Showing posts with label creator: alison cybe. Show all posts
Showing posts with label creator: alison cybe. Show all posts

08 August 2025

Star Trek Adventures: Playing "Game Night" from the Lower Decks Campaign Guide

During my summer 2024 mini-campaign, I ran the prewritten STA mission "Abyss Station." One of the components of this story is an alien species called the Ithik; they initially seem to be a prewarp civilization, but when the players beam down to talk to them, they learn the Ithik know of other societies and civilizations. The Ithik are quite funny; they are obsessed with games and self-centered. They believe their planet to be the center of the universe, and themselves to be the most advanced civilization in the universe. Some of them even go so far as to claim they are the only civilization in the universe, and that all aliens are figments of their highly advanced imaginations. Despite having a population of only thousands, they have a huge government consisting of dozens of ministers and similarly, they have hundreds of religions.

What the players eventually learn is that the Ithik are artificial, incredibly advanced living machines; instead of mitochondria, they have tiny machines, and their DNA contains an artificial element. They were made by advanced aliens my players dubbed the "Engineers" to construct a moon-sized facility, and then left on a planet when they were done. Their planet is doomed, but the players have to convinced them to evacuate by playing games with them.

My players seemed to have fun with them, and during our fourth episode (when they needed to get more information on the alien facility the Engineers had built) called them up. On the fly, I established that the Federation was working to resettle them, but struggling because the Ithik weren't focusing on that, being too into all the incredible new experiences they were finding in the wider universe, particularly gin and tonics.

This scene cemented in me a desire to bring them back if my campaign got a second season. Once it did, I realized there was a suitable prewritten mission out there, "Game Night" from the Lower Decks Campaign Guide, where the players encounter the game-obsessed Wadi from the Deep Space Nine episode "Move Along Home." Its comedic focus would make a good contrast to the last few episodes I had done (which had featured apocalyptic threats, brutal warfare, and prisoner torture and Obsidian Order agents).

"Captain’s Log, Stardate 53950.1. A month into our renewed mission of exploration in the Ekumene sector, and the Diversitas has been summoned back to Deep Space 10 at the request of Consul Vrossaan. The upside to this is that a Federation mail tender has recently visited the station, allowing our crew to pick up some packages that have been shipped all the way out to the frontier…"

Planning the Mission

Wadi hologram
(screen capture from DS9: "Move Along Home")

The premise of "Game Night" is that the player ship is assigned to transport a Wadi delegation. Knowing of the dangers of the Wadi love of games, the players need to hide every game on the ship and disable the holodecks. The Wadi, however, bring aboard one of their game boxes anyway. First the players are transported into the chula game from "Move Along Home"; once they escape that, it turned out that one game was missed, a copy of (what is not said to be but clearly is) Dungeons & Dragons. This causes the whole ship to be plunged into a D&D scenario that the players need to escape from.

Overall, it's a fun one, but I made some adjustments. Most obviously, I substituted the Ithik for the Wadi, though the technology the Ithik were using was still the Wadi game box from "Move Along Home"; the idea here was that following the Dominion War, some Wadi ships were among those that came through the wormhole to the Gamma Quadrant once normal travel was resumed. In the scenario as written, it's an NPC who has the D&D gamebook that gets missed, but I thought it would be more fun if it was a player, so before we ran it, I approached Kenyon who plays Nevan, and asked him if 1) he thought Nevan could be a D&D fan, and 2) if Nevan might be faintly embarrassed by it. He was game for it.

I also tightened up some aspects of the scenario as written; the crew needs to lock up all the games on the ship, but there's also a bit about them needing to lock up weird artifacts, which involves them finding out that someone on the ship has an alien sex candle from TNG's "Sub Rosa," and I felt like this seemed 1) not terribly relevant, 2) maybe going too much into an area I wasn't comfortable with, 3) taking too long to get to the meat of the episode, and 4) a callback to an episode my players might not even remember. Also, the scenario as written assumes the players are lower deckers, of course, but mine aren't, and thus it doesn't make as much sense for them to do a bunch of ridiculous tasks.

