Difference between revisions of "Ship's Log"

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--[[Ules]], 5-30-07 9:41AM:  I have two issues to discuss:  First, we are being far too conspicuous.  Using our ship like a blunt weapon (as we did when flattening that city block) attracts enough attention to us that those who have a remote interest in our ship will not find it hard to connect the dots.  You may think this is no big deal, but trust me, it is a very large deal.  We want to know who knows about us, and be able to manage those relationships appropriately.  If we run around hibbly-nibbly, threatening locals and bombarding buildings, then people beyond those we wish to will gain an interest in our ship.  For instance, we're gonna have to go to a great deal of trouble to shake G. Smitty's interest at this point, which we're going to need to do.
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Second, we should endeavor to manage those people who do know about our ship and its capabilities to either ensure that they're allies, or that the damage they can do is limited.  Mike is a primary point of interest here.  He knew the instant we came into Nestor that we were around.  If we keep putting him off, he may work to coerce us into performing for him.  More specifically, Mike and his friends are going to prove valuable in the future, take my word as a Norn on that.  We can play it such that we don't receive the proverbial "offer we can't refuse".
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My sources and intuition tell me that life as a jump crew has just become exponentially more dangerous, and we need to take these two steps to manage our risk effectively.

Revision as of 11:54, 30 May 2007

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--Ules, 5-30-07 9:41AM: I have two issues to discuss: First, we are being far too conspicuous. Using our ship like a blunt weapon (as we did when flattening that city block) attracts enough attention to us that those who have a remote interest in our ship will not find it hard to connect the dots. You may think this is no big deal, but trust me, it is a very large deal. We want to know who knows about us, and be able to manage those relationships appropriately. If we run around hibbly-nibbly, threatening locals and bombarding buildings, then people beyond those we wish to will gain an interest in our ship. For instance, we're gonna have to go to a great deal of trouble to shake G. Smitty's interest at this point, which we're going to need to do.

Second, we should endeavor to manage those people who do know about our ship and its capabilities to either ensure that they're allies, or that the damage they can do is limited. Mike is a primary point of interest here. He knew the instant we came into Nestor that we were around. If we keep putting him off, he may work to coerce us into performing for him. More specifically, Mike and his friends are going to prove valuable in the future, take my word as a Norn on that. We can play it such that we don't receive the proverbial "offer we can't refuse".

My sources and intuition tell me that life as a jump crew has just become exponentially more dangerous, and we need to take these two steps to manage our risk effectively.