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Mission 1: Good Fences Make Good Neighbors - Discussion 
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Post Mission 1: Good Fences Make Good Neighbors - Discussion
Our first 'real' mission won't start for a bit, but I'm posting this now anyway to keep everyone informed of what will be happening in the not-to-distant future (somewhere in time and space). For the simm to be officially active, we need 6 people, and on a practical level we'll need a couple more people such as the XO and someone to make things go boom. There's also the matter of command academy completion on my part. Allowing for all that, it'll probably be at least a week or two before we move on to your dooms.

Erm. I mean, our grand adventure!

In the meantime, talk amongst yourselves in Mission 0 (all two of you at the moment).

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Commander Ashton Griffith
Commanding Officer, USS Minoru


Wed Jul 28, 2010 2:23 am
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Post Re: Mission 1: Good Fences Make Good Neighbors - Discussion
So, we're starting our First Real Grown-Up Mission. I'll be using this thread to post some information about the plot and stuff that people will discover as the mission progresses. There'll be a timeline and some suggestions for what people in different departments might be up to, but in general I'll be letting y'all determine exactly how you go about investigating or solving problems, or indeed if you accomplish anything of use at all. I'm going to be playing the timing a bit by ear and doing my best to keep things moving at a pace that lets people do their things but doesn't drag it out too long. Overall this one will be more science rather than action-oriented. It will be set about a week and a half after the ship has left drydock; in the time since there have been several drills of various types to get people. For those hoping to see those fifteen torpedo launchers in action, well, you'll just have to wait until the next mission.

Timeline

This particular mission will be taking place over a fairly small number of in-character days. Oh, and by shear coincidence, shipboard time just happens to line up with local time. Funny how that always works out, quiaff?

Day 1
- 0745 - Ship goes to alert and alters course toward New Haven. Much to-do and tension about this being the ship's first crisis situation.
- 1130 - Arrival at New Haven. There is a distinct lack of alien battleships or invasion forces. In fact, the colony claims to be perfectly fine. An away team will discover this is actually the case, although there does appear to be an increasingly volatile situation with a group of recently arrived archaeologists. Since we're already here anyways, SF Command 'requests' that we settle matters.

Day 2-3

For the most part, these days will be fairly freeform in terms of what's going on. There are several things that people in different departments can get up to.
- Our illustrious leaders and our counselor will probably be trying to get the colonists and archaeologists to speak to each other and come to some kind of agreement.
- For our technical geeks, there's a big alien pyramid to poke and prod in the name of SCIENCE!!
- Our marines and security folks will be needed to supplement the local five-man sheriff's department, which is a bit stretched dealing with rowdy students and farmboys. Aren't you glad you joined Starfleet instead of a college police force?
- There's also all the usual shipboard stuff going on.

Day 4
- After one of aforementioned rowdy farmboys blasts a chunk out of the mysterious alien pyramid, Bad Things will start to happen.
- There will be need of SCIENCE to stop the Bad Things.
- The nearest town also needs evacuating, which means crowd control, planning, mass transporter use, and shuttle piloting.
- Hopefully our tech gurus will be able to fix things; if not, we'll be playing host to several thousand annoyed refugees.

More information will follow as the story progresses.

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Commander Ashton Griffith
Commanding Officer, USS Minoru


Mon Aug 30, 2010 12:45 am
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Post Re: Mission 1: Good Fences Make Good Neighbors - Discussion
The Hitchiker's Guide to the Galaxy has this to say about the colony of New Haven:
Quote:
A decent place to visit if you like rustic backwaters and can play by their rules, but watch out for torches and pitchforks. Not to be confused with the other New Haven, home of the Circle of Sensual Delights.


Starfleet Colonial Database Entry, New Haven:

Quote:
  • Capital: Landfall
  • Founded: 2351
  • Population: 15,631 (as of 2385)
  • Moons: 1 (Sanctuary)
  • Climate: M-class / temperate forest around primary settlement
  • Current Leader: Chairwoman the Reverend Miriam GODWINSDOTTIR

The Tysus system primary (designated KC-4829 on the Federation Standard Astronomical Database) is a typical G-type star. New Haven is located on the fourth of eight planets. It is twenty light-years from the Romulan Neutral Zone and roughly one hundred light-years from the nearest Starfleet outpost. New Haven has one moon, “Sanctuary”, which is slightly smaller than Luna. For the most part, the planet is unremarkable in terms of native life and climate, with the colony itself in a temperate zone near at the confluence of two mid-sized rivers and about two hundred kilometers up-stream from the ocean. While suitable for agriculture, the planet is notably lighter on heavy elements that many planets, particularly lacking the sort of rare minerals that are useful for most modern industries. This is one reason that no other group has shown any particular interest in it. There is one thing that makes it stand out - ancient ruins, possibly of Preserver origin, which are located not far from the colony.