Allamaraine!
(screen capture from DS9: "Move Along Home")

Act II of the scenario as written is all about the players being stuck in the chula game, but I feel like the fun thing in the scenario is the D&D riff, so I wanted to get there faster. So I also cut the chula game down a lot, to just a single encounter, so that Act I would end with D&D taking over the ship, not Act II. (The idea here being that, while the players were trapped in the chula game, the Ithik were ransacking the ship for games to connect to the Wadi box.)

Mostly I really liked the scenarios the mission has for D&D on the ship: orcs take over Engineering, a necromancer builds a tower in sickbay, and a dragon attacks the ship. The necromancer-in-sickbay challenge includes an Extended Task, but commits a mistake that an annoying number of prewritten STA scenarios do: the Extended Task has no limiting factor as written. Let me walk you through it in detail:

Navigating the spire, recovering the security chief, and finding a way to eject the necromancer from their body is an extended task (Magnitude 3, Difficulty 3, Work Track 15, Resistance 1). Three breakthroughs are required: identifying that phasic temporal energy influx would forcibly evict the necromancer entity from the security chief, completing an energy output device which can be attached to an emitter, and navigating the interior of the labyrinthine tower. 

This is a perfectly fine setup, but the thing about Extended Tasks is that there has to be some kind of limiting factor, or they just don't make any sense. The difference between Extended Tasks and regular Tasks is that Extended Tasks need multiple attempts... but if the players are allowed to make infinite attempts, then there's no way they can ever fail!

a necromancer tower in sickbay
(image rendered by ChatGPT)
There are lots of different ways you can handle this. One is to say that the Extended Task must be completed in a certain number of intervals, otherwise there's some kind of bad thing or other kind of external event that takes place. For example, in "Nest in the Dark" (see #4 in the episode list below) your players need to beat a logic puzzle before the air runs out for one of their crewmembers. You can otherwise set an Extended Task during an action scene. This is the case in "Signals," for example; the players need to disable the self-destruct sequence on an alien artifact, but are also being attacked by Romulans. The longer it takes them to do this, the more damage the Romulans can do.

I'm a big fan of just limiting the number of attempts the players can make. For example, in "Biological Clock," the players are trying to reconfigure a transporter component to use in a device, but as written it suffers from the "infinite attempts" problems. I added the stipulation that "this Extended Task may only be attempted 5 times before the phase coil resonator burns out" because it's a finicky component that can only take so much tweaking. That Extended Task required four breakthroughs, so it really only let them have one wasted attempt.

One other limitation I use sometimes is that each player can only contribute once. I used this for the climax to "A Thousand Miles from Day or Night"; the players were chasing an Obsidian Order agent, and each was allowed to do one thing. If they had all done something, and they hadn't completed the Extended Task, the guy would have just gotten away.

Inspired by the note in the description that this Extended Task had Resistance 1 and the visual that the necromancer was escaping up a tower, I came up with a new limited factor this time: after every attempt the players made, the Resistance would increase by 1, basically representing the idea that the necromancer was climbing the tower and getting further and further away from them, making it more difficult to track him down. So, Resistance 1, then 2, then 3, and so on. If it took them too many attempts, eventually the Resistance would be so high it would be impossible for them to accomplish any Work. Mostly I liked this but I think I inadvertently made it too hard (as I will discuss in more detail under Playing the Mission below). If I did something like this again, I'd start at Resistance 0, and work up from there.

This is a pretty long explanation of a pretty minor problem, so sorry! Overall, I liked "Game Night" as written a lot, and it made me a little nostalgic for the days of my own lower decks campaign; I think this one would have worked well there, and I would have been able to do more of it as written. 

Having compressed Acts I and II into one, and turned Act III into Act II, what was Act III going to be? Well, going into the first session, I had no idea, but was confident I'd come up with something. I am getting more comfortable with this approach than I used to be!

And, of course, I made the episode title more pretentious. (It comes from a They Might Be Giants lyric: "When I get through this part, / will the next one be the same?" In this case, it's supposed to represent the players' frustration with the levels of the game, but it also describes the malaise the Ithik are experiencing.)

