Episode 6: Kindness Plot in Campaigns Assorted | World Anvil
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Episode 6: Kindness

The Olgot are having their Second Contact mission. The USS October is there to provide support for the diplomats, as well as handle a humanitarian crisis due to a natural disaster.   Will need to go over: Plot A (diplomacy and Moga's stuff), Plot B (natural disaster aid relief), Plot C (bridge crew what?). They don't need to engage with all of it, but I need to know that it's happening.   Get Moga backstory development details. Keep plot stuff under two hours. Include time for character RP reaction moments.   Develop settings for all 3 plots, develop characters and make stats for those plots.   WRITE CAPTAIN'S LOG to start off session with a pre-written "here's where we are and why". Also maybe a bit of a "previously on".  

Captain's Log

  Stardate 52130.8. We've already gotten our first report back from the science team on Savenar 5. It's a lot of raw data about the entity denoted Sally by the away team that discovered it, and even more about the clearly manufactured monuments that Sally's protecting, but at this point it's all theories and conjecture. For now, it'll have to remain a mystery.   In more immediate concerns, we're being sent to the planet Olgot. Just barely warp capable, and the Federation has barely had a chance to say hello, but there's already diplomats working on a treaty. There's been a natural disaster, an earthquake, and the team and ship already present are overwhelmed. A chance for my crew to show Starfleet that we can fulfill the purpose of the ship.   We're only on Second Contact with these people. Hopefully there aren't any hidden dangers I'm sending my crew into. Not that we wouldn't go anyway. It's just nice to be prepared.  

Background

  The Olgot were a dog-like species that developed warp drive a few years ago, but since everyone was busy with the Dominion War they didn't get reached out to properly for a while. So it's been a while since first contact. They're friendly people, kind, but no one's had a good chance to really check out their culture.   They practice euthanasia pretty heavily for the sick and weak. As such, their medical practices are rather awkward, and they have a significant afterlife practice to excuse it. To contrast the usual, their religious texts actually speak against that but they've twisted them.   There's a lot of objections, particularly recently now people are gaining access to the rest of the world and "they don't kill their sick", plus better medicine has raised objections. It's on a tipping point. They're ready to either commit and reject the world, or shift away and join a larger community.   The Federation is not aware of this lil hiccup because the Olgot didn't mention it. It's something they assume is fine, don't think about it. Until recently when now they're trying to hide it because people are fighting about it.   They're basic. The Federation wants them in for their work ethic and general good naturedness, not their tech. It's a sign of normalcy, that they get back to usual stuff. The argument can be made that "we accept a bit of garbage and cultural difference to keep the overall peace."  

Plot A

  Diplomats. Develop the backstory characters involved so that the focus can be there, a little bit. One of Moga's parents, aging now and looking for a final win, a quick and easy bringing into the fold, before they move to easy retirement with a lot of speaking positions and the occasional consult. Rushing this one a bit, and there should be signs that this stuff isn't so great.   Signs that can come from plot B, but there should also be a few details seen here.   Use Evelyn Suthmeer as the bridge crew NPC who would accompany.   Why does Moga need to be involved? They don't. Perhaps this is actually a b plot and b plot is actually a plot. That Moga says hi, and then goes off, and knows he can ask his parent to deal with the stuff that's happening. That might be the better plan.   Diplomats need to be a) convinced that this is a change that needs to happen now, or b) shown evidence that this is wrong and they'll move to change it themselves. So convincing either the diplomat or Tagat. Setting out a decree now would be disruptive, but it would also save a lot of people in the disaster area in the immediate future because without the law, it's shown pretty well that the people there will handle it with "acts of mercy" once Starfleet has to go.   They would check in to see their child because danger zone so if the players don't reach out I can have them check in at set intervals.   Setting: Buildings are fairly short so taller characters should have some difficulty. The floor are stone, so scratch resistant and also forcing residents to move at a sensible pace or look foolish. Lots of doors.  

