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Breaking the Lore for better Adventures (Thoughts & Opinions)
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Hello everyone!

I'm slowly piecing together the bits and bobs of a campaign set in the TOS era, and something I'd like to get feedback on is where lore can be broken a bit to help craft new and interesting stories while staying true to the core tenants of Star Trek as a whole. Predominantly, I'm thinking of the following and how it would tie into the universe seamlessly.

  1. Marines. The way I envision Starfleet Marines are specialists just like science or medical or operations, they just focus more on planetary operations instead. Relief missions, construction projects, peacekeeping, all things they excel at compared to the usual naval crew. This could lead to the crazed Marine who runs off into the jungle and must be rooted out.

  2. Enlisted and Warrant Officers. I was never a fan of the "everyone's an officer" idea and so enlisted crew are most definitely a thing. One thing we haven't seen, however, are how civilian specialists fit in, and that's where I think warrant officer could succeed beautifully. A facility with no commissioned officers left suddenly having a senior NCO trying to lead while a warrant officer contests them on decisions could be fun to play out.

  3. Intelligence officers. We're not talking Section 31 here, I'm referring to officers whose main job is funneling information to the command staff about known issues based on the info they receive from the office of naval intelligence. They also relay information back about what information the shop learns to create a big picture. It's an in game NPC the Captain can turn to for info without having to remember everything.

  4. Diplomatic officers. Similar to intelligence officers, these are specialists whose main function is to know customs and practices for aliens in the region. They relay this information to the crew so that people don't accidentally make cultural slip ups, like telling the galley not to serve ham to the representatives to a planet full of Muslims. They work behind the scenes to make the captains job easier.

  5. Disregarding the bulk of Enterprise lore. Don't get me wrong, I know the adventure of Jonathan Archer are important, but I haven't seen the show honestly and rather than trip over it, I've decided to go with an alternate take on the era. Short, simple, everyone on the same page, cool.

  6. NO REPLICATORS. This is, in my opinion, where Star Trek starts to move into magic meguffin of the week when they use technobabble to solve issues instead of their brains. I know TOS didn't have replicators but I also don't want a player trying to bullshit their way into making the first one. Transports, ok fine, but nothing replicated.

So what do you think works here? What could use tweaking and where do you think this might cause issues later on? Feedback is greatly appreciated and I hope to hear from you guys soon.

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6 years ago