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| Three-sided Coin | | Author: Sham | | System: Star Trek | | Category: Science Fiction | | Type: Scenario | | Suitable as a once-off adventure, but also adaptable to almost any Star Trek (or other scifi) game.
It is 2155, and Earth's third warp 5 vessel, the Challenger NX-03, has just been launched to join Archer's Enterprise NX-01 and Hernandez's Columbia NX-02 in exploring the vastness of space for humanity. This immediately becomes an interesting voyage, as the Challenger makes first contact with not just one, but two alien races at the same time. Each group has its own agenda and its own capabilities, and the crew from Earth will have to complete their mission of exploration without having either alien faction take advantage of them. | | Views: (6478) | | Comments: (11) Rating: 3.9 | | 2005-07-26 15:06:33 |
| [Add Comment] |  posted by Aaryn on 2005-07-29 23:01:39 | Nice Job. Simple and Flexible. But I think I would of placed this under the Hook section due to the GM is really creating most of the Scenario. Which I’m going to do when I get another copy of FASA’s Star Trek RPG. I loved all those sourcebooks.
In your future submissions (for scenarios or campaigns) try adding some more info/description on the planet and its system, also add some images if you can, a little more story plot or subplots and a little dialogue from the NPC’s.
In the future don’t worry if the game flexible for other systems. Many GMs and players are notorious for not following the flow of the story anyway. As for me, all I know is I like the most amount of info as possible, and then I’ll weed out what I don’t like.
If I have gotten a little picky. Sorry about that. Use the info anyway it suits you best or ingnore it.
Again Good Job, I can’t wait to see another.
Aaryn
“By the way. If you need some art for your next submission I can doodle fairly well and it would be free.”
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 posted by mike on 2005-07-30 10:24:34 | first off I do play my share3 of sci-fi rpg's which may be my downfall with my opinion of your submission. The really big problem I have with your submission is that durring the enterprise era, transporters was experimental and the tech to detect if other ships are using them (according to the tv series) did not exists, but your submission makes referances to being able to detect transporters. Now that may not be a big deal, but remember, you are refering to alien tech. of transporters. I remember even in the TOS tv show that kirk's era had trouble detecting unknown alien tech. Also the trouble I have is that you really didn't give enough information about the planet in question. You know, what kind of lifeforms reside on it, what type of encounters with the wildlife that the players will come across. You also left out the information about plantlife and the amount of breathable oxygen available on the planet. Remember that not all planets have a breathable enviroment.
Please don't let my review discourage you from leaning and improving, I am just picky to what I would call a hook, an adventure, or a scenario...... |
 posted by Sham on 2005-08-05 15:05:42 | I see what you mean about the transporters, and I honestly hadn't thought of that. But consider the possiblity that this particular form of transporter tech is unusually easy to detect (high energy output or something). But even if you don't go with that, you could say that they suddenly pick up an identical communication to the one coming from the Keng-Tang ship, but coming from a point on the planet. The sole purpose of that little event is to let the crew know that the Keng-Tang are already down there waiting for them, so it doesn't really matter how you do it. But making it big and obvious will probably save a lot of time if you instead leave the players to try and spot them on sensors without any clues.
As for the lack of info on the planet, I believe I used the words "lovely green minshara". I can appreciate that you'd like a little more detail, but my thinking was simply that the setting shouldn't have much of an impact on how the scenario plays out, compared with how much time the players and aliens should spend chatting. It's just meant to be a generic pretty green-and-blue planet. But I can see how my lack of detail leaves that a bit ambiguous.
Now that you mention it, I could have added more info. For one thing, adding details about the system layout might have had an interesting effect on how the chase scene runs. In my playtest, the chase scene barely got further than the planet's orbit, so I hadn't even considered that before. But let me know what other details you think would have been useful or interesting.
Thanks for the offer of artwork, Aaryn. As it happens, I did have some rough sketches of the alien ships, which might have made a nice addition, had somebody competent cleaned them up for me. I'll consider it next time. |
 posted by Sham on 2005-08-09 16:11:15 | Just wanted to add a query/argument to the above:
I really don't think this counts as a hook, but as a full-fledged scenario. As I explained in the text, it can't get fleshed out too much, or the three-way interaction can't be dynamic enough. And adding subplots doesn't make sense to me (although I suppose it's possible), because the attention of this mission should be focused solely on the first contact. There's not much you can throw in that won't distract excessively from that.
Of course, if anyone can suggest some subplots that might work in this scenario, I'd be very interested to hear them. |
 posted by Sham on 2005-09-14 15:35:43 | One final author's note:
It wasn't intentional, but you'll note that the human captain I included is called Jeffery Hunter? That happens to be the name of the guy who played Captain Christopher Pike (replaced immediately afterwards by Shatner as Capt Kirk) in the original Star Trek pilot episode back in the early '60s.
I think my subconscious must have slipped that in to amuse itself. |
 posted by Zen Monk on 2005-09-21 04:45:34 | LOL You must be real unsecure to feel you have to defend yourself against honest opinions. You have to take the bad with the good, if you can't, then don't submit
as far as your submission, well i9mho, I could easily knock out stuff like this in less than an afternoon without much effort. More detail usually means a more enjoyable game session for all... |
 posted by Hmmmm............. on 2005-10-30 08:28:59 | | yawn..... yawn..... zzzzzzzzZZZZZZZZZzzzzzzzz |
 posted by Sham on 2005-11-18 12:22:14 | Not so worried about whether or not people like it, Zen. My biggest reason for explaining myself so thoroughly is to help clarify things that I didn't in the main text, so that my original intentions are as clear as possible. Obviously people will want to modify it from there, but that's not my concern.
Criticism I welcome, so long as it's constructive. Telling me you could knock this out in an afternoon doesn't help me write anything better - I wrote it up in an afternoon myself. And much the same to Hmmmm. Aaryn and mike's comments were actually useful to me, and that's the kind of thing that makes the ability to comment on the adventures here so useful. Insulting me just wastes everyone's time, doesn't it? I mean, don't you really regret having read through the last couple of paragraphs? |
 posted by OMG! on 2006-04-24 19:26:23 | | It probably deserves a higher rate, but when the author defends himself and his work instead of using it as a learning curve, well... |
 posted by Sham on 2006-05-29 16:53:16 | Sorry, I had assumed that authors were allowed to discuss things with their critics here.
Seriously, I'm not trying to convince people that I've created a masterpiece here, and I've already said a few times how glad I am to have received some of your advice. I'm just giving feedback on the feedback, so we can ALL learn something from this.
Now, if anyone has anything to say about the actual contents of the piece, I'm eager to hear it. |
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