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Play Prime Directive Online - Donjebruche Campaign
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Jeffr0
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Joined: 19 Jun 2009
Posts: 741

PostPosted: Mon Aug 23, 2010 4:50 pm    Post subject: Play Prime Directive Online - Donjebruche Campaign Reply with quote

Would anyone like to play Prime Directive via this forum?

I would like to gamemaster an adventure if there is interest.

Player Requirements: For rules, all you need is a copy of GURPS Lite which is available as a free download from e23. You don't need to understand GURPS to play. Just describe what sort of character you want to play and I can stat it out for you. This is GURPS, so anything you can imagine is fine-- the only hitch is that you need to fit in with the setting and with the other characters.

How it works: The story so far will be posted in a public thread. Some referee-player interaction will be carried out through private emails.

Combat: I'm pretty open to a narrativistic approach for many things, but I like to run combat "by the book".

Setting: If you have a lot of ideas for setting and background, feel free to jump in with that. As the GM, I'd appreciate the help in fleshing things out the Prime Directive way-- all I ask if to have the final say on things. Wink

Tone: I don't mind erring on the the side of "The Original Series," so let me know if you have a problem with greek gods, weird aliens, bizarre artifacts, tantalizing Orion slave girls, and cinematic action that always results in the main dude getting his shirt ripped off.

Adventure: The adventure depends on the characters. We can go with anything from a straight ahead bridge crew of a Federation ship to some scuzzy rogues on the frontiers of civilization. Whatever people can agree to is fine with me! If people need me to just make something up, that's fine, too.
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burchenal
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Joined: 18 Sep 2009
Posts: 10
Location: France

PostPosted: Mon Aug 23, 2010 4:56 pm    Post subject: Reply with quote

I'm pretty interested, but as any given french, i have a poor english.
Let's see if other dudes come in.
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mojo_billbo
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Joined: 07 Mar 2010
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PostPosted: Mon Aug 23, 2010 5:51 pm    Post subject: Reply with quote

Yes, that sounds like fun to me.
Count me in, please.
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Jean
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PostPosted: Mon Aug 23, 2010 6:08 pm    Post subject: Reply with quote

Jeffr0, we must be careful on this Forum to not violate Paramount's intellectual property. That means that you cannot use elements of TOS unless ADB, Inc. has already used them. That may mean that the Greek gods are out unless you make them radically different.

No characters named for TOS characters.

No species from TOS unless they are already in our books.

That's the short list.
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Jeffr0
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PostPosted: Mon Aug 23, 2010 6:26 pm    Post subject: Reply with quote

I'm of a mind to explore the seedy underbelly of the Star Fleet Universe. Feel free to sketch out a character concept for a rogue type character. [You don't have to worry about stats-- just describe the character you want to play.] Non-human characters are welcome. Players do not start the game with a ship. [If you want to play something else, speak up-- I'm just trying to get the ball rolling.]

I propose that we set things in Donjebruche. In the spirit of TOS, I'm going to have a cold war situation between the Klingons and the Feds. The time period is before the General War... many ships do not yet have refits.

I don't know how it would sit with the purists and the canon police, but in my prime directive universe, I'm predisposed to allow Klingon subject races to occasionally roam around outside of the Klingon empire. Player Characters that choose such races may need an "unusual background" to justify it.

Campaign premise: life is common as dirt. Random worlds tend to have some sort of animal life... and humanoid life forms tend to show up all over the place.

This stuff was posted by Steve on discus:

Quote:
Donjebruche is on planet Taffelland, which is near the Klingon and Kzinti border (and Mad Jack's Hole).

Way back when, a bunch of simpler farmers who wanted a pure colony of their sprig of humanity bought a spaceship and went looking. They found Shiloh and were going to set up there, but the Mantorese told them to run fast as the kzintis were around. The farmers ran until they ran out of fuel, and found Taffelland, a very desert planet. The planet had granite colonies on a bassalt crust (like earth) but no water, and the "sea bottom" was covered in sand and dirt. But there was SOME water, some rain, and the planet averaged an inch or two a year. One of those big granite slabs sloped, and all of the rainwater from an area the size of North American ran into a valley the size of, say, Arkansas, creating the only farmable spot (Greenveldt or something I don't remember right now). So, the farmers took it. They were happy. They did not have to deal with outsiders, especially outside humans of other races. They did not consider themselves racists, just segregationists.

Then one day, a spaceship landed. These spacers wre honest merchants, and just wanted to buy some fresh veggies and stuff, not defoliate the farmers' daughters, and polite conversation and an exchange of potatoes for metals worked out. This continued, and grew, and the farmers became more and more nervous about outsiders but more and more accustomed to dealing with them at a distance.

