Talk:List of Mission Types your character/crew may be interested in

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--Dieter the Bold 20:28, 11 March 2007 (MDT) How often are Search & Rescue missions needed? Would a freelance S&R vessel, that also does some repair on frontier worlds and maybe basic odd jobs be a viable option?

--BenofZongo 22:55, 11 March 2007 (MDT)Definitely

--Edmiao 10:38, 12 March 2007 (MDT) we've played space pirates before, thus I am disinclined to do smuggling/mercenary/piracy type work. I think the following have definite possibilities of being unique and intersting: Search and Rescue/Medical Response; Archaeology; Mining; Repair; Surveying/Exploration.

--BenofZongo 11:48, 12 March 2007 (MDT)I've used the shipbuilding rules to create a test vessel, and I think that you can have a ship do quite a few different things depending on how you spread out your points, so many combinations should be possible.

--Dieter the Bold 15:10, 12 March 2007 (MDT) I'm also interested in a non-piratical mission path. I'm definitely interested in the list you've made, Ed. I'd like to be a ship of general fix-it's, whether it be ships, people or planetary equipment. With the occasional side job when we feel like it or an incredible opportunity seems to present itself.

--Gdaze-- Missions I'd like to see us doing - Archeological (Plundering focus),Surveying (after we dig out all the loots, we sell the area information to a mining company. I don't think we should do the heavy mining ourselves.), Salvage, Data Mining, OR Mercenary Work. Well anyway, those are what I'm interested in.

--Matts 16:52, 16 March 2007 (MST)How does a particular mission get decided on?

--Jason 16:53, 16 March 2007 (MST)Round robin tournament of 3 person sack races until a clear winner is decided.

--Matts 17:21, 16 March 2007 (MST)I say someone nominates a mission; then we play Everybody Beat Up the Jason Bessonette with the nominator as Jason Bessonette. If, at conclusion of the game, no further nominees step forward, then the motion is carried. If multiple missions are nominated, we play multiple rounds; winning is decided by whoever suffered the least serious injury, or in the case of ties, the least number of least serious injuries.

--Edmiao 18:30, 16 March 2007 (MST) The mission is very important. That is the primary "hook" that will bind us together and dictate what kind of game will be played and what kind of characters we will make. Unless there is a clear consensus, perhaps another round of voting? Of course, we should do the one shot first and decide on gemini vs nephron

--Matts 18:44, 16 March 2007 (MST)I was under the impression that many opportunities of the listed types would come down the pipe during the course of play, and that somehow we'd decide which to do.

--Dieter the Bold 19:17, 16 March 2007 (MST) We are certainly welcome to tackle whatever crosses our path and fancy, but certain missions require specialized ship equipment (S&R, medical, data mining/hacking), and since the ship creation is a collaborative process, we need to agree on where to place the points or else we'll have the most fucked up ship around. Even if we dumped points into a hacking rig, good comms, a good medbay with S&R equipment, we could still totally do anything that doesn't specifically require the ship or where the ship's specializations wouldn't get in the way. I'm interested in settling on a group of missions simply to streamline the group & character creation (if we want mercenaries, we should all buff up on some combats) and so when we make a ship we don't spend 2 hours arguing over it. Just a half hour.

--BenofZongo 12:37, 17 March 2007 (MST)Basically, dieter's point about specialized equipment (both on the ship and in your starting loot) is the only reason to consider what kind of missions you'd like to do in Gemini: what sorts of missions will "come down the pipe" will be determined by the prologue and all of your respective backgrounds. Nevertheless, don't make too big of a deal about it: I don't think we need another round of voting (at least, I really hope not). The reasons I'm not worried about it are the following: 1.) We're going to do several "practice runs" of the Gemini character creation system during the one shot and again if we actually pick my system. This should give people a chance to get familiar with how points of all sorts are distributed and allow you to formulate ideas about how you'd like to see those points spread out. 2.) If the group has disparate ideas about what the ship should do, or if people don't have strong opinions, the ship can always be fairly diverse. Unless you want to have a super badass ship in a particular area, you have plenty of points to be able to tackle lots of kinds of missions. 3.) Fortune points: going back to the idea of balance, if you have strong opinions about what the ship/crew should do, take a low card character if you can (a 2 or a 3). You now have a lot of fortune points to use for canceling cards (the GMs or other players) or for drawing extra cards, which you can use to make sure that the group story pile, the ship loot pile, and the ship pile are full of stuff relating to the missions you like. "But, *sniff* it's not FAIR that somebody can enforce their views on our democratic republic of liberated gamers!" You say. Well, maybe: if you don't like it YOU should take a low card character as well to make sure your views get represented. If you pick a high card (or rather choose to stick with one), then you should get comfortable with the idea of "going with the flow" at least a little bit (you do still get plenty of cards, but you won't be quite as flexible) in the prologue, or get friendly with someone who has some fortune points and thinks the way you do. 4.) IF we play Gemini, the entire first session is devoted to character creation: after doing two practice runs of the prologue (less or more, if people want), we will then run all the way through stuff, make characters, make the ship, and have you guys buy the majority of the Ship's loot. That way, everyone will actually be around to have a nice lively discussion about how communal points get spent. Remember, if a card gets played in reference to a general idea (the ship gets upgraded, six) that doesn't force points to be spent in any way, but you should try to honor specific requests (the ship gets a pimpin' med bay, ten).
I'm all for people discussing this before hand, but please let's keep the discussion fairly "loose" at this point: just post ideas of what you think sounds cool and/or you don't feel like doing; making suggestions of what sorts of stuff you'd like to see on the ship might be handy. It's really not necessary that you create a "roster" of missions at this point, however.