Saturday I set up the Airport Base Station at Shannon
and Kimberly's place.
Setup was easy as I had already tested it by setting it up for my home
network.
Basically just use the Admin utility to set the Aiport to DHCP and not
be
a DHCP server or do port mapping, assign a name and password to the
network
and that's it. We were using the connection from downstairs and it was
at full
DSL speed to the Internet. Almost made me want to buy another battery
pack so
that the PowerBook could be truly tetherless. Speaking of which, the
battery
is more efficient, as it lasted at least three hours before I got
nervous and
plugged it in.
Gaming was a bit short this week. Dave only had a little bit to run to
finish
his adventure. There were a couple of short fights but eventually we
left the
prison after an hour or two of gameplay. Then we went out to buy meat
for the
barbeque. After another large meal we settled down for the Star Trek
game. For
some reason though Dave (in command) refused to cross the Neutral Zone
to help
a Romulan ship in distress. Sensor scans showed no life signs aboard,
the
distress signal had specifically asked for military help (it is a
Romulan
Warbird after all) and without clear indication from Starfleet Command
he
was very hesitant to start the adventure. So nothing happened and we
stopped
after two hours of gameplay.
This brings up the question of just how much railroading can a GM do in
an
adventure? I think I had given clear leads for the course of action: a
distress
signal from a Warbird in the Neutral Zone (where there shouldn't be any
Romulan
warships). They also asked for guidance from Starfleet Command (so
already they
had blown that Initiative Renown point), who sent back a message
reiterating
that Starfleet vessels must help vessels in distress unless their
current
mission prevents them from helping. Dave decided to play it safe,
against the
advice of the rest of the players, and so we have no scenario.
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Now, I could have given Dave an excuse he could live
with. Maybe there is one
survivor (who may still be alive when they reach the Warbird) left or
perhaps
Starfleet Command or Starfleet Intelligence can order Dave to go in.
But really,
this campaign is about giving players the chance to make the right
decisions on
their own. Theoretically natural curiosity plus a gift for finding
trouble is
enough to get the players to the adventure.
There were two other things which I didn't agree with. I gave the
players a
simple starting mission (not one stated in the adventure) wherein
they're
transporting some Vidorian Fever vaccine to Psellus III. This is
actually an
important clue that can be used later in the episode, but it also meant
that
when the distress call came it was a choice of delivering the vaccine
and
saving some unknown number of Psellians versus investigating a recently
dead
ship. In real life most ships would stop and give aid to another ship
in
distress, even if it looked like they were too late -- versus getting
to port
a few hours later and maybe having some more people die from some
plague. The
sea is a harsh place to get into trouble and sailors realize that,
which is
why distress calls are taken seriously. The same should apply in space.
But
that is the GM's interpretation, which is of course the correct one for
the
universe.
The other point I disagreed with was Eric wanting to go in and drag the
Warbird
back to Federation space as some sort of trophy or intelligence coup.
Although
that's great from a Starfleet Intelligence standpoint, that's not who I
want
the characters to be. They should have been thinking first about the
ship in
trouble and what they could do to help, rather than how they could most
profit
from it. In the end this was a very short adventure and now that I
think about
it some more I will probably penalize everyone involved, since I
started out
by giving them a free skill to use in this adventure. I do have to
balance the
scales.
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