Thursday, 29 July 2021

Next Episode

 

There is a sliding scale along which most adventures are delivered in terms of the experience it offers to the players. I would suggest something like - open world - West Marches - campaign - module - episodic - one shot. I wouldn't try and establish this as a new Beaufort scale for roleplaying games but I have been in many situations when games have broken down as roleplaying styles conflict over these issues and quite often the players dont even realise it. Yes there are inevitable character clashes between the narrative players and the rules junkies but being mindful of the gaming style will mitigate issues down the line. Whilst a GM should open up a dialogue with the players before a game even starts in order to make the context clear players should ideally have experience off all of these environments and adjust their style accordingly.


Of al of these styles I find that the episodic is the most challenging to GM. Open world is fairly easily  provided there are a lot of creative methods available by way of generating content on the fly - I tend to have a bunch of random maps, characters and buildings on hand and then bring them into play as required. At the other end of the scale the one shots are usually actioned packed from the start and as players are dropped into an immediate situation there isnt really the time for disincentives to arise before the event is concluded- they function on adrenaline and suspense to a large  degree. But the episodic games are a real challenge particularly if there is published  material driving it as the GM has to ensure that certain points are reached in a timely fashion. Games can feel out of the hands of the players as their decisions are cropped to the plot and there is a sense of pressure to perform pre designed situations.


I dont really see a way around this except for the players somewhat adjusting expectations although a bit of parody can help if the game is designed around an actual TV series (or indeed parody itself) - classic turning points, predicable character clashes and cheesy endings can be fun particularly if each character is required to get their iconic oar into the dialogue. On the GM side I would say its  critical that player time is maximised and GM dialogue is minimised to the absolute extent possible - the overreaching hand of the GM is felt heavily in episodic games in plot alone so every second a GM is talking further imposes their presence as well as turning players into spectators and narrowing their impact even further. Episodic games are not for the faint hearted GM but with a light touch when running and enough content that engages players then even just being able to tinker within an environment that they love is a base for building play.


Tuesday, 20 July 2021

Reflection

 


There have been a few excellent ScandiNoir TV productions over recent years, specifically The Bridge, Caliphate and Boarder Town to mention but a few although recently I have been sucked into Katla, a peculiar and literally atmospheric Icelandic drama. Its premise is something that really wouldn't capture my interest under normal circumstance and its taken me a few days to realize why I like it so much. Akin to the German sci-fi production Dark, its primarily a play on character despite skirting the metaphysical. I'm aware that a play on character is almost by definition but bear with me as it uses scifi in what is to me the epitome of its spirit and I miss the quality of the reflections here rather than the usual dull and predictable plodding of the usual cgi space drama productions.


For reasons, a large section of Iceland has become a controlled zone due to the continuous eruption of one of its volcanoes rendering nearby communities barely habitable. Of course there are the usual stoic local farmers and villagers that are determined to stick it out to the end as well as some visiting scientists that get drawn into circumstances. Whilst the dark and smoldering hellscape portrays a bleak otherworldly backdrop, its a stark metaphor to the individual characters that endure there and each seem to carry their own dark burdens from decisions and circumstances that haunt them.  Without giving too much away, ash covered people start to be appear out of the landscape and whilst initially seem to be lost, presumed dead, people returning to the community, the plot begins to complicate rapidly.


Its not a hugely original idea but the interplay between people living in the present whose life experiences have worn them down and suddenly confronted with the past made manifest illustrates not only how hardened and resigned people can become over time without realising it but also how fundamentally people change. Its not quite the innocence of youth but reminding ourselves of who we used to be and the effect we used to have on people can open us up to other possibilities. However its not all an endearing tale of self realisation, indeed given a chance to make different choices, there are those who not only repeat the mistakes of the past as if in some pre determined temporal self-imprisonment but there are those who go for decidedly worse outcomes. It seems that wisdom can also abandon one with age and experience is no guarantee of happiness.


The point is could a character development system work in the same way ? Rather than start with someone and build their life experiences as an adventure progresses, would you get a richer effect by running an entire game in retrospect - roll up a high level character first but then go back and roleplay it at a younger time ? It could work in any system - perhaps in the Star Trek one would roll up an old, disgraced or renegade admiral with a history of loss and betrayal but play the game starting as a fresh faced ensign. Rather then with a backdrop of skills and interests you would roleplay with a view to outcomes which may provide just as rich an adventure.