Playing the Mission

mail call on Deep Space 10
(image rendered by ChatGPT)

I have seven regular players, plus one who steps in if we're below six. It took two and a half sessions to get through the episode. This is how it broke down:

  • Ryan as Rucot, captain (session 1)
  • Debi as T'Cant, first officer/science officer (1-3)
  • Kenyon as Nevan Jones, engineer (1-2)
  • Claire as Mooria Salmang, pilot (1-2)
  • Cari as Jor Lena, security officer (1-3) 
  • Austin as Frector, Intelligence analyst (1, 3)
  • Andy as Gurg bim Vurg, medical officer (2-3)
  • Toren as Tronnen, counselor (3) 

I began the mission with the Diversitas at its home base of Deep Space 10, summoned to a meeting with Consul Vrossaan of the Federation Diplomatic Corps, an NPC the characters became acquainted with in the previous episode. I wanted to seed the idea that Nevan collected D&D gamebooks, so I began the episode with a mail call, and I turned it into a role-playing moment by having all the players imagine what kind of packages their characters might have receive (this I sent out in advance, so they could ponder a bit). This was pretty fun; this is what people came up with:

  • Rucot's parents had been trying to warn him about the Obsidian Order plot in the previous episode, but he had totally missed their hints; they sent him a note about listening to your parents, but also some isolinear rods featuring Cardassian music.
  • T'Cant, whose parents were Vulcan artists, sent her a Thomas Kinkade print.
  • Mooria got Trill books on telepathy and translation (two things her character is interested in), plus some gin (because I had the players review mission notes from their previous Ithink encounters, and she'd noted their interest in gin).
  • Jor received Bajoran tarot cards.
  • Frector (who is a Ferengi woman) received gold-pressed latinum from her brother, since he's always worried about her in the currency-less Federation.

Consul Vrossaan
(image rendered by ChatGPT)
The characters were warned by Consul Vrossaan that the Federation Agency for Refugee Transition had gotten nowhere in resettling the Ithik, because Ithik just wanted to play games and drink. In frustration, they'd handed the Ithik off to the Diplomatic Corps, who had similarly gotten nowhere, who were thus handing them off to Starfleet, in the hopes that the Diversitas's rapport with the Ithik would let them succeed. The Diversitas's job was to show the Ithik some candidate planets for resettlement and get them to pick one. But, she stipulated—get rid of every game on your ship: "Turn the holodecks off, and tell the Ithik they’re broken or something. Get the 3-D chess set out of your ship’s bar. If there’s a dart board, recycle it. If someone has a board game in their quarters, box it up and seal it in the cargo bay. If an Ithik finds a game somewhere, they will start playing it and you will get absolutely nowhere. Oh, and no gin and tonics either!”

The players thus carried out the clean-up tasks in Act I; I enjoyed getting to roleplay the crusty old NCO who didn't trust Jor to safely stow away his family's prized chess set. 

But my players surprised me during this act. One of the Mission Directives is "Ensure all dangerous artifacts onboard the ship are contained"; there was one thing about my own worldbuilding I had not totally thought through the implications of! The Ithik were created by the mysterious digital intelligences called the "Engineers," but back in episode 4, one of those intelligences, named "Mercury," had uploaded a copy of itself onto the Diversitas's computer. We hadn't done much with this yet, but the players were justifiably worried about what would happen if the Ithik essentially met their god! Somehow I hadn't even thought of this, so it was very gratifying to realize the players were thinking through the lore we'd built up. They went and talked to Mercury, who assured them it wanted nothing to do with the Ithik; it just wanted novelty, new experiences, the kind of stuff it wasn't getting as part of the Dyson swarm it called home.

The players clearly knew I was up to something with Kenyon/Nevan but happy to play along with it. At one point someone asked Kenyon if Nevan had anything to disclose, but he assured them he didn't in not very convincing terms.

the Diversitas's lounge ready for a reception
(image rendered by ChatGPT)
The players surprised me again when, before the Ithik delegation came aboard, they brainstormed ways to interest the Ithik in picking a planet to resettle. I had just intended this as an adventure hook, but they took it seriously. They decided to make picking a planet to settle on into a game itself, a sort of Project Runway of planets. Members of the Ithik delegation would get assigned one of the four planets to develop, and each would be assigned some members of the crew to help them; Consul Vrossaan would be the neutral judge, picking for settlement whichever planet they developed the best proposal for.

