Gamemaster Department
Sim Ideas
[snip]
Sim Idea 1: First Contact gone wrong
A new technologically advanced species has been discovered and your ship is the first to meet them, but something goes horribly wrong! Perhaps someone dies? Perhaps a technological disaster? Suffice it to say the new species you just met isn’t very happy and your crew has to diplomatically smooth over the situation!Sim Idea 2: Transporter Disaster
It was supposed to be an absolutely regular transport, but wild fluctuations in the storm meant that the people being transported vanished. Where have they gone?
Meanwhile, the misplaced crew members find themselves on a strange, distorted version of the ship. The crew is there, walking around them, but they find themselves like ghosts, out of phase in a way that means they cannot physically interact with anyone! Whatever will they do?Sim Idea 3: Honey I Shrunk the Senior Staff
This Sim’s Magical Macguffin is a machine that shrinks down a group of the crew to miniscule size. They must navigate through a gigantic world to reach some way of communicating with their JOs. Meanwhile, the junior officers have to figure out how to run the ship all by themselves.=== Interestingly this is almost par for the course the same idea done in a ds9 episode, not saying its a problem long as the GM in question would give it their own spin vs what happened in ds9
Sim Idea 4: Doll House
A powerful alien race has captured the crew and put them into what seems like a house. There’s food, but it’s all wooden. They discover that they have become playthings for a massive alien. How will they escape?=== I like this in theory, fits into the ‘god like’ aliens common in TOS!
Sim Idea 5: Engine Trouble
An encounter with a space cloud has caused engine trouble, making it impossible to travel at warp speed and shutting down all communications with the outside world. Will the crew survive or will they go crazy from space madness?=== I’d hope the crew don’t go crazy after only a week trapped lol, maybe a sim which is sectioned into different periods of time? Like the beginning is covered over a week, then the next part skips ahead to like a month later, then the third part say 3 months later, give the crew/players a chance to really mull over how they fix their problems and how they were surviving or coping!
Hope at least one of these inspires a GM :D
- Riley
Sim Idea
Murder At the Diplomacy Hall
Starfleet is hosting an important diplomatic conference at a starbase, acting as a neutral party between two groups with a long and complex history. This sim features many extravagant characters with strong and clashing personalities. It’s clear that the diplomats, their aids, and other members of their groups have many interpersonal connections and more than one motive for revenge. When the first body appears, the starbase is locked down until the killer is discovered and apprehended. Can the ship’s officers maintain calm, uncover the killer and avoid being accused themselves??
Abigail G
=== This sim idea I think would be most appropriate for one of our outpost/starbases or OED V so if it focused on those first and foremost it’d work
So just to keep this thread going on ideas!
1) The ship in question (appropriate for either Prime TOS/JJ TOS/Prime TMP/TNG era) responds to a distress call from a small run down station (crew size no more then say 30-40 people, and no bigger than 13-15 decks etc, think of the smaller outposts seen in trek in orbits). It is a station owned and operated wholly by a group of civilians, mostly a mix of humans, tellarites, and non-pirate/slaving orions (or whatever the GM might feel is appropriate). The station is orbiting a Venus like world in a system with a scattering of other non-inhabited planets. For all intents the system is generally within or near Federation space but is not ‘owned’ by the Federation, though it is recognized by any major powers in the area (like klingons/romulans etc), that its use falls in the sphere of influence to the Federation. Upon arrival the ship finds that the station’s distress call is due to several orbital thrusters malfunctioning and the ability to replace/repair then is beyond their means to handle due to the fact their last shipment of supplies ended up being lost/is running late that they had ordered for this very reason. They station is also experiencing several other issues ranging from some minor-moderate sickness among the populace (again to have been resolved with the arrival of the aforementioned shipment that didn’t come in yet), as well as several other low key/non-life threatening issues on the station (setup for the GM to decide), in short once the orbital thrusters are handled, any of the other issues are easy enough to solve one by one by the ship in question. Once the station is again secured, the owner/owners ask the ship to try to find their lost/late shipment as it represented a sizable investment by the station/owners and not only that but one or more of the ship that was to deliver it had a relative/loved one/ones on the transport that is lost/late and are concerned for their wellbeing. At this point the ship CO/crew can either decide to not follow up on this request (since its not an order from higher ups or something/could be used as a future sequel to this short sim idea later, if chosen this is fine, the station folks will be grumpy/insulted at this turn of events but they can do nothing to stop the ship/crew from leaving). If the ship/crew decide to follow up on the lost/late transport whether as part of this sim or a sequel, they are given coordinates of the last point of contact for the transport. This is an area of space even further inside the safe claimed borders of the Federation near a regular Fleet station (say deep space S-9 or whatever the GM wants to call it, point is that its a Starfleet station and well cared for and has no major issues in its influence), going to this station/contacting the station confirms the transport had left X amount of time ago, and at last report X days/weeks ago was on schedule to meet their delivery for the station the ship just helped. They have no further reports on where the ship is and of course are equally concerned. If the ship/crew backtrack the usual paths taken by a transport to the station they will find a fading warp signature somewhere in the middle of space. No signs of debris, or such are evident of the transport only that its warp signature up to the point of ending seemed fine, but then vanished without a trace. Further details of the fate of the transport, and its cause/resolution etc are left up to the GM to flesh out.
Again the above could easily be adapted for two sims if that is what the GM/ship wants or be one much larger sim, either can work
2) The ship in question (appropriate for primarily a TNG era ship), is sent on patrol at the beginning of the sim by their local starbase commander. The ship roleplays out some day to day tasks as appropriate for the ship for X amount of time. During the patrol along a border (appropriate to the fleet in question for a major power), they encounter cruiser from X major nearby non-federation power. The cruiser (which is still on their side of the border, and not in federation space, even if that would be ok like say if it were a klingon ship or other allied power), of this power hails the starfleet ship, agreeable exchanges are made on comms inquiring how both are doing (appropriate to the race in how friendly they are etc, in short the exchange is something like ‘hey how you doing? we’re good too’ or something similar in scope). After this exchange the cruiser’s captain informs them that during their own patrol they have been picking up some odd comm traffic in a nearby asteroid field that is split between both the federation’s border and the cruiser’s border. The odd comm traffic seems chaotic and random, and could be the result of just random space signals getting lost in the void, but it could be something else. The cruiser’s captain requests that the two ships join forces to investigate their individual side of the field and share information (obviously if the cruiser comes from say the klingons or another mostly friendly/allied race cross border search isn’t a problem, but it were say cardassians or say romulans or whatever then some tension could be had, again as all appropriate and the exact leeway of when and who can cross or if the fleet ship can cross is up to the GM). Going to the nearby field at impulse the fleet ship can confirm that there is a strange comm signal coming from within the field, but due to the strangeness as well as several various minerals and natural energy emissions from within the asteroid field getting a clear location, message detail if any, and more are pretty much useless. The idea for the sim is the two ships involved work together in some form to find the signal, it could be literal space comm junk and by the end have no real purpose whether useful or nefarious, or it could be the remains of some long crashed probe from either major power or another more ancient alien power, or it could be a hidden pirate base/ship/crashed ship, again this is left up to the GM), resolution would depend on several of the above factors, but in general the idea would be up to some point the two ships are cooperating until other factors could change that.
Thoughts?
Robert Archer