Tuesday, 13 July 2021

The Beginning is Nigh


Seems like D&D is in the news again but as this blog also clearly competes with Bloomberg and MSNBC, D&D is technically always in the news. This time there is a BBC article about how people have coped during lockdown and its not so much about existing players who have turned to internet comms as substitute as this would be a natural step for role players if indeed that they were using it already, but the article is slightly more insightful in the sense that it portrays roleplaying more accurately as a social experience rather than a game. Indeed there is no winning, no beginning and no end and for those who are hardened to the vicissitudes of fate potentially no rewards at all. But importantly empathy flows out of narrative even when its not real or in other words clinically speaking the stories that humans have always scribed onto cave walls and parchments store emotional content that can be released thousands of years later for those who care to listen. The article in question then explains the value of the connections we make and its emotional benefit for those who feel isolated.



I also note an additional article regarding one Lennon Thomas who was out Larping one day with a particularly realistic looking sword that provoked a response from the local firearms unit who are pictured joking with the suspect after assessing the situation although I would strongly suspect that Mr Thomas was likely not smiling during their initial contact and readily admits that he could have been shot on site. I'm sure he went slightly down in weight but up a level at the time.


So as in life as in fantasy its important to maintain a balance in all things, particularly between immersion and the police I would suggest but one will have an interesting story to recount in either circumstance. I also note that both articles are Welsh in origin, perhaps its the Dragon in the flag or one too many flagons in the Inn but there seems to be plenty of adventure beyond the boarder. As for the rest of us, lockdown is ending and old adventures will have a new beginning so if you can't remember how to roll dice then now is the time to start practicing.


Tuesday, 6 July 2021

Minatare Madness

 

Here I am at work trying to mind my own business and I have already had two members of staff pop in to show me photos of their favorite body parts. Now I stress that this has context and the body parts concerned are plastic and thoroughly attached to a number of other plastic body parts that comprise their roleplaying characters for physical representation during games. Oddly enough on the rare occasions that I have had to use token placeholders myself I have dug out some handy StarWars lego pieces that function very well for a spontaneous bit of game mechanics, but it is worth noting those for whom its a passion.



Akin to wood carving, there is something very relaxing about physically rendering ones own character in painstakingly glorious technicolor. In fact there is a burgeoning tech backed industry now with Heroforge offering full digital rendering from which your design can be printed and if your happy for them to do so they will print, paint and package as an all in one service. Its also worth noting that they can provide digital tokens for Roll20 like environments based on your design also but for those craving the personal touch, traditions have remained and as daylight fades into candle light, players hand detail their models as the hours slip away into the midnight oil and there would be a lot of midnight oils where entire armies are concerned.


Other than the physical need for counters and the haptic satisfaction of touching your own creation, psychologically its another route that the mind takes in order to manifest its imagination as well as a little escapism - akin to larping its about bringing someone you know into the real word and I suspect at the root of it may be a compulsion to create life. I haven't as yet met a roleplayer that has tried to reanimate a real cadaver either by using traditional lightening or more updated methods but it wouldn't surprise me if someone dragged one into the club. It also would surprise me if at least one of our members has already been through the reanimation process a several times already.


Tuesday, 29 June 2021

Certainly uncertain


Our world is thawing and the retreat of the pandemic age is revealing a changed world and a changed people. One of the most difficult things about separating people is getting them back together again and whilst there have been murmurings about another club meet I am a little skeptical of the outcome. In a sense its really just a comment on the passage of time but many role players, including myself, have sought out on line experiences which for some are more that enough to fit the roleplaying fix and for those who do not enjoy the company of photons may well have formed other routines either in households or local meetings where they can match with those in similar situations. Of different generations we have those with one jab, those with two and potentially the dreaded unjabbed, who should be urgently turned by the NHS. The world in fact did not stop during Covid, its just that in many cases people may have just moved on.

In what is now the traditional vein then one of the many Daves has suggested a D&D bash having climbed down from a more ambitious suggestion of Cthulu, although which edition I am unclear, although I would think that madness hasn't changed much since the original Victorian era. It is the beginnings of our rummagings so the press will just have to hold person for a blogging round but hopefully there will be a roll call shortly followed by a call to arms followed by a drunken board game followed by everyone trying to remind each other who they are.

Its a time of change, possibly permanently, as club memberships will have to be reforged or more properly purchased and we will have to chance whether we can recognise each other through the beards of time. For those who's beards cannot be penetrated and for those who's memories are shorter than they are then its an opportunity to meet new people who have been met before.

