Monday, November 18, 2024

Command Crew to the Bridge



I thought it prudent to follow up my last post with the words of the players involved in our long standing Star Trek Adventures RPG campaign, Star Trek: Prosperity.

I posed to them the question, 'Why do you think Star Trek: Prosperity has lasted so long?"

Before I tell you what they said/wrote, I thought I'd give you all a brief, up-to-date rundown on our four Player Characters. 

Our Commanding Officer, Captain Ann Fletcher (played by Dan), went from young woman to watch to a well respected and regarded officer, a favorite of the Beta Quadrant's Starfleet Admiralty. Born and raised in the Sol System Asteroid Field, the Captain's teen and young adult years remain a bit of a mystery but definitely include some rough and tumbler years. She has a strong will, unflinching beliefs, and a goal of unifying every intelligent species in the galaxy in mutual friendship and respect.  

Commander Solok, our former First Officer and Chief Science Officer, published a number of papers on Precursor Science and Technology touted as ground-breaking by scientists across the UFP, particularly the Vulcan Science Academy. Mr. Solok has temporarily taken a leave of absense from Starfleet after marrying the Prosperity's Chief Medical Officer, Dr. Margaret 'Maggie' Hanover. The player now plays the up-and-coming young Helmsman Charlie Wilder, a natural born pilot (Solok and Wilder played by Leo).


Commander Solok of Vulcan
Former First Officer and Chief Science Officer


The ship's Chief Engineer, Andorian officer Tha'ar Bhoth (played by Alex), was promoted to First Officer and now serves with both distinction and a constent feeling of having to live up to his predecessor. Bhoth is a man of two worlds, with his dedication to the UFP and Starfleet pulled and pushed by his relationship with the Andorian Imperial Guard, where his father serves as a well-respected General. 

Finally, last but not least, Lt. Commander Rhys Carr (played by Arthur) started out as our Chief Communications Officer, was transferred to Chief of Security, and finally promoted to Chief Science Officer. Earler in Carr's Starfleet career (prior to the start of the campaign) he served as a Crytanalyst and that played a big part in his role as Chief of Communications. He was able to decypher the iconographic language of the Precursors and developed an improved algorithm for Universal Translators that greatly enhanced First Contact operations for years to come. 

Now, on to the players' comments...

"A longstanding mutual commitment that come what may, by the end of the session, Star Trek wins." Dan - Captain Fletcher

 ​“ First, the opportunity to portray a character for years and having them evolve and change though game play. Star Trek is a unique RPG setting that encourages communication over conflict, compassion over cruelty, and exploration over exploitation. Even as the world seems to prefers the later over the former, it’s comforting to be able to listen to our better angels. ”  Leo - Commander Solok / Lt. Wilder

“A fanatical love of and desire to live in Star Trek. The satisfaction of contributing our own stories in said universe. Love of each other at the table...a damn good ship design!” Alex - Commander Bhoth

"First, I truly love Star Trek and heartily welcome the chance to live in that universe for even a few hours a month. Second, I don’t have the opportunity in any other medium to not be the 'main character' and flex a player character’s interpersonal skills muscles on an ongoing basis. (There is no “I” in team. Except in Klingon. And then it’s more of an “eye”.) Lastly, to quote Professor Higgins, I’ve grown accustomed to your faces." Arthur - Lt. Commander Carr




The crew has spoken! The Voyage Continues...

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Barking Alien






6 comments:

  1. You are blessed to have a group of players willing to get together regularly, but I believe the main driving force behind the endurance of this campaign is the shared love of not just the sci-fi genre but Star Trek in particular.

    That I.P. knowledge and love is the secret sauce for campaigns that are based on well-known properties.

    If the majority of the team aren't onboard with the ethos and style of the game someone wants to run then that's your game hobbled coming out of the gate.

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  2. Agree 100% with everything you said Tim. It does make me consider though...

    "That I.P. knowledge and love is the secret sauce for campaigns that are based on well-known properties."

    I've often boasted that you need not be a fan of Star Trek/Star Wars/Ghostbusters/Insert Franchise Title to have a great campaign of said franchise. In my mind, as long as the GM loves and understands the setting and the players are at least familiar with it [and don't actively hate it] you can create a great IP based game experience.

    Do I still believe that? Something to consider in a future post perhaps.

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    1. "... you need not be a fan of Star Trek/Star Wars/Ghostbusters/Insert Franchise Title to have a great campaign of said franchise" I would say that's okay for a one-shot or very short campaign, where such matters may not be of such great importance (except where they impact the specific scenario), but for a game to have legs like yours everyone definitely needs to be on the same page.

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    2. I see what you're saying. Definitely agree.

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  3. "Star Trek is a unique RPG setting that encourages communication over conflict, compassion over cruelty, and exploration over exploitation. Even as the world seems to prefer the latter over the former, it’s comforting to be able to listen to our better angels."

    Damn. That's good.

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