So, some bunch of space traders build a small landing port, Donnjebruche, on the granite slab "above" and a few dozen miles from Greenveldt. A carefully controlled elevator-train was built, and the port and the farm colony could trade without really seeing each other (and the farmer fathers could control what came into their community, no porn for example).

Soon there are desert mining colonies all over Taffelland, all going to Donnybruche for a weekend away from the mines. Klingons, Kzintis, Cygnans, Mantorese, Orions all showed up and traded.

The Federation showed up and had a problem. Here was a planet full of colonies with no "law" or "government" to speak of. Worse, any starcrews landing there were as likely to pick up knife wounds as they were potatoes. Something had to be done. So, Federation marshals (and Rigellian Army military police) showed up along with Federation colonial experts, who said "you gotta fit into fed law somehow, but let's come up with something that leaves you alone and makes visitors safe--well, less unsafe."

So, you have one big farm feeding all kinds of mining colonies and one big town that is a cross between Las Vegas and Dodge City. Klingons, Kzintis, and Orions all show up to trade.

Quote:
DONJEBRUCHE TRADING POST

Located on Tafelland, a Class-K planet in Federation Space, Donjebruche Trading Post is an adjunct to the Grenveldt colony. Close to the Klingon border, and near enough to Kzinti space to allow easy peacetime trade, the trading post is a convenient stop for traders and travelers in the area. Being less than a thousand parsecs from the infamous Orion Pirate bastion known as Mad Jack’s Hole, Donjebruche Trading Post has also become a legal point of sale for purloined items that are “laundered” by the Orions and ready to re-enter the market.
Donjebruche Trading Post is a very cosmopolitan “town” (numbering 10,000 people by the time of the General War). The town is fed (literally) by the agricultural community of Groenveldt (which regards Donjebruche as “sin city”, their residents rarely going there). The town of Donjebruche existed before the Federation reached this area and was not originally a formal colony. The legal status of the town is less clear than the official Federation records would seem to indicate, and residents of the town regard themselves more as citizens of Donjebruche than citizens of the Federation.
There are a dozen large mining complexes around the planet, all of them in desert areas. These have populations from a few thousand to 20,000 and are effectively small independent “company towns”. All of their citizens regard Donjebruche as the place to go and have a good time or to do some shopping.
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Jeffr0
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PostPosted: Mon Aug 23, 2010 6:29 pm    Post subject: Reply with quote

Jean wrote:
Jeffr0, we must be careful on this Forum to not violate Paramount's intellectual property. That means that you cannot use elements of TOS unless ADB, Inc. has already used them. That may mean that the Greek gods are out unless you make them radically different.

No characters named for TOS characters.

No species from TOS unless they are already in our books.

That's the short list.


Got it. If I want to do something weird like that, I will make up something new instead of ripping off Paramount. The tone of the original series is what I'm after though-- in all of its two fisted glory.
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JEGoodrich
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Joined: 19 Mar 2008
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Location: Pittsburgh, PA

PostPosted: Tue Aug 24, 2010 12:23 am    Post subject: Reply with quote

How many points?
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Jeffr0
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Joined: 19 Jun 2009
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PostPosted: Tue Aug 24, 2010 1:15 am    Post subject: Reply with quote

JEGoodrich wrote:
How many points?


150 is fine with me.
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Jeffr0
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PostPosted: Tue Aug 24, 2010 2:41 am    Post subject: Reply with quote

The first stage of the adventure is set up to allow folks to join in as they get their character ready. My philosophy is play first, work out the details later.

Your character should either be struggling (-10 points), poor (-15 points), or dead broke (-25 points). Traditional adventurer roles you might want to have in the group are the tough guy, the leader/mastermind, the person with connections and/or social skills, and the techie gadget guy who can fly a wide variety of vehicles. You may want to consider having some outdoor survival type skills, some sort of medical/healing abilities, and everyone will want at least a few rogue-type skills. Alien characters with unusual abilities are welcome-- a racial type that fits with your role would be a good idea.

...

The story so far:

You are down on your luck in Donjebruche. If you don't make some cred soon, you could get on the wrong side of some bad people. This leaves you not being particularly picky about what sorts of jobs you take on. You might have come out onto the frontier to try to strike it rich in some crazy scheme only to lose your shirt. You might be on the run from the bad people of some other star system.

At any rate... you've taken a job with an elderly Andorian named Tarsh. Nothing fancy-- he's picking up a package from a Cromarg named X'al Fen. Tarsh is supposed to meet him at 8:30 at the Grey Banshee. Tarsh is expecting trouble, so he wants a couple of PC's to go in early and make sure the place is safe. After they give the signal that all is well, they are to remain positioned for backup if things get ugly. The rest of the PC's are to go in with Tarsh for the pickup-- providing (hopefully) a sufficiently intimidating show of force so that things don't get ugly in the first place!