Tuesday, 22 June 2021

Never Heard if it



Having been in a sci fi mood recently, and by recently I mean about 35 years, we were engaging in the usual pre Star Trek game banter this last weekend when one of the players commented on the Fading Suns system that she was playing in. Whilst I never got the fax back in the mid nineties when it was released I have remained blissfully ignorant on this one ever since. To be fair a lot of people have a lot of systems - too many to play in one lifetime which is certainly no deterrent where game master collectors are concerned.



Either way, being a big fan of the big epics I brought myself up principally on Frank Herbert's Dune, The Foundation series together with all the books in its extended universe, the dystopias of Silverberg, the satirical take on life in Douglas Adams Hitchhikers works and the emerging cyberworlds of William Gibson. The list goes on and that's not even to mention the TV productions of Star Trek, Stargate, Starwars, Babylon5 and Farscape. I was less drawn to Moorcock's mashing of SciFi and fantasy as I do think they are somewhat oil and water - if you have magic then why use technology ? Which brings me to the Fading Suns approach..



If you take all of the above, throw in a topping of Warhammer and blend them together you get a sort of SciFi smoothie that is the D20 based system of Fading Suns. It seems like a post imperial imperium albeit somewhat fallen from the grace of greater days where medieval like houses remain to vie one another in a galaxy spanned with jump gates long abandoned by an ancient civilizations. Opportunity and adventure abound across the Known Worlds for a capable party, human or otherwise, and with  the blessings of the Universal Church of the Celestial Sun, what could go wrong ?


It does all sounds like a roleplaying bucket challenge to me but perhaps a pleasant throwback from the more existential approaches of  Eclipse Phase, Tales from the Loop and Numenera. More importantly and speaking of loops as I have not been kept in the aforementioned exactly how many roleplaying systems are there ?

Tuesday, 15 June 2021

Winnging it

 


Now as far as I am concerned one of the nine layers to Hell should have been the layer of Twitter where Devils become Trolls and spells have to be cast in 140 characters orless. It is not somewhere I would seek to adventure and I would be unsure of a remedy if I were cast there via a portal or otherwise deplatformed. Nevertheless whilst its not contained in any D&D worlds thankfully, the world of Twitter does contain D&D and it seems that recent tweets by Ray Winniger offer tantalising glimpses of re-modernised realms. We have been expecting this for some time given the passion that the fanbase has for some of the old D&D genres but we are left deducing somewhat deliberately as to which systems are getting re vamped. here is an extract of the tweet

As I've mentioned on a couple of occasions, there are two more products that revive "classic" settings in production right now.

The manuscript for the first, overseen by [Chris Perkins], is nearly complete. Work on the second, led by [F. Wesley Schneider] with an assist from [Ari Levitch], is just ramping up in earnest. Both are targeting 2022 and formats you've never seen before.

In addition to these two titles, we have two brand new [D&D] settings in early development, as well as a return to a setting we've already covered. (No, these are not M:tG worlds.)

As I mentioned in the dev blog, we develop more material than we publish, so it's possible one or more of these last three won't reach production. But as of right now, they're all looking great.


So I would summise that there are two "classic" realms out of a possible three that I can think of that may be receiving attention - I am gambling on two of Spelljammer, Darksun and or Planescape. As I am a fan of both Planescape and Darksun I would be happy with either or ecstatic if both got the treatment. There is the hint of a new format but not the implication of a new version so I am unclear if this will end up being a disjointed collection which would not be my preference as I do like a consistent approach within a release. But as with all scrying, there may be much interpretation of the entrails involved - I am wondering if like Apple and Microsoft we will end op with a D&D X which just receives continuous updates rather than a running re-releases.



Tuesday, 8 June 2021

Orbice

 


Every time I say I am not going to do another dice review, I end up doing another dice review. Don't get me wrong, I am not particularly obsessed with random number generators; I do at least make half an effort to chat about interesting things. Whilst there have been some amazing dice implementations it will always be that case that artists will keep generating fascinating and beautiful artifacts. Behold then the Orbice. Three dimensional circles of fate and finely sculpted themed spheres for those who are geometrically challenged and have grown weary of the usual boxy clatter. I have historically remarked on the D30 and single D100 before now which approach the pure surface from a sort of calculus angle by systematically cutting off edges although an infinite sided dice will remain a kickstarter goal for now I feel. I do note that in this case with a target of roughly 20k they have raised nearly one third of a million dollars so I think we can promote this obsession into an industry now.




