So the ongoing thread of the second season of my Star Trek Adventures campaign has been the Haradin, an alien species my players bump into a lot. Across the course of the season, they've discovered that many Haradin have transmitter/receivers in their brain, that Haradin consider their homeworld space itself, that some Haradin thus perceive the Federation as an invading aggressor, and that General Zotabia—who the players have battled a couple times—is the face of a rising authoritarian/fascist movement among the Haradin.
Going into the campaign with all these ideas seeded, I knew I wanted to have a finale about this. Specifically, inspired by one of the published STA missions, "Ends and Means," I knew I wanted the season finale to be about about a vote. But instead of voting to join the Federation (as in that mission), there would be a vote on a Haradin clan-ship about whether or not to align itself with Zotabia's "Return to Harad" nativist movement.
What really unlocked the whole season for me was listening to an episode of WNYC's On the Media about shortwave radio, "The Divided Dial." What that episode discusses is how shortwave radio served as a medium largely invisible to both society at large and the government in particular, allowing for the proliferation of hard-right voices that no one knew about, leading to radicalization. I listened to this right at the beginning of the summer, and I came up with a science fiction take on it: the Haradin would have receiver/transmitters in their brains (as in M. T. Anderson's Feed), which would mean that authoritarian propaganda was being beamed right into their brains but no one would know about it.
(As it developed, the idea was that the Haradin maintained cultural unity despite being spread across a wide range of space through a transmitter network using subsubspace: a central transmitter connected to clan-ship transmitters, which then relayed to individual Haradin. The government ran this, a sort of NPR/BBC-like feed, but around six years before my current campaign, the government collapsed, and so the feed was shut down. Zotabia's group took possession of one of the clan-ship transmitter dishes and covertly reactivated it, changing it to only transmit to Haradin who adjusted their receivers with a certain code, meaning those with the potential for radicalization would spread it to each other, but to people on the other side, it would be pretty much invisible.)
I ran 13½ prewritten STA scenarios before I finally wrote my own for the first time this summer (see #5 in the list below), and I have been growing increasingly comfortable with both 1) coming up with my own ideas, and 2) not having the whole mission planned out ahead of time. Going into this mission, I knew I needed a number of things:
- To explore what a Haradin clan-ship was like: massive ships ten miles across and a hundred miles across, connected internally via a monorail system.
- Obviously to deal with the vote itself. Zotabia's people would be claiming that their opponents were rigging the election; but those opposed to Zotabia would be complaining of harassment at the polls. The players would be called in as a neutral party to help keep things aboveboard.
- The players had met a couple pirates in episode 1 of the season, including an earnest young one who (it would turn out) was being radicalized by Zotabia's feed; I wanted him to come back in some way.
- In our first episode of the season, I had introduced a couple NPCs based on Deep Space 10, the Starfleet outpost in the Ekumene sector my players' ship is based out of; one of them was a female comms tech, Chief Susu Webb, and it seemed to me there was potential for a thing between her and Nevan, my engineer. In episode 2, I had her slip Nevan some special tea. How could I keep this going? I came up with the idea of Nevan and the ship's Intelligence analyst, Frector, being tasked by Starfleet Intelligence to figure out more about the Haradin transmitter, and Chief Webb being sent along to help. This would give Frector and Nevan a nice subplot, and also give lots of time for Nevan and Webb to be in close quarters.
- One of my characters, Mooria, has the value "Protect Critters," and in our session zero, her player had requested "critters"... something I hadn't been able to work into any previous missions! So I knew I needed to do it here. I came up with the idea there'd be a disease of some kind among the livestock on the Haradin clan-ship; this would give both Mooria and the doctor, Gurg, their own subplot to pursue.
- Other things I had in mind, more vaguely: hacking the transmitter dish, the players having to drive a monorail themselves, the Klingon captain Akul (whom the players had promised to hunt Zotabia with) turning up, the clan-ship's ancient warp drive being reactivated, the Diversitas's resident alien AI (Mercury) playing some kind of role. As you'll see I didn't get to all of this!
The other thing I knew going in: I kind of wanted the nativists to win the election. Not because I am a mean old GM or anything, but because 1) it seemed to me that dealing with the fall-out of this would be potentially very interesting, and 2) as someone who currently lives in the United States, I just couldn't imagine how someone could stop a rising authoritarian movement! But more on that as I go.