Good luck!


[Note: my lack of knowledge of the finer points of Trek and the SFU could mean that the names/places/situations I come up with are not consistent with canon, etc. If you want to make suggestions for fixing things, feel free to do so. As long as the narrative thrust is preserved, I expect I'll be happy.]

Edit: for spelling and grammer


Last edited by Jeffr0 on Tue Aug 24, 2010 2:48 pm; edited 7 times in total
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Jean
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PostPosted: Tue Aug 24, 2010 4:06 am    Post subject: Reply with quote

Just a couple of suggestions for your location.

Tafelland is in hex 2007 which is firmly on the Federation side of the Neutral Zone. Klingons may be trading here, but they aren't going to be a huge military presence.

Remember that your "Subject Races" beings may be honest merchants or perhaps there is a reason they are "free".

In the SFU "Orion Slave Girls" are male and female (males prefer the term "escort") and can be rather expensive to hire. If you read their skill list in PD20M, you could probably think of several interesting career paths.

If you need a sticky topic, please let Mike West know so he can set something up for you. If you want it on FB, please let me know.

Have fun!
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mojo_billbo
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PostPosted: Tue Aug 24, 2010 1:37 pm    Post subject: Reply with quote

what tech level are we going for? TL10? TL11?
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Jeffr0
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PostPosted: Tue Aug 24, 2010 1:47 pm    Post subject: Reply with quote

mojo_billbo wrote:
what tech level are we going for? TL10? TL11?


TL 10
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mjwest
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Joined: 08 Oct 2006
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Location: Dallas, Texas

PostPosted: Tue Aug 24, 2010 2:32 pm    Post subject: Reply with quote

I updated the thread title to reflect the campaign setting. I also made this a sticky.
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Steve Cole
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PostPosted: Tue Aug 24, 2010 3:11 pm    Post subject: Reply with quote

PLANETARY SURVEY: Tafelland

I. GENERAL INFORMATION
Status: Minor colony world.
Location: Coordinates 2007, Federation.
Mass: 5.7x1021 metric tons.
Density: 5.5.
Diameter: 8,101 miles.
Class: K.
Surface Area: 206 million square miles.
Land Area: 205.99 million square miles.
Land Area as Percentage of the Surface: 99.5%.
Surface Gravity: 1.01G.
Mean Surface Temperature: 88°F.
Surface Pressure at Sea Level: 1.04.
Atmosphere Composition: Nitrogen 77%.
Oxygen 21%.
Argon: 1%.
Trace Gasses: 1%.
Pollution: Very minor in the two small industrial areas.
Orbital Distance: 95 million miles (1.02 AU).
Day: 26 hours.
Year: 376 local days (407 Earth days, 1.11 Earth years).
Axial Tilt: 17°.
Population: 300,000.

II. BIOSPHERE
Most of Tafelland is simply a barren desert, but the valley basin of Groenveldt is virtually Class M in most respects. There are significant mountain ranges and vast continent-sized slabs of granite. Tectonic basalt plates under the sand move at the normal rates for such things (similar to Earth).
At one point, a Star Fleet survey ship calculated that a few thousand comets could be crashed into the planet over a period of a century or two, elevating it to Class-L, but this plan was never put into motion.
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Steve Cole
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PostPosted: Tue Aug 24, 2010 3:12 pm    Post subject: Reply with quote

SYSTEM SURVEY: Afrikanius

Star Class: F9V yellow-white dwarf (1.05 stellar masses).

Planets
I. Gesmolten: This is a Class-I hot rock, 4,632 miles in diameter, similar to Mercury.
II. Rokerig: This is a Class-C hothouse, 6,897 miles in diameter, with temperatures too high for even brief visits and a corrosive atmosphere.
III. Tafelland: This is a Class-K desert planet, similar to Vulcan, with no oceans to speak of. It is 8,101 miles in diameter. See the planetary survey.
IV. Bevroren: This is a Class-O frozen planet with a thin atmosphere. It is 6,277 miles in diameter. There is a mining colony here operated by Mars Mining & Manufacturing. It has a population of over 10,000 people, mostly Humans and Cygnans.
V. Blauw: A large Class-A hot gas giant, similar to Jupiter. There are over 60 moons, some of them fairly large. Two dozen have small mining operations, and three of them have significant colonies (with populations of over 5,000). One is operated by Cygnus Trans-Star Mining, one by Mars Mining & Manufacturing, and one of them (a former Klingon mining colony) is operated by expatriate Dunkars.
VI. Groen: This is a Class-B cold gas giant with six moons, none of which are mined on any regular basis.
VII. Buitenst: This is a Class-Q iceball.
VIII. Afgelegen: A small Class-Q Ort cloud object.
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