In fact I will raise an important point for those who do not want their dice mis gendered as technically speaking they may not be dice at all, the etymology indicating that for late fourteenth century use 'Dice, Dyce or Dyse' refers to 'cutting into cubes' but as our six sided friends have been witth us for thousands of years the true origin of the word obscures the provenance.


Perhaps the pursuit of spherical solutions to problems has more deep seated roots in some peoples psychology and I would always recommend facing ones fears rather than running from them no matter how futile it seems. Either way, I wont be doing another dice review.



Tuesday, 1 June 2021

Awfully Cheerful

 

I suspect that after our Star Trek concludes, albeit in a long long time ahead in a galaxy very very close, I would be up for something a little more light hearted. There are a few parody's around that provide a relief from the stark universe of Starfleet protocols and whilst there are classics such as Space 1889 and Paranioa there are also some new systems brewing. Among them is the Awfully Cheery Engine (ACE!) which is "an irreverent, affectionate parody of pop-culture tropes and a love-letter to 80s roleplaying games."


Looking at the team that put it together, this is not surprising: Russ Morrisey, who began his career at the age of 14 has been hugely proliferate in the industry and the surrounding media over the last 30 years including systems such as Judge Dredd as well as running the EN world RPG website and podcasts. Dave Chapman is the author of the Star Trek Adventures core rulebook that we are currently playing as well as the lead writer of the Dr Who RPG. Marc Langworthy is the third collaborator on ACE also co authored the recent Judge Dredd with Russ Morrisey as well as the Hellboy RPG. AS much as some kickstarters seem to be good ideas shoddily thrown together, this team have a heritage that will stand it in good stead.


ACE! is D6 based and has the narrative structure of a film production akin to It came from the Late Late show where fast cinematic action and comedy set the tone. Each player has a hero bar the GM who is the Director and there are a number of cliche adventures packaged along with the core rules. A bit like the zones in the Crystal Maze each adventure is a take on the classics: Spirits of Manhatten is the crossover for Ghostbusters, Montanna Drones & the Raiders of the Cutty Sark is clearly the missing film in the Indianna Jones frachise, Strange Science parallels the film Weird Science where fitness freaks do a lot of body snatching and of course Beam me Up charts the voyages of the starship Brazen on its highly illogical adventures.


Basically if you were around in the 80s you can be around in the 80s again.


Tuesday, 25 May 2021

Winning your Bottle

 


We were a captain short for our Trek last Saturday as it seems that Phage vaccinations have been issued across the entire quadrant and as per orders she was confined to quarters for the episode. We are a short game already that occasionally requires us to play two characters which always makes me feel like I am managing rather than playing although the Trek is designed to have supporting characters which offers a somewhat forgiving experience. My main issue in such situations is plot block where we exhaust possibilities but are not seeing the solution to a situation or a way forward - with enough players or specifically brains on a problem someone tends to come up with either a fix or work around but with just two players there was a concern that we would get exhausted in a situation with limited options.


However the session went quickly (pros to GM Jon of course) and as the system is designed with episodic narratives in mind we decided to have a flashback bottle episode with the doctor and myself embarking from space dock at Earth on a transport before our commissioning on the Lyonesse.  I say transport but it was more like a flying bucket of bolts sprinkled over a warp core - it seems that Starfleet internal mail is pretty much identical to the staff transfer process.


Nevertheless we won our mini adventure and saved the passengers from opportunistic pirates posing as passengers and exposed the compromised crew who were conspiring with them - it was the cook of course, I suspect mainly because the cheaper Starfleet ships don't have butlers. There was also a Kzinti being transferred in cryo by an undercover Vulcan but thankfully we talked the GM out of time to release it which did help expedite matters. Flashback episodes can be a fun break from a main plot but there is no reason actually why a GM couldn't drop clues and back fill important events into such sessions but it would have to be crafted carefully as certain events and outcomes are already committed in the timeline. Ultimately I wonder if its possible to run an adventure entirely backwards from the conclusion to the outset.