Thus, when they meet the Ithik, who came aboard hoping to play more games (“Tell me, Rucot… what excitement do you have planned this time? I have read about your Cardassian strategy game kotra, but not yet found anyone to play me. Or where is your T’Cant—I would love to play her in kal-toh. Or Frector—let us play dabo!” Turns to Jor. “I do not know you or your species—what is your game of choice? If this universe be imaginary—and my Minister of Philosophy says the evidence for this mounts all the time—I must have quite the imagination, for I did not know of so many games! Do your human colleagues know of Settlers of Catan or Mind or Terraforming Mars or Twilight Imperium? Truly hours of delight!”) at a shipboard reception, the players pitched them this instead. I made it a D5 task to win over the Ithik but of course they succeeded.

The players had had fun with some of the absurd Ithik ministerial positions in their previous appearance, so I leaned into that even more this time. I brought back the Minister of  Astronomy (blind, so cannot actually see anything) and the Minister of Philosophy (convinced that the Federation is but a figment of Ithik imagination), and added on the Minster of Dream Licensing (authorizes and deauthorizes dreaming), the Minster of Cosmic Indifference (issues monthly memos that read "The universe remains ambivalent. Carry on."), the Minster of the Aesthetic Sublime (once fined a mountain for being "too breathtaking without a permit"), and the Minister of Ministerial Administrations (responsible for adding more ministers to the government—never enough!). We got some good comedy out of this; I had told the players at the beginning of the episode that this one was going for a Lower Decks vibe, and they responded appropriately.

I had been a little worried the players might react and try to stop the Ithik when they produced the Wadi box, but thankfully, they let me do it all, and ended up in the game realm, along with Consul Vrossaan. (I found it useful to have her around, as basically a character who really could die.) When the girl popped up singing "Allamaraine, count to four, Allamaraine, then three more, Allamaraine, if you can see, Allamaraine, you’ll come with me!", thankfully a few of them recalled the episode, which I gave them a bonus for on a later roll. My players mostly have notoriously low Fitness scores, so the Fitness + Security Task you have to undertake in this part of the game proved quite taxing!

a dragon attacks the Diversitas
(image rendered by ChatGPT)
Once the players beat the first challenge, I had them return to the ship's lounge, just as the Minister of Astronomy proudly ran into the room bearing the D&D sourcebook he found in Nevan's quarters, which the Ithik mayor connected to the Wadi box, causing the three D&D threats to attack the ship.

I said I cut it down, but I actually cut it down too much, because all of this left us almost an hour from the end of session one, but I'd only planned out Act I in detail. Thankfully, the players decided to get the Wadi box away from the mayor before they did anything else, and spent lots of time debating the best way to do this. Often I cut them off when they get into the weeds like this, but I was thankful for it this time! In the end, they decided to have Jor challenge the Ithik mayor to a game of darts, which also meant having to recover the dartboard from storage. Jor has a Focus in darts, so of course she won even though I spent 6 Threat to give the Ithik mayor three extra dice.

I knew Ryan and Austin wouldn't be present for the second session, so I covered this narratively. When the players scanned the Wadi box once it was in their possession, it reacted by causing Rucot, Frector, and Consul Vrossaan disappear in the flash of light. An embrassed Ithik mayor informed them that their tampering with the Wadi box had made it potentially lethal. “Not totally our fault, sorry. We don’t really understand this technology to be honest!” The Minister of Philosophy: “I don’t see why it matters—none of them are real anyway!”

Session two thus covered all of Act II (which I dubbed "Dungeons & Diversitas"). There are three problems; the players split up into two groups, so I cut back and forth between them. Jor and Mooria went to join Gurg in sickbay to battle the necromancer, while T'Cant and Nevan tried to retake Engineering.

an orc in Engineering
(image rendered by ChatGPT,
based a couple reference images I provided)
Gurg had antagonized the necromancer by demanding scientific explanations for his powers and criticizing his skull motif. The players had the smart idea to try to evacuate sickbay, but unfortunately failed the roll to do it. This meant that when Jor shot the necromancer, killing him instantly, his spirit just possessed one of the orderlies (dubbed "Ensign Brad") and teleported away. The Extended Task I think worked pretty well, but the players made some weak rolls at first, which made it harder than I intended; I think they failed to get a Breakthrough on their first Task, which really made it tough. Like I said above, if I do something like this again, I'll start at Resistance 0, not Resistance 1. But they made it there in the end!

