Everyone is mediocre at everything, but PCs are special. PCs have some things they do very well, far beyond the human norm.
So take a look at the following list of traits and think about...
Which one thing is your character is SUPERB at: What two things is your character GREAT at: What three things is your character GOOD at: What four things is your character FAIR at:
This is a good way to figure out what your characters are good at.
It's not realistic, appropriate, or even fun to think your character is good at *everything*. I mean really, who wants to play with "that guy", right? That guy who is the ultimate badass fighter, is super sneaky, has a lot of money, knows powerful magic, hacks Orochi tech, and is good looking and a social operator. I mean, what is he not good at?
Looking at a character this way helps avoid that kind of "Mary Sue" or "Marty Stu" approach by narrowing down the list of what your character is *really* good at.
ALSO, for RP, it helps the organizer(s) know what things the group is NOT good at. For instance, if they wanted to do something that requires sneaking around, it sure is good to know that *beforehand* so they can "tune" the RP.
======= List of sample skills =========================
Alertness = Avoiding surprise, reacting to sudden things, noticing things
Athletics = Climbing, dodging out of the way of attacks and other harmful things, falling without hurting yoursel, jumping, sprinting, physical stuff
Burglary = Breaking into secure spaces, infiltration, lockpicking, safecracking
Contacts = Knowing the right people, gathering information, picking up or starting rumors
Conviction = Determination, faith in yourself, mental fortitude, resistance to things altering your mind
Craftsmanship = building, breaking, or fixing things
Deceit = Telling believable falsehoods, verbal distraction and misdirection
Discipline = Concentration, control over your emotions, resistance to temptation,
Driving = Making a wheeled vehicle do amazing things beyond just getting to work and back home
Empathy = Being able to read and assess people, getting people to open up to you, building rapport
Endurance = Being able to resist damage and disease, pushing your body to go through deprivation
Fists = Hitting people with your hands to hurt them, avoiding same
Guns = Hitting people with bullets (or other projectiles from projectile weapons)
Intimidation = Threatening people into doing what you want them to, interrogation, provking people to lose their cool,
Investigation = Being able to examine place for clues, eavesdropping on people, surveilance
Lore = Knowing Secret World information, arcane research, being able to sense and use magic
Might = Raw muscle force, breaking things, lifting heavy things, wrestling
Performance = Making some sort of art and using it to communicate to people
Presence = Making a good first impression, having a good reputation, being likable, getting people to do what you want because they want to please you
Resources = Having lots of available money
Scholarship = Pick an academic field or three, you know things, languages, medicine, engineering, research
Stealth = Being sneaky, hiding, following people without them knowing it, setting up ambushes
Survival = Being able to navagate and thrive in the wild, tracking, dealing with domestic and wild animals, camoflage
Weapons = Hitting people with things, parrying same
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Post by tess on Jan 27, 2014 4:49:14 GMT
I love this idea. Though we can tweak the list of abilities to be more applicable to Trek. If people are up for making their profiles, I'd like to incorporate this into our RP. we can use the info from the character sheets to add bonuses to die rolls on Core's dice rolling website \o/
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Post by tess on Jan 27, 2014 4:54:08 GMT
To wit: Here's a list of the skills from the Star Trek PnP RPG
Administration Artistic Expression Astronomy Bribery Carousing Cloaking Device Technology Cloaking Procedures Comm. Systems Operation Comm. Systems Technology Computer Operation Computer Technology Damage Control Procedures Deflector Shield Operation Deflector Shield Technology Electronics Technology Environmental Suit Operation Gaming Holodeck Op. Procedure Holodeck Systems Technology Instruction Interrogation Language Leadership Life Sciences Life Support Systems Tech. Marksmanship, Archaic Marksmanship, Modern Mechanical Engineering Medical Sciences Negotiation/Diplomacy Personal Cbt., Armed Personal Combat, Unarmed Personal Weapons Technology Physical Sciences Planetary Sciences Planetary Survival Security Procedures Shuttlecraft Pilot Shuttlecraft Systems Tech. Small Equipment Systems Op. Small Equipment Sys. Tech. Small Unit Tactics Social Sciences Space Sciences Sports Starship Combat Strat./Tactics Starship Helm Operation Starship Sensors Starship Weaponry Operation Starship Weaponry Technology Streetwise Surveillance Transporter Op. Procedures Transporter Systems Tech. Trivia Ground Vehicle Operation Warp Drive Technology Zero-G Operations
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Post by Deleted on Jan 27, 2014 5:39:02 GMT
alternately we could just use this but FATE might be the simplest XD
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Post by tess on Jan 27, 2014 5:41:41 GMT
I'd like to keep it as simple as possible. Since we aren't actually doing PnP I'd like to avoid having to check stat sheets and such constantly during RP. The FATE thing adds enough depth to the dice rolls without needlessly complicating things.
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Post by Deleted on Jan 27, 2014 5:49:30 GMT
yeah. i was semi joking anyways.
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