"Captain’s Log, Stardate 54006.3. The Diversitas has once again been summoned to Deep Space 10 for a meeting with Consul Vrossaan. I can only assume this relates to the situation with the Haradin—as we made our way back to the station, we observed ever increasing numbers of Haradin ships streaming to an unknown destination somewhere within the depths of the Ekumene sector."
I had four weeks for the mission, so I planned it appropriately. Unfortunately, I had to cancel two sessions for various reasons, and so had to schedule two make-ups, but we did get there in the end! This is who I had per session:
- Ryan as Rucot, captain (sessions 1-4)
- Debi as T'Cant, first officer/science officer (1-4)
- Kenyon as Nevan Jones, engineer (1-2, 4)
- Claire as Mooria Salmang, pilot (1, 3-4)
- Cari as Jor Lena, security officer (1-4)
- Austin as Frector, Intelligence analyst (1-2, 4)
- Andy as Gurg bim Vurg, medical officer (1, 3)
I tried to make it work that all players would be present at the big finale, but unfortunately Andy got sick on the day! (His wife played for him, though; I thought it would unfairly handicap them to be down a player.)
Mission Directives:
- As always, the Prime Directive is in effect.
- Protect democracy.
- Investigate the mysteries of the Haradin.
I'll recap here on an act-by-act basis.
Act I: True-Born in Vacuum
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Haradin clan-ship Marvek |
This act covered their briefing on Deep Space 10, and the first half of their first day on the clan-ship—they arrived two days before the election. A lot of the very first session was them getting the lay of the land: having to get through Customs, meeting the matriarch of the ship-clan, and so on. The players came up with the idea that in the chaos of Customs, the group assigned to investigate the transmitter (Nevan, Frector, Chief Webb) would actually sneak off on their own and play tourist so they could get a look at it themselves. After meeting with the matriarch, the remaining players split into two groups: Gurg, Mooria, and T'Cant would look into the plague among the plorthik ("puddle-pigs") while Jor and Rucot would investigate election security.
As always, the players surprised me. I made the NPC the players met on a puddle-pig farm someone who had been radicalized by the transmitter network, and thus she was reluctant to deal with Starfleet. I had thought the players would probably appeal to her desire to protect her animals, but instead they played up the fact they had actually worked alongside Zotabia a couple times, and convinced her they were sympathetic to finding out the "truth" that the mainstream media was refusing to tell people... and thus she gave them the access code for the Haradin transmitter network! (Earlier, Gurg had built his own receiver, so they had this to tune into it.) I had thought they might gain access in some way, but not this one. They figured out the puddle-pigs had the anatid space flu, but to know more, they needed to take a sick puddle-pig back to the Diversitas; Mooria had to drive a monorail very gently to stop from disturbing the poor plorthik.
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interior city on the clan-ship Marvek |
Meanwhile, Rucot and Jor learned how the election was going to be run; Ryan, who plays Rucot, is a sociologist, and so asked me a bunch of detailed questions I wasn't expecting about election mechanics that I had to think about between sessions! The idea ended up becoming that when the transmitter dish worked, clan-wide elections would be held via the Haradin feed, but since then, elections had to be held in person. Each district on the clan-ship had come up with its own system for electing representatives to the ship-clan legislative assembly, but this would be the first vote since then, so the first time all those 794 district systems had to be coordinated as one.
The players also discovered there were Haradin who were not biologically Haradin, but culturally, living on the clan-ship: Orions, Yridians, and Lisspians. Zotabia's people were casting doubt that these were "real" Haradin and harassing them at the polls, particularly in the district nicknamed "Oriontown," the only one with a majority population of non-biological Haradin. Rucot and Jor worked with local officials to train election security.
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clan-ship monorail system |
Meanwhile meanwhile, Frector and her group approached the transmitter dish; they ended up playing enthusiastic tourists, and bribed a guard at a loading dock to let them look around, claiming they just loved transmitters so much. They had to sneak around until they found a maintenance computer, and they downloaded the schematics for the dish.
The first act culminated in two simultaneous Extended Tasks:
- When Jor was talking to Esha Vortan, the friendly ex-pirate (now part of Zotabia's paramilitary honor guard), at a polling place in Oriontown, other Haradin began harassing an Orion coming into register to vote. Jor had to defuse a potential riot. This one I made timed; if she failed to do it in four rounds, it would reach a tipping point where she'd be unable to stop it. (I had thought Rucot and/or T'Cant would be with her, but the way the players had split up, she was on her own... thankfully, she had a security squad with her!)