Tuesday, 18 May 2021

Home Brews

 


In the creative cauldrons of our pastime there has always been a simmering of artistic ingredients. A bit like Buddhists there are those who task themselves with the constant rewriting of systems chipping away at previously undiscovered roleplaying nuggets and perspectives for repackaging an experience that is either more highly tuned or more narratively relevant than a previous incarnation. I am unsure as to whether there is a fashion apparent here as that would imply the coming and going of familiar rule sets and I get more the impression that its an iterative process at work. Certainly there are more formal editions of a system and I would hesitate to guess which product line has the highest version - perhaps Cthulu in its seventh would outrank D&D in its 5th but lets not forget the noble and single minded Astartes than now stride across 9th edition terrain. To be fair though, the fantasy specific adaption is somewhat younger that the formal wargame so perhaps we wouldn't count board games as such.

Certainly Kisckstarters abound with new games as well as revised takes on older systems and the creative juices that bring people into the somewhat armature dramatic hobby also fuel its development as an art form in its own right. But my question is whether its a matter of appeal or whether there is actually value in many of these reimaginings. This is not to rain on anyone's passion but as there is real authenticity in critiquing art I do wonder how we should judge new offerings. 


I have an old friend for example who has a passion for the philosophy of religion and is bursting with ideas for a new system based around the deification of alien artifacts. Without going into too much detail, an alien mother ship crash landed on a world thousands of years ago devastating civilization at the time. The alien survivors from different crew divisions went their separate ways and using the technologies relevant to their division established power bases and religious followings in that regard - command created warriors, navigation created rangers, security created rogues, medical created clerics and engineering created mages. Its s simple backdrop but in creating effectively a technological pantheon mythos, as millennia rolled by with access to occasional 'magic' technology, narrative quickly writes itself. So the question is whether this is just a re-hash of old ideas or is it an original and exciting new perspective ? I am unsure how to critique it an unlike a pure art, much of the answer lies in the play of course but perhaps roleplaying is something more personal as its not art created by one person but an emergent experience created by many players, the system being just the paintbrush.


In one sense I don't like to judge but when it comes to playtesting and investing time in a campaign there are only so many hours in the day so there is a choice. I wonder whether we are headed to a sort of MasterChef critique as our sector matures - or perhaps something more like the on line Steam game management systems - perhaps we have so much fun these days we only have time for speaking in emoticons.




Tuesday, 11 May 2021

Traumatics

 


RPG systems are dimly aware of the early development of characters and a lot of them include apprenticeship mechanics. Going back to the days of Naval enlistment children below the age of 15 would often be caught up in the Admiralty's net and Victorian chimney sweeps and the factory mills took their own tragic toll of the younger generations. The point is that although most systems derive skills from professional experience and stats from genetic markers, child development is often overlooked for expedience but is in fact the prime time period when most of our character traits and socialisation are established.


This is not a matter of preference for the child of course as they are completely dependent on their guardians and environment and there are always a fair share of babies that get the rough end of the stick in each generation. Loss of parents either through death or separation determine outcomes as an adult to an enormous degree. On the other extreme if a child isn't socialised by about two years old then its is likely that there will be long term aggression issues that can settle  into the mid to late twenties and even then only with consistent therapy; this is the route to psychopathy of course.


So there is a sort of clash between character generation in most systems that comes across as a sort of shopping list when compared to reality where we are mostly defined by our child development. Whilst I have not envisioned any sort of system that would fit more accurately, it would be interesting to see if there is a system out there that does. This perhaps would strain the pick and mix mechanics of skills but would likely enrich the roleplaying side of the character and I suspect be a better gateway in to roleplaying for the beginner rather than the usual  puzzle solving grind it would at first appear to be. But of course all this is in the context of human development - what happens to the child when the parents of an elf with cyber implants separate is a little more of an existential issue - if only you could just change the chips in a child's head sometimes... lazy parenting with Disney plus is one thing but getting your game cartridges mixed up when plugging things directly into a child's cortex could literally be a no brainer.


Tuesday, 4 May 2021

Starstuff

 


Hollywood continues to cast its net over casting spells in the roleplaying industry and of late it seems that Jeff Goldblum has now joined the genre in an upcoming Darkdice podcast set for the 12th May. Whilst I have never been a huge podcast fan technically I am pod listening briefly if I fall asleep in front of a youtube video. In the case of the Darkdice, the podcasts are of actual play and draw from the improvisation skills of professional actors and the site boasts a more immersive and authentic feel as a result. This particular adventure is entitled 'The Long March' and charts a quest for revenge following a failed attempt to save the world by another player controlled team. Ironically for a podcast, Goldblum's character is perused by someone called 'The Silent One', although it steals the voices and faces of others - a sort of evil reverse ventriloquist I would suspect.


Dark Dice is another husband and wife team somewhat akin to Dragonlance and goes by the company name of Fool and Scholar Productions. Its good to see that small roleplaying initiatives can still have a big impact as the industry expands under corporate oversight - small publishing houses should be able to keep the big players on their toes as with many of the on line based services fortunes can turn dramatically on any scale.


On a similar take filming has now finally begun in Northern Ireland for the upcoming Dungeons & Dragons movie. I say finally as its been in discussions since 2013 but its a difficult discussion where there isnt a particular narrative - I suspect that you either have to pick a realm or take the piss. I think that they have gone parody rather then Planescape  this time round but it could capture a wide audience if handled well. But there will always remain the tantalizing challenge of doing something authentic but if cracked then the sequels alone if not the world building would be worth a dragons hoard.

Tuesday, 27 April 2021

Xenolution


I have been wondering of late if we have reached some sort of evolutionary dead end as a roleplaying club. Somewhat like a charity that works extremely hard for its own obsolescence there may have been natural forces at work over the years that may have revealed a sociological rule perhaps. As a public facing club the membership has always had a gentle rotation of people - this is natural and whilst we mourn the loss of an adventurer, new characters emerge through the doors. Gently though we have hit a capacity of three games and on occasion pushed the limits by starting a fourth game in the bar space of the club which whilst not ideal with all the other activates, has been possible; a healthy club by many accounts.


But like the Roman empire we may have become decadent and inward looking as our capacity seems to have finally stabilized as a sort of natural iteration - we have a full compliment of people that are generally speaking always regular. There has been a new phase I feel where people have got to know each other and as friendships formed and personal roleplaying preferences have emerged, some will play in certain gaming combinations and not others - a sort of collection of home games. Natural patterns have formed that stress the balance of personal preference versus group activity. Its a tough on gamers like us - when roleplaying there is for some a commitment to see it through whilst for others its a mater of choice- the former behavior though, only supports the latter which is only sustainable to a point. For the most part you suck it and see as broadly speaking almost all games complete and rotate in good order.


As with our discord being both covid essential as well as digitally divisive there are some for whom its a no brainer necessity and others who rarely if ever interact with it. The digital divide has I believe also created a board gaming divide with some members dominating our social space necessarily at the exclusion of others who have to negotiate a conversation at their backs. Interestingly the Craft Beer club dealt with this issue early on and separated the boardgamers from the roleplayers by simply having two separate nights, one for each, and seem to have a much healthier atmosphere. At some point we will have to address our physical return to club but as for myself it may be time to trial spreading membership across two evenings now as we have discussed this as a solution to our capacity problem before. Its our Game of Thrones moment when the wheel turns full circle and its time to raise new dragons from new eggs.


Tuesday, 20 April 2021

Self Destruct

 


The adventures of the USS Lyonesse continue on as we had another episodes this last weekend of our Star Trek Adventures that currently has us in close orbit of a wormhole or possibly black hole whilst we attempt to rescue a time dilated SS Atlantis from the NX pre federation era. It's going to be a fun section of the adventure as the crew have been there for many years relative to the rest of the universe and have seemingly gone feral - looks like there are factions between command and at least one other division. Add to this that we are from the 'future' and have already diffused one phaser fight but far from convincingly as the npcs ran away from us. It will be interesting to see the patience of our captain being stretched here as although we are on a rescue mission, if people don't want to be rescued then what exactly are you supposed to do? I am amused that the whole problem could disappear down a black hole so to a less responsible captain the paperwork could be quite short on this one but I am sure that the doctor will expect nothing less that a full prescription of rescue protocols.


Prior to the game I did come across an amusing ten minute video of all of the self destruct sequences from Trek together with the cancellation protocols and to my surprise they vary considerably. It does make me wonder under what circumstances we would do this in our Trek. Players would avoid the scenario as much as possible to the point its not really a consideration but I have always said, good players can let go of their characters and there is no reason why we couldn't in principal divert play to another ship, but this would be undermining the principal of the game of course. Its just that in the series the destruct sequence was both used as a bluff and also very effectively as a  trap and I can envisage this as a dire but plausible action under extreme circumstances.


To be fair the ship will have a set of emergency escape pods and an evacuation procedure so severe courses of action are potentially viable without losing characters but I would want to cause a medical emergency for our GM as the existing deck plans have been lovingly created. Ultimately our first loyalty is to the ship, its one of us (and literally from the supportive dice rolls we get from it) and I think would buy it a drink in ten forward.