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Classes
Jan 7, 2010 20:37:03 GMT -5
Post by Badelaire on Jan 7, 2010 20:37:03 GMT -5
Hmmm, is there any way to acquire a copy of said RPG? I myself am working on a thinly veiled Star Trek analogue RPG campaign setting, and it'd be interesting to see this here document...
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Grendelwulf
Lt. Commander
Second star on the...no... To Infinity and..no.. Ah-ha! Never give up, Never surrender! THAT'S it!
Posts: 147
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Classes
Jan 7, 2010 20:51:32 GMT -5
Post by Grendelwulf on Jan 7, 2010 20:51:32 GMT -5
I think simpler is better. Given there can be many subdivisions of each main division. Phaser controllers wore gold, communications officer sometimes took the helm (TAS had Uhura in the center chair! Of course, she also wore gold at one time...maybe she switched from helm to communications?) I don't think the colors should be a main factor, simply one which places the character duty-wise in a specific area, if not actual function in game. A gold-shirt may be called on duty as security because of familiarity with orion merchant culture (on record as having family who dealt with orions in business functions, etc) or a science officer such as Lt McGiver wore red? She was a historian, isn't that a science? Maybe her assignment had her on library computer maintenance?
Anyway...I think the big three colors is adequate.
ST:TOS & TAS Gold – command division Blue – sciences division Red – engineering & support services division
Otherwise, you fall into the overspecification of the movies... (Yes, I hate bringing them up, but...)
ST:TMP White – command division Orange – sciences division, scientific research and technical branches Green – sciences division, medical branch Red – operations division, engineering and maintenance branches Gold – operations division (communications branch) Gold (again?! Yes) – command division (helm and navigation branches) Grey – operations division, security and services branches
ST:TWOK, TSFS, TVH, ---, TUC White – command division Gold – operations division, helm and engineering branches Light Green – sciences division, medical branch Gray – operations division, communications and navigation branches Gray (again?! Yes) – sciences division, scientific research and technical branches Dark Green – operations division, security branch Red – cadets, trainees and junior officers Light Blue – special services Black - enlisted & noncommissioned officers Everyone is military aboard a starship. At least mostly. They simply have other skills and knowledge they bring to the job.
just my two quatloos...
Ciao! Grendelwulf
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Classes
Jan 7, 2010 21:44:30 GMT -5
Post by Falconer on Jan 7, 2010 21:44:30 GMT -5
Hmmm, is there any way to acquire a copy of said RPG? I myself am working on a thinly veiled Star Trek analogue RPG campaign setting, and it'd be interesting to see this here document... Posted a link here.
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Classes
Jan 7, 2010 23:21:25 GMT -5
Post by robertfisher on Jan 7, 2010 23:21:25 GMT -5
For what it’s worth, somewhere along the line, I picked up the idea that gold shirts indicated an officer specifically on a track towards captaincy. Such a character would be assigned to a wide variety of positions through their career. Chekov was given as a specific example serving as navigator, backup science officer, and then (straying for a moment into the movies) tactical officer.
Ten classes seems overkill to me, but three doesn’t seem quite adequate either. I might pick...
Science/Specialist Medical Engineer Communications Helmsman/Navigator/Command
Yeomen and security feel like NPCs to me. The captain could be almost any class but should perhaps be a higher level.
I don’t know about multiclassing, but it seems like you might need some mechanism to handle reassignments of some kind. But maybe not. Looking at my list above, it doesn’t look like moving between them would be common.
As for the “understudy” bit... (Like Chekov serving as backup science officer.) I’m tempted to say that this doesn’t demand a mechanic. It simply falls into the old school idea that characters should be treated as competent in areas that aren’t their specialty.
(OK...don’t shoot me for this but...it almost seems like the Ars Magica model would fit here. Each player has a bridge officer character, but not all the bridge officers will beam down. So the players whose characters are staying on the ship would temporarily switch to playing a yeoman or security officer or something from a pool of minor characters. Likewise, when the “episode” cut back to the ship, the players whose characters are away could pick up such minor characters to play for those “scenes”.)
On the other hand, I’d be tempted to go classless and attribute-based. With attributes like perhaps Fight, Shoot, Science, Technical...
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Post by Falconer on Jan 8, 2010 0:23:24 GMT -5
(OK...don’t shoot me for this but...it almost seems like the Ars Magica model would fit here. Each player has a bridge officer character, but not all the bridge officers will beam down. So the players whose characters are staying on the ship would temporarily switch to playing a yeoman or security officer or something from a pool of minor characters. Likewise, when the “episode” cut back to the ship, the players whose characters are away could pick up such minor characters to play for those “scenes”.) No reason to shoot you! I have no problem with that. It also gives multiple players the opportunity to sit on the captain’s chair. If this comes in handy in the scenario, then this is a fine solution. Sometimes the entire scenario might be planet-bound and you can pretty much not worry about who is holding up the bridge. On the other hand, I’d be tempted to go classless Here, I may have to shoot you!
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