#4 Ignorance
What Happened
First of, I should mention that I
wrote about this
particular campaign cock-up in a letter which was
published in Imazine 34 (you can find Imazine at:
http://www.tcp-ip.or.jp/~panurge/imaz.htm).
It was a Star Trek campaign, in
which I played the
captain (a "hippie Bajoran"), Bog Boy was the GM,
TAFKAC was a junior office and someone who I'll refer
to as Mr Smile was the First Officer, a.k.a. "Number
One".
(For those who read my stuff in
Valkyrie, this is the
same Mr Smile who starred in the Dark Conspiracy
scenario).
Before we started playing, Bog Boy
took Mr Smile aside,
and asked him if he had knowledge of the Star Trek
background. "Sure," was the reply. "Of course I have!".
So we began play. This was a bit of
a weird scenario in
that I - one of the players - had written it. This
probably sounds a bit weird, so I'll explain.
I figured that my Captain, having
just taken command of
a new ship, would want to test his crew, and find out
if there were any problems. I was particularly
concerned with how well they would interpret the Prime
Directive, since this is an area which often involves
difficult moral choices.
So I came up with a plan. I, the
Captain, would invite
them to the holo-deck, where they would find me in a
recreation of a formal Bajoran garden. I would explain
that I'd invited them there, to talk to them about how
I wished to conduct my command because I wanted them to
see something of myself.
However, half way through my
speech, alarms went off
and the voice of the officer in command (an NPC) broke
in, stating that the sensors had just picked up a
derelict ship. I shouted "Computer: end program!", the
door appeared, and everyone piled out, back into the
ship.
Except that we didn't. This had all
been arranged
beforehand by me (the captain) with the help of a
junior engineering officer (another NPC). The "end
program" command was a fake, as was the door that
appeared. When we ran back onto the ship, we were still
in the holo-program.
And when we took our seats on the
bridge and saw on the
viewscreen what looked like a very old derelict
Galaxy-class starship, we were still on the holo-deck.
The crew quickly established two
things:
1) From its registration it was the
USS-Something that
had gone missing four years previously.
2) The hull was more than 300 years
old (they got this
from sensor sweeps).
The basic story was this:
The ship had hit a time-wormhole
and been thrown back
300 years to the past. Their subspace communications
had been destroyed, as had their warp engines. They
could only limp home on impulse power. Realising this
would take a "long" time, they rigged the ship to
survive for an extended period.
Now, 300 years later, the ship was
still inhabited by
their descendants, whose level of civilisation had now
regressed so far that they were not even aware that
they were on a spaceship. They thought this was the
"world". They were led by a religious priestess, whose
title was: "The Captain".
But from the sensor sweeps, we
(well the other PCs)
could see that the life support was now finally about
to fail. They would all die.
This was the dilemma. They needed
to be rescued. But
according to the Prime Directive, they might be
considered a separate society. This was even recognised
at one point by Tafkac, whose character said: "It's
like a little society, all of their own" to which Mr
Smile replied: "I know, but I can't be arsed."
I had figured that they would try
to do something
clever, like setting up a recreation of the derelict
ship on the holo-deck, and somehow beaming them there
without them realising.
Unfortunately, Mr Smile's primary
motivation at this
point was getting into the pants of the priestess, so
he wanted to act all big and impress her. (Tafkac's
character was actually taking notes of all the
incriminating things he said).
So, after they refused to believe
him that they were on
a ship, he just forcibly captured them at gunpoint, and
had them beamed over to a cargo bay.
He called this a rescue.
I called it a massive violation of
the Prime Directive.
But the "discussion" we had
afterward went something
along the lines of:
Me: "I can't believe you just did
that! What about the
Prime Directive?"
Mr Smile: "What's the Prime
Directive?"
The Lesson
In this case you must ensure that
the characters have
the appropriate knowledge of the setting.
#5 The Wrong Kind Of Character
What Happened
This was also a Star Trek campaign,
although a
different one. The players this time were me, Bubba,
Mark, Evil G and Demonic, with Bog Boy again GMing. (He
loves Star Trek, and so he tries time and time again to
do a Star Trek campaign, and time and time again we
manage to fuck it up).
I had, once again, been stiffed
with playing the
Captain. Demonic was playing my First Officer (a.k.a.
"Number One").
Now, we all tend to have stock
character types that we
play, and Demonic is no exception. He tends to play
creepy socially dysfunctional weirdos (don't know why,
but hey he's happy) and on this occasion the character
created was a real classic of the type. I'd don't think
he'd ever played creepier.
Of course, we didn't know this
until the campaign
started.
The first scene was in
"ten-forward". The entire crew
were present to meet their new command team (i.e. the
players).
You now how some blokes just kindof
creep women out?
Especially at social occasions, like parties, when
they're trying to hard to impress? Well that was how
Demonic's character acted.
He basically was moving through the
gathering, saying:
"Hello" to all the female crewmembers in a rather
creepy voice, and acting in a really slimy, disturbing
manner. You just knew that every single female
crew-member would be thinking to herself: "I don't want
to be left alone in a room with that man."
Which is a bit of a problem when
the bloke concerned is
the second-in-command of the ship and the man in charge
of personnel.
At this point we had to explain to
Demonic that people
like that don't get promoted to high positions in Star
Fleet. It just doesn't work like that.
The Lesson
Find out how the players are
planning to play their
characters before you start play, and make sure that
the characters fit.
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