- Nevan and Chief Webb had to download the schematics; I did this one as the player's Extended Task track competing with an Extended Consequences track from me; if I got 5 Setbacks before they got their necessary 5 Breakthroughs, they would be discovered. But the players could do things to slow down the Extended Consequences Track.
I'm always experimenting with different ways to do Extended Tasks (to me, the best mechanic of STA and thus the reason I refuse to switch to the second edition); in this case, I gave each one a decent amount of Resistance (1 for the riot, 3 for the hacking) but tried to balance it out by making the starting difficulty less than the total number of Breakthroughs needed, so by the end of each Extended Task, it would be Difficulty 0. I think this ended up making them too easy but oh well! I do think Jor's player was pretty proud to defuse a riot single-handedly.
Act II: Their Gravity-Choked Values
This act was the remainder of the first day. At the beginning, the players reconvened on the Diversitas to consider their next move... but this was complicated by them receiving a distress transmission from Orvan Jadrel, the friendly Haradin professor they'd met in the previous episode. So they split up into three groups again: Gurg and Mooria would look into curing the puddle-pig, Nevan and T'Cant would deal with tuning into the transmitter network and validating the election algorithm, and Rucot and Jor would go to answer Professor Jadrel's distress signal. (Frector's player, Austin, was out that week.)
I ended up having a lot of fun with the transmitter network; when the players tuned into it, they picked up a broadcast, which I got my wife to prerecord with me (it was two hosts going back and forth), and played back for the players during the session. The players had the idea that they would reach out to the transmitter network and offer to validate the election security live on air; I was skeptical the people at the network would think this would make for riveting broadcasting, and so made it Difficulty 5... but they nailed it!
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University of Marvek |
Meanwhile, the group going to help Professor Jadrel discovered that, inspired by what the players had said to him in the previous episde, he'd taken to speaking out against Zotabia's movement... and his provost had suspended him, claiming he was making campus unsafe, as protestors were coming on campus to speak out against him in turn. Of my seven players, five are university professors (and the other two are married to professors)... and we live in Florida... so this hit pretty close to home! And of those five, one is a former University Senate president and the other the secretary of our AAUP chapter, so they were very concerned with whether appropriate protocols had been followed, and what kind of rules the Haradin university had covering extramural utterances.
(When Jadrel popped up in the previous episode, he had been so helpful the players had been suspicious; I toyed with having the cost of this being that he died, but decided that was probably too mean, and settled for him losing his job instead. One of my players: "This is hitting too close to home." Me: "Back in session zero, you told me one of the things you liked about Star Trek is the way it reflects current events." Her: [big sigh] "Yes, I know...")
They decided to take Jadrel back to the Diversitas, so he could broadcast from safety. But they were confronted by the Provost. Me: "Convincing the Provost will be a Difficulty 5 Task." Ryan: "What!" Me: "Ryan, I know you know that convincing a provost of something is much harder than Difficulty 5 most of the time." Anyway, they succeeded (and filed a complaint with the Haradin Association of University Professors)—it's nice if a game can provide a little wish-fulfillment!
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Haradin puddle-pig on an interior farm |
In the previous session, the players had expressed interesting finding the origins of the anatid space flu, so I set that up as an Extended Task. To make an effective antiviral, they would need to find out how the virus had mutated by tracing its origins back from the clan-ship farms to wherever it came from... but the plorthik in sickbay was dying, and would be dead if they didn't move quickly. (One of my players: "I think I wrote on my 'lines and veils' sheet no animal deaths." Me: "You'd better hope they succeed then!") Claire and Andy as Mooria and Gurg had fun with this, tracing the infection back to a ship recovered by a Haradin salvage crew, and posing as people interested in buying it. Andy in particular spouted bad fake Engineering jargon while secretly obtaining medical samples from the recovered derelict.
So all along, I'd been agonizing over my idea that no matter what, the players would "lose" the election. I kept talking to my wife about this—was I just being mean? railroading them? She told me I should just do it, but I called my friend Adam, a longtime GM in many different systems, and asked for his advice.
