[actual e-mail truncated: only left details concerning the Romanov]
Subject: Small groups || The SOVEREIGN (RE: Gaming trouble--help requested)
Date: Tue, 09 Jun 1998 15:16:42 -0400
From: Joe <omnibus@lycosmail.com>
Reply-To: fasatrek@iastate.edu
To: fasatrek-digest@iastate.edu
> From: still unknown <grimjack@iastate.edu>
> Date: Mon, 08 Jun 1998 22:19:32 CDT
> Subject: Gaming trouble--help requested
>
> Okay, here's the scoop.
>
> I live in a part of the nation ravaged by Magic: The Gathering. Aside,
> from this, it's very difficult to find players. Finding enough for an
> entire bridge crew is unlikely, without some exchange of currency.
>
> Can anyone suggest a campaign format that just uses three or fewer
> players, without doubling up on the character sheets, that would work in
> the TOS/the movies/TNG era?
>
> Thanks much,
> grim
Over many years that my game has gone on, my player group has changed sizes from relatively big (10 people) to relatively small (2 players and myself, + one on and off player) and I have found that 3 players + GM is probably the minimum for a good campaign. You dont need to have the FULL bridge crew to play. Those positions not taken by the player characters are the GMs (me) opportunity to make the most interesting and possible the most likeable NPC for the players to interact with. It must be remembered that it is a ROLE playing game and cool NPCs really add life to a campaign. Especially if you (the GM) can make some of the NPC likeable enough for the players to really care about their continued play. This does put extra work on the GMs shoulders, but is well worth it. I believe that DS9-TNG era is best for a small group. I also feel that the commanding officer should also be NPC in a small group.
In my game, the commander of the USS ROMANOV is an NPC Admiral Remaz J.
Kezys. The premise of this character (Two and one half years ago) was to put an
Admiral on a Flag Ship GALAXY class cruiser that knew and had access to All of
Starfleets resources. This was in case the Borg or the Dominion came into
hostilities with the Federation and somehow disabled, disrupted or destroyed the normal
chain of command of Starfleet (ex. Borg Assimilation of Earth, Dominion invasion,
etc..). In this case the ROMANOV could then become a mobile field command centre for
ALL Starfleet operations until the Admiral could establish a central command HQ. I
did this in full confidence that the shows and movies would never have another Borg attack
on earth or a war with a foreign power (at least one that would last more than two
episodes).
With that said, and after war with the Klingons, another Borg attempt on Earth and now an
ON GOING war with the Dominion, the ROMANOV is ONE BIG TARGET!!!!! Any way, an NPC
commander with a player first officer is the best way to go in my opinion. You may
not be able to full roll play ship combat (e.g. Each station on the bridge), but the
players working together (and perhaps getting some helpful hints from the NPCs) still
makes it fun.
Remember, Star Ship combat isnt the name of the game. Concentrate on
characterization and role-playing and a small group should do fine. The only thing
the GM and the group need to be watchful of is conflict between GM and players or among
the players themselves. This is a danger in both small groups and large ones.
But in small groups, it can END the game. Everyone needs the remember, it is just a
game and friendships are the important thing.
"Star Trek" and all related terms are trademarks of Paramount Pictures. The use of any terms should not be taken as a challenge to Paramount.