The scenario as written has a couple ideas for how the players might handle the orcs, but Debi and Kenyon came up with their own, suggesting that if they impersonated the orc god Gruumsh and asked the orcs to build an altar, they could lure them all into one central space and trap them in a forcefield. But they needed gold to bait the trap, and the replicators were offline. Thankfully, the mail call at the top of the episode proved the perfect seed for this moment; with Frector trapped in the Wadi box, they had to break into her quarters, find her safe, and crack it open to use her gold-pressed latinum. This was good fun, Kenyon's real-world D&D knowledge bleeding over into Nevan's in-character D&D knowledge.

Those two crises taken care of, the characters united to go to the bridge and defeat the dragon. The scenario as written has them taking a purely lower-decks role for obvious reasons—while the senior staff battles, the characters need to realign the conn, reroute the weapons, and cycle the shields. I kept all this, but then added a final Conn Task for Mooria to line up a shot, and then a final Security Task for Jor to stun the dragon.

They then locked it into a tractor beam. The scenario as written specified that the necromancer and the orcs disappeared when defeated, but I had the dragon persist, which led into the third act. (Once again, they got there with a decent amount of time left.)

Wadi game box
(image rendered by ChatGPT*)
As written, the episode ends with the players winning by defeating the D&D challenges. But I had a scan show that there was still an energy trace running from the dragon—though not to the Wadi box, but to the mayor. The problem here is that an RPG doesn't necessarily end the way a board game does; the mayor is still the DM and thus the game hasn't ended. When they went and talked to him, he just ranted about other quests he could send them on.

The climax was thus about coaxing the mayor away from his interest in games, which the players realized that he was using as a way of coping with the trauma the Ithik experienced from the one-two shock of their planet being destroyed, and learning they were artificial beings who had outlived their designed purpose. I made this a D5 Task; they went and talked to Mercury again, who gave them some advice about how it was learning to make its own purpose. This reduced the Difficulty to 4, and they succeeded. This, finally, deactivated the game, and returned Frector, Rucot, and Consul Vrossaan to reality.

That left us with just two scenes to play out in the final session. (I established that any players absent this week were simply busy repairing the ship.) I designed a game for the players to play against each other, where four teams consisting each of one player and two Ithik ministers (except one, which was two players and the mayor) would work on Extended Tasks simultaneously, representing them coming up with settlement plans for each of the four candidate planets. I was pretty proud of this; here is an edited version of one of my handouts:

The incentive for trying hard was that the player(s) whose team won would get an extra point of Determination for the next episode. I think the main downside of it was that players had to decide a lot of stuff right off, and that they had to roll a bunch of dice: for themselves, their assisting NPCs, and the ship. But they had fun, and threw themselves into it. Gurg rolled badly on the first round, but reacted appropriately in character, getting into an argument with his teammates that all enjoyed more than the actual game. Austin had the clever idea to have Frector roll by herself, and her assisting ministers to work by themselves, so he could get two Tasks done in a single round.

Jor and Tronnen (on a single team), Frector, and T'Cant all managed to get a fourth breakthrough during the third round; for a tiebreaker, I had each team do a presentation to Vrossaan about their planet, drawing on the stats given on their sheets, as a three-way Opposed Task. There was then a two-way tie between Frector and Jor/Tronnen, so I made it into an arm-wrestling contest that Frector won by spending a point of Determination. Our Klingon crewmember was suitably embarrassed at losing to a Ferengi woman! I think they were suitably touched that I made up a whole game for them based on their ideas from the first session.

We then had a brief coda that tied up some threads. It was nice that we ended an episode halfway through a session, because it meant we could let things breathe a little. (Usually we wrap up at 10pm, and everyone wants to get home!) Frector sent a strongly-worded memo to T'Cant about how dare the crew use her gold-pressed latinum, and then immediately felt embarrassed about her Ferengi greed peeking through, and so invited T'Cant to tea to apologize; Gurg went to Mercury but found himself rejected; Jor did a Bajoran tarot reading for the Ithik mayor. Tronnen hit the gym.

Overall, I enjoyed this one a lot. It's funny, and it was a surprisingly good fit for our own campaign.  The D&D stuff and the Ithik was a hit with the players (Debi wrote a personal log from T'Cant's perspective complaining about the illogic of adults playing "make-believe" in these "role-playing games"). I am already brainstorming ways to bring back the Ithik if I get a third season!