New Haven was founded in 2351 and has largely been isolated from mainstream Federation society. Isolation was, in fact, one of the main reasons that they traveled so far from the Federation core worlds. They believe that modern Federation technology has made life too simple and taken away challenge from people, and by doing so removed a vital part of the sapient experience. They particularly object to replicators and holodecks; in fact, the introduction of civilian holodecks for recreational purposes was a driving force behind their decision to leave when they did. Most of the colonists come from religious groups, both theistic and non-theistic, and while human-dominated there several members of other species and a larger group of hybrids. The Dominion War largely passed them by, because of their interstellar position and complete lack of strategic industry. They are currently led by Reverend Miriam Godwinsdottir, one of the colony’s religious advisers who is in the second year of a four-year term as chair of Board of Commissioners.

The colony is largely self-sufficient, with most of the workforce focused on agriculture and basic industries. Primary exports include hand-crafted goods and fine wines and liquors; the main import is biomedical technology. Primary education system is rated B+; there is no dedicated collegiate-level system but the colony has a distance-learning agreement with the University of Sarasota on Terra Nova and routinely sponsors scholars to core world universities.


OOC Information on the colony:

The New Havenites could be thought of as being similar to the Amish or some German Baptist groups... IN SPACE! They also have share a lot of the philosophical ideas as the New Essentialists, the jerks who tried to take over Risa. However, instead of bothering people, they set up shop on a distant planet. At first glance, and especially to the eyes of someone from Earth or another ‘utopia’ world, the Havenites almost certainly seem to be backward. They use only minimal technology and try to get by using ‘the fruit of their brow’. Food is grown mostly by hand in either home vegetable gardens or slightly more automated farms, and they are known to occasionally eat actual animals. Furniture is also hand-crafted and people either make their own clothes or buy them from professional craftspeople. Buildings are assembled using manual labor rather than construction robots.

However, when looking more closely, the crew will see that the colonists do use some technology for ‘non-frivolous’ reasons. Their medical center is as good as any sickbay and even has a surplus EMH Mark 1, although for day-to-day care they rely on humanoid doctors and nurses. In addition to the farms, they have an emergency backup in the form of food synthesizers and a stockpile of field rations for six months. They also have a fairly good educational system for a colony their size, largely focused on trade crafts and practical knowledge but also strong in the humanities and creative arts. They are also very egalitarian, both in terms of gender and species equality. Culturally, they're also a lot less strict than the aforementioned Amish - think more along the lines of backcountry farmers who enjoy "huntin' and fishin'", the odd bout of skydiving, and a good party with lots of beer and dancing. (Calling them quasi-rednecks IN SPACE, even if somewhat accurate, would be inadvisable while in the captain's earshot.)

In short, while they have their own opinions - and hold the very deeply - they're not stereotypical Greenpeace fanatics or god-botherers. Also, remember that 'backwards' by 24th century doesn't mean they're out of the middle ages - for example, they have fusion-powered tractors, because that's what their technical base can maintain indefinitely. It's just that... they have these weird things called wheels, instead of proper anti-grav propulsion. Your characters' views on whether this is a worthwhile point of view or the most idiotic thing they've heard of is, obviously, up to you.

More information to follow after arrival. Including a shiny map!

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Commander Ashton Griffith
Commanding Officer, USS Minoru


Mon Aug 30, 2010 1:13 am
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Post Re: Mission 1: Good Fences Make Good Neighbors - Discussion
Sorry about the delay in moving us along. I was sick through much of last week and it slowed down a JP and some planning I was doing. I'll be getting us along to our climatic battle - well, anti-climatic complete-lack-of-a-battle tomorrow-ish.

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Commander Ashton Griffith
Commanding Officer, USS Minoru


Wed Sep 15, 2010 9:35 pm
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Post Re: Mission 1: Good Fences Make Good Neighbors - Discussion
First off, a basic colony map for your edification.

Image

Second, a few notes regarding our current situation:

As several people have been informed, there are Odd Things going on with the people on the planet, as a result of exposure to the d4-shaped MacGuffin on the planet. As our intrepid crew visits the surface, and indeed even sit in orbit now that the shields are down, they too will start feeling its effects quite rapidly. How much a given character (NPC or otherwise) is affected will depend on how close they get to the alien ruins, how long they spend in proximity, and their own personality. A few guidelines:

  • The main effect is heightened emotions and feelings. If you have an opinion about something, you believe it more strongly. Think of it as being like turning up the volume or contrast on a TV.
  • This is particularly noticeable when it comes to people. Us-versus-them feelings are much stronger, be it between departments or between the crew and everyone on the planet. People are more friendly towards those they like and more hostile towards those they don't.
  • Aboard ship this will grow fairly slowly, but be noticeable at by Day 2. It grows much more quickly and to a greater level the longer a character stays on the planet itself, and if they get close to the ruins.

Exactly how your own characters reacts is largely up to you. Early symptoms may include irritability, cheerfulness about the weather, and a desire to proclaim your love for your fellow sapient, although nothing close to 'Naked Time' antics... yet.

Third, I realize that several people have been away for a variety of reasons, but posting was very low last month. I'd like to try to get us back up to normal levels again for December, and if anyone has suggestions for how to encourage this please feel free to PM me.

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Commander Ashton Griffith
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Thu Dec 02, 2010 5:39 pm
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