Difference between revisions of "Premade RPGs"
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This article contains several '''Premade RPG''' concepts which are available for use by any member with the rank of Lieutenant Commander or higher. This is a way of assembling a unique concept for your game, based on a pre-designed story concept which is then paired with a set of classes that you can choose from when applying to run the game. You will be paired with either the Bravo Fleet Operations Officer or another member of the RPG Team for a mentorship experience lasting the duration of your first mission, which has a set beginning and several endings. The concepts are broken down by which of Starfleet's core missions it addresses, with specific concepts tied to particular classes under that. | |||
Application Process | |||
Running a successful RPG is a rewarding but time-consuming experience. In Bravo Fleet, given that all members who reach the rank of lieutenant commander have access to write a ship of their own as a captain, we encourage you to try that out before you apply to run a game. Pre-made RPGs have a partial story concept and first mission already created, which lets you jump in with a mentor to learn the ropes. To become a GM with one of these concepts, follow this process: | |||
# Reach the rank of Lieutenant Commander | |||
# Request a primary command (i.e. a fiction, not a game), which must be attached to your dossier before you can apply to be a GM | |||
# Earn at least | |||
== Exploratory Concepts == | == Exploratory Concepts == | ||
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<div class="card-caption">''Akira''-class heavy cruiser</div> | <div class="card-caption">''Akira''-class heavy cruiser</div> | ||
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=== She's Smart and Quick === | === She's Smart and Quick === |
Revision as of 22:46, 11 November 2021
This article contains several Premade RPG concepts which are available for use by any member with the rank of Lieutenant Commander or higher. This is a way of assembling a unique concept for your game, based on a pre-designed story concept which is then paired with a set of classes that you can choose from when applying to run the game. You will be paired with either the Bravo Fleet Operations Officer or another member of the RPG Team for a mentorship experience lasting the duration of your first mission, which has a set beginning and several endings. The concepts are broken down by which of Starfleet's core missions it addresses, with specific concepts tied to particular classes under that.
Application Process
Running a successful RPG is a rewarding but time-consuming experience. In Bravo Fleet, given that all members who reach the rank of lieutenant commander have access to write a ship of their own as a captain, we encourage you to try that out before you apply to run a game. Pre-made RPGs have a partial story concept and first mission already created, which lets you jump in with a mentor to learn the ropes. To become a GM with one of these concepts, follow this process:
- Reach the rank of Lieutenant Commander
- Request a primary command (i.e. a fiction, not a game), which must be attached to your dossier before you can apply to be a GM
- Earn at least
Exploratory Concepts
Exploration is Starfleet's stated primary missions. Concepts in this category are closely related to the core Star Trek experience seen on all of the shows other than Lower Decks.
The Elder Statesman
Concept | First Mission |
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While Starfleet's newest, largest ships are assigned to the majority of deep space assignments, older heavy cruisers still serve with distinction in a wide variety of exploratory capacities. Under the command of a new captain, one of these elder statesman has recently been refit for a charting expedition to a remote sector of the Federation, to seek out strange new worlds. | Fresh from a major overhaul designed to take the ship into the 25th century, the [name] sets off from Starbase Bravo towards a sparsely populated sector to the galactic South. Upon entering sector 719, the ship's new and improved sensors detect a gravitational anomaly: one of our stars is missing! |
She's Smart and Quick
Concept | First Mission |
---|---|
Developed to avoid putting all of Starfleet's eggs in one basket, light explorers are smaller than behemoths like the Galaxy but are meant to use their tremendous top speed, impressive endurance, and powerful sensors to perform the same long-range exploratory missions as larger ships. A newly-commissioned light explorer has been assigned to the Fourth Fleet to probe the area of space beyond the Klingon Empire and Romulan Republic. | After successful passage through Klingon space into unexplored territory, the [Name]'s first assignment is to track down one of Earth's original deep space exploratory vessels: the unmanned Friendship 7. |
Diplomatic Concepts
Second Contact
Concept | First Mission |
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After first contact has been made by one of Starfleet's front-line vessels, a second contact team moves in to formalize diplomatic relationships between a new world and the Federation, which includes paperwork and engineering projects like installing communications transmitters. Second contact is normally assigned to a utility cruiser or one of Starfleet's other light duty vessels, and it's missions like these that keep the Federation working. This vessel is older, but it's seen hundreds of worlds in its lifetime, making connections that have stood the test of time. | Under the command of a new captain, the [name] is sent to make second contact with a world just inside the Triangle that had been missed by explorers for centuries thanks to unusual sensor properties in the area. The brief is simple: install a communications array that can cut through this interference so the world can stay in contact with the greater galaxy, but when the ship arrives, it encounters second contact teams from both the Romulan Republic and Klingon Star Empire, which are making their own pitches to have this new race fall under their influence! The [name] must convince them that the Federation is the better bet. |
Mediator
Defensive Concepts
Rough and Tumble Frontier