He said it was okay to have a downer ending, especially if it would set up more for the players to do in the long run, but suggested two things: 1) There needed to be a clear point where the players could do more but chose not to. Like, they could interfere in the election to make sure a certain side won... but perhaps they'd choose not to because of their Mission Directive of "Protect democracy." 2) The episode would need to end on some kind of victory, even if small. This was very helpful advice, so thanks Adam.
Thus, I had Act II end with the players getting a call from Consul Vrossaan on DS10, spelling out that Starfleet's opinion was that the election would almost certainly go bad: “Look, I’ve been trying to do what I can diplomatically for months now. But you guys are on the ground, no Federation team has spent more time with the Haradin—I saw you work miracles with the Ithik when no one else could. To quote the poets: 'only a fool waits for the thaw when the bridge must be cut.' The Federation needs a win here. The last thing we need is to be tangling with another authoritarian power on our borders, even a smaller one like the Haradin. A lot of people—both inside and outside the Federation—are going to suffer if Return to Harad wins this vote.”
The players then had a great conversation: considering that Zotabia's movement was pretty undemocratic itself, could you do something undemocratic to stop it from winning? How did that accord with their Mission Directive? They bandied about some crazy plans (sabotage, hacking the network to make it seem like Zotabia was calling for violence), but they ended up noticing a thing I hadn't really thought about: I'd established that the defunct transmitter network was very important to the Haradin—it's one of the meanings of the word Harad—and it had been turned back on by Zotabia's people... which was being kept secret from most of them. The Haradin were being denied their own heritage! It was a great conversation, very Star Trek and very much what I love about STA... and for the first time, I believed there was a way for them to win to the election.
The second act (and third session) ended with Zotabia arriving on the clan-ship. I played a nativist speech from Zotabia (I got AI to read it, since I don't think my voice is very suited to being a fascist dictator), and the players decided if they could embarrass Zotabia by having Rucot hug him as an old friend. I thought this seemed unlikely and set up a bunch of Difficulty 4/5 Tasks... but they pulled it off!
Act III: We Will Purify Our Skies
Going into the last act and the last session, I was clear that things were going to be hard. (I established that due to how tense things were, all Tasks would generate Complications on 19 and 20; I needed to rebuild my Threat pool for the climax!) I said this wasn't because I was being mean, but because a victory is only exciting if it's difficult. I said it was like the climax of a D&D campaign, but instead of fighting a balrog, they were fighting fascism itself—I wanted them to win, but I was also going to make them work for it.
The last act and last session covered the day before the election and the election itself. I began the session with another broadcast from the news network recorded by me and my wife: the hug had caused people to look into the past associations between the players and Zotabia, and notice that they had worked together sometimes, including Zotabia even speaking in Rucot's defense at his inquiry.
(My seven-year-old kept asking if they could do a recording, too, so I did a "vox pop" piece on the election day: PARENT: “Zotabia speaks plain. He remembers what the old space-lanes were like—before the offworlders took them from us. I want my kid raised Haradin, not kowtowing to the Federation.” CHILD: “I wanna be a ship-guard like Zotabia. He doesn’t take orders from planet people.” Everyone loved this.)
The players first went to the ship-clan matriarch to ask what she thought they should do, but having her make up their minds seemed dramatically inert, so I had her be a fence-sitter: basically, she didn't want to lose her power by becoming beholden to Zotabia, but she also didn't want to make any overt anti-Zotabia moves in case she did become beholden to him. My players decided she sucked. (Not wrong.)
They chose to do the following:
- Disseminate via traditional Haradin media that the network was back.
- Help Jadrel broadcast from the Diversitas.
- Analyze the Haradin transmitter in case they wanted to hack it.
- Go on a goodwill tour of Haradin farms, emphasizing that it was thanks to the Federation the puddle-pig plague had been cured.
They succeeded at all this, but I told them it wasn't enough—news wasn't being spread fast enough, they needed to do something bigger to move the needle. Their news about the transmitter being restored just wasn't disseminating quickly. I had expected them to hack the transmitter and put Jadrel on it (this is an idea they had bandied about during the previous session), but they came up with a different plan: capitalizing on the questions being asked about Zotabia following him being hugged by Rucot, they'd offer the Haradin network an exclusive interview with Rucot, one where Rucot would be able to drop in that Zotabia worked alongside Starfleet a couple times, that some of the stuff Zotabia was claiming credit for had really been their doing, and that Starfleet had defeated Zotabia a couple times. Was this guy really going to stand up to outsiders as he was promising?
