Shuttlecraft Epsilon 9

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By

Jay P. Hailey

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This one is fluid and subject to change - I'll explain

The core idea is this - After the Adventure on the USS Gettysburg the PCs join a Starfleet transport for a long, dull trip - Although the transport is pickin' 'em and layin' 'em down from inside you cannot tell.

The Transport doesn't respond to any distress calls and must deal with no emergencies or crises.

So what's the game?

Holodeck D&D

The PCs have access to a Holdeck for a long term and a new D&D program

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Now, how to run this becomes slightly confusing.

Orignally I whomped up some plots having to do with Grand Vizier, an evil overlord and a misguided kingdom next door.

Now the nature of this chapter of the game is going to be real fluid because I'll be asking the Players to play dungeons and dragons with their Trek characters

In short roleplaying their characters role playing.

Now mechanically there will be a couple of challenges

D&D relies heavily on healing magic. That part is easy - Each time the party camps as a D&D party - we assume they leave the game for the day and go about their routine duties - when the next in holodeck morning comes - D*D identities are fully healed up.

D&D relies heavily on offensive and tactical spells - and here we get into a big question - My intent is to have the characters develop in skills they can use outside of the holodeck as well as inside

It's perfectly feasible to assume that the Holodeck portrays D&D magic - the Character does the proper dance steps and says the proper magic words and a holographic fireball flies out to hit holographic monsters.

It's entirely feasible to have the players level their characters as D&D classes within the context of the holodeck, but that's not fair to players who have their characters play mages and clerics - their spells stop working outside the holodeck killing much of the advantage of leveling in a D&D class - while fighters and Paladins keep BAB bonuses and save bonus and so on, as well as archaic weapons profficiencies

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My other thought was to depict the D&D types as musketeers - the muskets and black powder grenades substitute for offensive magic, the over-night-everyone-heals substitutes for the healing magic

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And then remember that soldiers, unless they take archaic weapons profficiency feat are swinging a sword at -4

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So balancing the adventure two or three levels below the PCs actual levels is the deal, but it would take some experimentation to get the balance right.

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If a PC dies in the Holodeck D&D game, he is out of that adventure - I'll ask the player if he wants to play a computer generated "NPC" - the next time they start a holodeck D&D session the Character can rejoin as if nothing happened. After all, it's just a game.

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The intent here was to A) take advatage of the material made up for D&D -D20, B) take some load off the GM and C) see the PCs in a different context.

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But this wouldn't work for everyone - Some players would see it as breaking the 4th wall, or too much a distraction from the game they really want to play.

So the players would have to be sounded out for what they wanted and how they saw it working before it started.

For that reason I am leaving the Rolled up plots out of this arc.

and I am saying "Imagine A D&D module run as a Holodeck adventure here."

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Disclaimer: Paramount owns all things Trek. I claim original characters and situations in this material for me.

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Jay P. Hailey

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