I was particularly impressed by how much my players are embracing the details and spirit of the stories in ways I wasn't expecting. That's what makes these things worth doing!

Star Trek: Ekumene:
  1. "Patagon in Parallax"
  2. "A Terrible Autonomy"
  3. "Stinks of Slumber and Disaster"
  4. "Angels in Your Angles"
  5. "A Thousand Miles from Day or Night
  6. "When I Get through This Part…"
  7. "Only Trying to Do Right in This Wicked World
Specials:
  1. "Hear All the Bombs Fade Away"
  2. "The Word for Word Is Word

* I was surprised to find no good images of the Wadi box on the Internet; they all show it from a distance in long shot. But on rewatching the episode myself, I realized that was because despite its importance to the story, it's never featured in close-up, weirdly. So I set about trying to get ChatGPT to render me one. This proved to be quite difficult, because it would often miss either that 1) the box has large bevels, that are almost small faces in themselves, or 2) that it's actually a rectangular prism, not a cube. After three different chat threads and lots of different kinds of prompting (including having ChatGPT take the intermediate step of making an orothographic projection, which it got right, and using that as a basis for a 3D image, which it still got wrong), I decided I was putting much more effort into this than it was worth, given literally none of my players would remember the correct dimensions or even vague appearance of the Wadi box, and I gave up on it, settling on this image as the closest I would get.

24 January 2025

Star Trek Adventures: Playing "The Siege of Starbase Epsilon-12"... on Christmas!

This summer, when I was running my Star Trek Adventures campaign, I was also watching season two of Strange New Worlds. (Me to my wife: "'I fly the ship' is clearly Ortegas's Value.") When I got to the episode "Under the Cloak of War," I went, "I want to do that!" Specifically, "Under the Cloak of War" is a flashback about what a couple characters did during the Federation-Klingon War before the series started; it has a much different tone to the rest of SNW.

My STA campaign was set after the Dominion War, but the backstories my players had put together established that some of them had served on the ship during the war, with a slightly different crew. So could I do an episode set during the Dominion War? And make it super grim and very depressing? But the problem I had was that I can only fit four episodes into a summer campaign; if I saved this idea for a hypothetical campaign next summer, would I want to make one of my four episodes a flashback?

An answer arrived when, during the last session of the campaign, one of my players suggested a winter break reunion. That seemed like the perfect opportunity for a one-off story, especially given that not everyone from the summer would be available to play this time out.

So I reached out to my players and determined I had enough interested to run it. Thus I had to find a suitable mission! I wanted something set during a war, something grim, but also something with not very much space combat, since it's the one aspect of STA that has never clicked for me. And, to be honest, I didn't want a whole lot of ground combat either; I wanted it to still be Star Trekky and let my players show off their diverse skills.

I reached out on the STA facebook group and someone pointed me at The Federation-Klingon War Tactical Campaign, a sourcebook on how to run a whole campaign set during Discovery's first season. I read through the missions until coming to "The Siege of Starbase Epsilon-12" and it clicked for me immediately. [When I played the mission and wrote this up, I didn't know who wrote the scenario, but I've subsequently learned it was Alison Cybe.] A little bit of combat, but lots of other good use of STA mechanics, something for every one to do... and so grim the mission opens with a note to read your players about how sometimes people die and you can't do anything about it! So I had the basis for...

"Captain’s Log, Stardate 51963.1. The Diversitas has been assigned to transport a special tactical team to its new assignment on the Cardassian front. Our ship’s doctor, security chief, and pilot are currently off ship on detached duty, which is unfortunate, as I understand that the tactical team’s ordnance expert and surgeon both served with our own Mooria Loonin before the war.
     "As the war enters its ninth month, I find the crew’s spirits particularly low. Even with the Romulans joining the Allies, we are fighting a defensive war that seems to be progressing nowhere, the Dominion chipping away at Federation territory one system, one planet, at a time. Though the
Diversitas has been spared any frontline actions thus far, everyone on the crew knows someone who has been touched by the conflict. The mood has been brought even lower due to the fact that, for our human crew anyway, on Earth, today would be Christmas Eve. I am told some crew have decided to hold a small celebration in the ship’s bar."

Planning the Mission

Science Station Eldorado Omega under attack
(from the Federation-Klingon War Tactical Campaign;
I don't think my players noticed that they're Klingon ships)
The premise of "The Siege of Starbase Epsilon-12" is that the player ship receives a message sending it to a science outpost under attack from the Klingons. The first act is getting there and battling the Klingons, chasing them off. 

The second act is the heart of the mission: the players need to evacuate 600 scientists from the station... but they can only beam 20 every thirty minutes... and in eight hours, the Klingons will return. On top of this, 15 scientists will die every thirty minutes from their injuries... and 50 will die every thirty minutes from a radiation leak in the station's reactor! The players have a lot of stuff to do: saving lives, fixing reactors, repairing the station (if you fix the docking arm and/or station transporters, you can increase the rate of evacuation), and so on. 

Jem'Hadar attack ships
(image courtesy Daystrom Institute Technical Library)
On top of this, there's a number of timed incidents, such as a series of plasma fires, or the discovery that a torpedo has buried itself in the station infrastructure. You can also, as GM, spend Threat to do things like injure players, break things they already fixed, or even reveal that a Klingon commando is hidden on the station.

All of this was very adaptable to the Dominion War setting; I just made the initial enemies Jem'Hadar instead of Klingons, and had the reinforcements who come at the end be Cardassians. The only weak part of the mission as written is that the third part is another space battle; going into our first session, I left that part blank, figuring I'd decide on a third act once I saw how the first two went! Other than this, I don't think I made many changes.

Commander L'San
(from the Alpha Quadrant Sourcebook)
As always, I made some cosmetic reskinnings. "Starbase Epsilon-12" became "Science Station Eldorado Omega"; the moon the station orbited (did it have a name? I don't remember) became Matamoras IV-C. The station commander, L'San, is a Vulcan woman... but we'd done a science station commanded by a Vulcan woman back in "Abyss Station" (and I wanted her to cameo here), so I made L'San into an Aurelian man.

Also, as I planned the mission, I got the idea that we wouldn't just be playing around Christmas, but that it ought to be Christmas, so I set the whole mission on December 24-25, 2374... worst Christmas ever! I named all the acts after Christmas carols, and the scenes after lyrics from them:

  1. If We Make It through December
    1. Got Plans to Be in a Warmer Town
    2. I Shiver When I See the Falling Snow
  2. God Rest Ye Merry Gentlemen
    1. Let Nothing You Dismay
    2. To Save Us All from Satan's Power
    3. Tidings of Comfort and Joy
  3. Soul Cakes
    1. The Dogs at Your Front Door
    2. Any Good Thing to Make Us All Merry

Jem'Hadar torpedo embedded in station infrastructure
(screen capture from DS9: "Starship Down")
(And, as always, I changed the name of the episode to be more pretentious.)

Playing the Mission

Of my players from the summer, four were able to play in this one-off. Of those four, two had characters established as being on the USS Diversitas during the Dominion War:

  • Debi as T'Cant, first officer
  • Kenyon as Nevan Jones, engineer

The Diveristas had a different captain, security chief, science officer, and medical officer during the war, so my usual captain (Ryan) and usual security chief (Austin) would have to play different characters; I suggested they switch it up and play different roles, too, which they embraced. That gave me:

  • Austin as Stojan Mayer, captain
  • Ryan as Phalnox Drin, science officer

Admiral Ross: "Merry Christmas, captain."
(I'm not sure what episode this screen capture is from)
I also reached out to two players from my original campaign who I liked playing with a lot. They hadn't wanted the three-month weekly commitment of my summer campaign, but were excited to join in on this smaller commitment... and even agreed to reprise their characters! They had been fresh-faced ensigns in 2371, so things were perfect for them to be a little bit further along in 2374. I made them members of a special tactical squad being transported by the Diversitas:

  • Cari as Jor Lena, ordnance expert
  • Andrew as Gurg bim Vurg, surgeon

I encouraged the players to lean into the Christmas stuff, and they got into it; our "teaser" was a depressing ship's Christmas party interrupted by orders from Admiral Ross sending the Diversitas to Eldorado Omega.

Jem'Hadar battlecruiser
(image courtesy Ex Astris Scientia)
Playing the first act, though, confirmed to me that either 1) space combat in STA is terrible, or 2) I am totally misunderstanding it. It's basically impossible for my players to win! Even if they score, say, seven Damage, that gets eaten up by the Resistance the enemy vessels have... which then in turn gets eaten up by shields, meaning it takes forever to score any meaningful damage. And it takes a bunch of Breaches to destroy a ship. So I fudged it, but tried to do so consistently: first shields are taken down, then it gets eaten up by Resistance; if the players get a couple Breaches, the enemy ship is destroyed.

Thankfully, anyway, my characters got creative; they made a holographic image of their ship and remote-controlled torpedoes to come out of it, distracting one of the Jem'Hadar ships. Once they disabled one of the ships, they tractor beamed it into a second, causing the third to flee. This took up basically the whole first session. At one point, they lost all their shields, but some good rolling by Kenyon brought them completely back up. By the end of the first session, though, I definitely didn't want to do another space battle for act three. I came up with an idea for a space chase and a mechanic to implement it.

I had estimated that act two would take up the entirety of the second session... after three hours of actual play, we had got through four of its eight hours! The mission as written requires a lot of decision-making about who should do what when, so it proved pretty time-consuming, especially as my players got to grips with their options. In session three, they finished act two in just under two hours, and thus we had just over an hour for my space chase! So I did it in a pretty simplified way.

Overall, I think act two was very effective. I used glass gems to represent the station personnel, each representing five. As they beamed from station to ship, I moved them from one jar to another; as they died, I dropped them into a pile labeled dead! The game mat I used to track who was doing which task that took how much time (very important).

battling a Jem'Hadar commando
(from the Gamma Quadrant Sourcebook)
The players did good jobs thinking through who should do what task; Andy as Gurg focused on healing, of course (any interval where no one succeeds at a certain Medicine task, fifteen people die), and refused to leave that task to work on others despite the captain's orders, a good Value-based moment I gave him extra Determination for. Austin taking a Talent making the captain good at time management turned out to be critical, shaving lots of time off some of the longer tasks.

I did spend four Threat to introduce a Jem'Hadar commando... who immediately got KO'd by the science officer! But Ryan had deliberately (because of the wartime theme) built a science officer to also be good at fighting, complete with focus in MMA. And unfortunately I had no Threat to make the Jem'Hadar roll better. I had thought about trying to kill off his character because he was the one who could die, but now I'm into Ryan's idea that after the war, Drin gave up his Starfleet career to become an Orion pit fighter as "the Dominion Dominator"! 

Just pretend this is a New Orleans-class ship and that there's no wormhole.
(from the Gamma Quadrant Sourcebook)
Going into the last session, I thought it would set the tone to get the players to read out personal logs, so I incentivized this by offering an extra point of Determination to every player who wrote one up and read it at the session's beginning. Five of the six players did this, and I really enjoyed the logs... but that did mean going into the last session the group had eleven points of Determination available to it! They got pretty low on Momentum; had they not had all that Determination, I probably could have forced them to give me more Threat and made things a bit harder. But I liked the log thing, and I think in future campaigns I might ask one player to do it per session.

Lots of people did die... (140 I think), but few who could have actually been saved, I think; the players did save most everyone they could have, and they were creative and thoughtful in their application of Star Trek–style thinking to the problems they were facing. Maybe just having six players made it too easy? Third act aside, I found the scenario a strong one, and a good one for what I wanted; my players reported enjoying it.

Science Station Eldorado Omega
(this is a starbase design used on Discovery/Strange New Worlds
...but I flipped it upside down to match the battle image above!)
During the first session, Ryan got AI to write and perform a sea shanty–style Christmas carol about our battle: I found it pretty amazing. You can hear it here; my favorite line is, "And Jor Lena, she was laughing, her console aglow, / 'Let’s deck their halls with torpedoes, ho-ho!'"

Star Trek: Ekumene:
  1. "Patagon in Parallax"
  2. "A Terrible Autonomy"
  3. "Stinks of Slumber and Disaster"
  4. "Angels in Your Angles"
  5. "A Thousand Miles from Day or Night" 
Specials:
  1. "Hear All the Bombs Fade Away"
  2. "The Word for Word Is Word