Plot B

  Aid mission. Probably Kalos' focus since they don't have great medicine. Lots of fairly obvious signs that the Olgot have issues. Dr Bonde should be obnoxious, just a bit. He's getting in her way, and she wants to be in charge for (character reason that's not just personal advancement).   What's the disaster? People died and were seriously hurt, so there should be exposure to their practices. There's too much chaos to be careful of hiding from the newcomers. A good place to put some reasons why not to do this as well. That they do have the means to deal with this stuff on their own even.   Put in stuff that's not just medical or relating back to main plot to allow for fixing the situation and helping the immediate danger stuff. Design a scenario that can be "fixed". Albeit dramatically and at the last possible second.   The disaster is an earthquake on the northwestern part of the main continent. They don't usually get these, and are more set up for dealing with tsunamis because of the quakes hitting off-shore. So it's not just the quake disaster, it's that it's also impaired their ability to deal with the tsunamis.   Obviously lots of medical triage. Internal injuries, burns, smoke inhalation, exposure to dangerous chemicals that it would have exposed them to. Lots of cuts and bruises for easy things to deal with. A ton of traumatized people around, people wanting to know what happened to loved ones. They can be fussy about going to the ship and want their own personnel dealing with it (subtle concealment of what they're doing)   For engineering, it's a lot of stuff to handle the disaster. Fixing up the worst buildings, stabilizing the power systems on critical buildings. It'll be a lot of Daring+ stuff rolls because they're in a danger zone. To keep everyone in the same area, have it be a warehouse converted to a field hospital that needs fixing up.   A pilot and security would probably be brought in to help rescue people. A pilot flying a small shuttle to lift stuff away (complications would be worse on ground), and security to go in and get them out, keep them calm, possibly also stick with the hospital and stop any looting problems or anyone panicking. Could be a good contact point for the Plot C stuff.   Setting: Lots of rubble. The tsunami-resistant stuff is meant to be breakaway so the water can flow through, which means that now the stuff has broken. Lots of fires related to a number of wooden structures in the area. No particularly nasty chemical problems outside of a few standard issues.   The field hospital is a converted warehouse. All the walls are taken down and there's a few holes in the ceiling but it's manageable. Equipment is haphazard, and a lot of it is still outside. A few tents outside but this is not getting organized super easily.  

Plot C

  Henriksson wants help with a little girl who can't find her parents. A chance to get to know another NPC a little better. The little girl lost her parents in the initial disaster, not the stuff after, but some people do seriously wonder if perhaps she would be better off with her parents. Use mythology.   Parents aren't dead, but they're in a bad spot and in bad shape so it's a struggle to save them as well as stop people from killing them.   Finding them would take a bit of asking around, asking the little girl, scanning specifically. So some investigating, but not much.   They're in a deep spot. Probably in medical critical care. So players will need to a) remove debris without collapsing, b) someone navigate down to them to plant transport enhancers, c) stabilize the parents. This should be hard. How I time it out should make it difficult to save both under normal conditions. Especially with Niezein pushing back at least a bit.  

Quick Timeline

  The earthquake happened recently, so since the October is nearby they're the first responders. A few other SF officers onsite but it was just a small diplomatic party.   There's only a day or so before an initial treaty gets ratified. The kind that leads to membership eventually. It's going fast because the Olgot really like them right now at this moment, and the Fed is looking to keep things moving since this seems like an easy in.   The parents are going to die shortly before that since things are nasty out there.   Keep it simple here. No other triggered events.  

To-Do

  The things to finish before playing.  
  • Develop the Olgot in more detail, referencing decisions here. Describe them physically, know how they would react to certain things as a culture, a few signposts (see Olgot)
  • The head Olgot and the lead diplomat (probably the same person for my own sanity), as well as a minor assistant who can spill the beans (see Olgot article for Tagat and Onano, respectively)
  • A rebel who wants to stop the killings, a lead Olgot aid worker who's poised to be conflicted (and also is witnessed at least attempting to end someone), a dude who lost his family and wants this to mean something (see Olgot for Gononog, Nievein, Tot)
  • Stat Johanna Bonde as rival doctor (she's absolutely OCD) (Johanna Bonde)
  • Stat Henriksson, little girl details (see Josef Henriksson and Olgot for Etenete)
  • Details of disaster, what happened, why it's really bad for the Olgot, how Starfleet can help (plenty of fun tech checks in there please) (see Plot B section, leave space for diplomacy plotline to go on)
  • In-culture details to why you need to stop (in Olgot)
  • Timeline of events (diplomatic, and when disaster events would trigger)
  • Develop death culture mythology a bit, + a little of the underlying religion (see Olgot)
  • Captain's log initial entry (see above)
  • Moga's family member (see Ambassador Kobin)
  • Describe setting areas (main diplomacy, field hospital, disaster collapse area)
  • Review rules (also in command and security)
  • *Spotlight Milestone!!! (pg139), reputation adjustment for all
  Remind us all about:  
  • Dice rolling (normal and challenge)
  • Scenes (divide up, lose a momentum)
  • Momentum and Threat (max 6 versus my control mechanism)
  • Advantages and complications (things to throw in better or worse, how to generate)
  • Attributes, disciplines, focuses
  • Values and determination
  • Milestones

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