Of course, I made it into an Extended Task, Rucot rolling to be compelling and persuasive during the interview. The limiting factor here was that after each time Rucot rolled, one of the other players would have to attempt a Difficulty 3 Task representing some kind of prep they'd done to help Rucot before the interview. If any of them failed, Rucot would choke and the whole interview would be over. They did a good job coming up with various things each could do: Gurg used his Value of "Rigorous Debate" to spar with Rucot ahead of time to get him ready; T'Cant pulled footage of Zotabia (when he was a pirate captain) running away from the Diversitas; Nevan provided validation the footage was accurate; Mooria reached out to the governor of Ryuku (the planet where they first met Zotabia) and got her testimony; Jor led Rucot through some Bajoran yoga exercises to keep him centered; and so on. It was tense, but everyone succeeded on their Difficulty 3 Tasks, so Rucot was able to succeed even when in the last round he rolled two Complications, meaning I increased the Task's Resistance from 1 to 5!
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Haradin lined up to vote |
This took us into the climax of the episode. My idea was that we would alternate between me rolling Challenge Dice and the players attempting Difficulty 5 Tasks to allow them to roll Challenge Dice. The rolls on those Challenge Dice would represent votes: mine votes for the ship-clan joining Zotabia's movement, theirs votes against. Like in an Extended Task, they'd get to roll 2+Discipline. I'd get to roll 6... unless they'd succeeded at the previous scene's Extended Task, in which case it would be 5. (On the other hand, if they'd decided to do something foolish, like overtly messing with the election, it would have been 7.) Whichever side had more tallies at the end would win!
The five Tasks I gave them:
- Maintain order in polling places: Daring + Security
- Help Jadrel with his speeches: Presence + Command
- Monitor the transmitter network: Reason + Engineering
- Go on plorthik goodwill tour: Control + Conn
- Monitor election computer systems: Reason + Science
With seven players, plus Chief Webb, it would be up to them to decide who would do what and what would get an assist. Of course a lot of them spent their Determination here... but some had already used it on the Extended Task.
The players were very smart about how to do this, thinking about how to do ones where they had Advantages early to make them easier and generate Momentum. For example, if Nevan monitored the network from the ship, he could use the Engineering Department to help, do it in a lab they'd configured, and use the Sensors, each of which reduced the Difficulty by 1, so it was just 2!
I had 10 Threat going into this, so I aimed to spend 2 per round, either letting me reroll Challenge Dice if it seemed necessary, or just adding to my rolls. If the players rolled Complications, I let myself spend more. At first they had a commanding lead...
Things got a bit tense, though, when on the second-last go, Frector only got 4 successes on her attempt to help Jadrel with his speeches. The players decided to reallocate Gurg from helping on the plorthik goodwill tour so he could roll an extra assist (I know this is technically not within the rules), which he did succeed at. Austin made Frector's Challenge Dice roll, and then I made my last roll... and I was up 3 over them.
There was just one roll left, Control + Conn for the goodwill tour... and only one player to do it! It was all down to a single roll by Claire as Mooria whether the Haradin would descend into fascism or not. Even thinking about it as I type this up, I get chills— I don't know that you can ask for anything better or more exciting as a GM.She used her Value to spend Determination, spent all the Momentum remaining in the pool, added more dice with Threat... and she did it! She rolled nine on the Challenge Dice, meaning the players beat me by seven points!
I had prepared two speeches for Zotabia, a victory one, and one where he lost (but claims it was rigged) and then slinks away. I played the latter, and we just had a couple things to wrap up:
Consul Vrossaan called them to congratulate them: "Thank you for your hard work on this. To quote the poets: 'the glacier moves only a finger’s width, yet reshapes the world.' Hopefully this is the beginning of a more fruitful relationship with the Haradin."
Kenyon decided that Nevan would respond to Chief Webb's flirtations by inviting her to play a game with him, and then giving her a copy of it when they parted company.
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Plato the Puddle-Pig |
To me, it was one of the best episodes I've run. I did a post-campaign poll about which episodes the players liked, and one cited it as their favorite: "I like that we were talking to lots of different people who had diverse agendas and we had to cater to those agendas while also keeping our mission directives and principles in mind."
If my campaign gets a third season, I definitely have lots of ideas of how to develop the storyline from here. But that will have to wait until next summer!
Star Trek: Ekumene:
Specials: