ten_fwd_mods: (Enterprise-D)
Ten Forward RPG mod account ([personal profile] ten_fwd_mods) wrote in [community profile] ten_fwd_ooc2014-07-15 03:23 pm

Game Plot! OOC Sign-ups and Information about our First Alien Planet

You have all been waiting patiently, and the day is finally here. As of this post, we are kicking off our first game-wide plot. Whatever happened to the mission the Enterprise was engaged in before Q intervened? Picard helpfully explains. In the interests of getting this mission back on track, you'll notice some things happening in the next few weeks.

>> Today, July 15: OOC Sign-ups happen right now, as of this post
>> Friday, July 18: IC Q returns engines to normal functions, the ship continues on its journey
>> Tuesday, July 22: OOC Sign-ups close, mods begin on character assignments
>> Thursday, July 24: OOC players are contacted with their assignments and further details
>> Friday, July 25: IC game plot begins with an arrivals post for Alemar III

Normal ship interactions will continue up until the 25th, including room assignments and med checks for all the new characters from the July application period. This plot will run for three in-game days, but be staggered in real time to allow for backtagging. It is entirely optional; if you do not wish to participate, simply keep your character on the Enterprise. If you do wish to participate, keep reading for more information.



From space, Alemar III looks peaceful, maybe even dull—the blue of its vast oceans, the predominantly grey and white of its supercontinent—but it’s highly geologically active, as its continent continues its slow breakup into separate landmasses. Volcanic eruptions in some areas are still common, though not as massive as the one that killed off the Almarian population on the planet so many years ago.

The main scientific outpost is located in a mountain range along the interior of the continent, where there aren’t many animals, and not much in the way of vegetation either besides lichen and a few stunted trees. It’s so far inland that there’s little precipitation, but the mountains hold plenty of geothermal energy, which is necessary to sustain life in the absence of farming. A scar crosses the upland plateau near the mountains, likely left by the arrival of the original Almarian settlers’ ship, but it’s been softened by time and the covering of ash.


Plot outline: Because of all the geothermal and electromagnetic activity, sensors and transporters are unreliable. Shuttles must be used to take people down to the planet's surface. The scientists in charge of the facilities are eager to show off their work to Starfleet and visitors alike. It's nothing more than a day journey, a simple and harmless jaunt down to an alien planet where characters can appreciate the views, admire the facility's technology, and return to the Enterprise knowing a little bit more about where they are in the universe. However, while on the planet a horrible earthquake strikes. Visitors are separated, passageways are cut off, elevators are rendered nonfunctional, and all communications are severed. People are trapped in the mines underneath the facilities, some in dire conditions, and that isn't all. Rumblings continue, and the cause of the earthquake is suddenly all too clear: a horrible alien lifeform, virtually undetectable to sensors, has amassed from what the scientists thought were harmless crystals. The crystals join to form looming, reptile-like monsters, which continue attacking the equipment and any hapless bystanders; what is worse, nothing seems to faze them. They feed on the blasts from energy weapons, which just makes them stronger, and whenever you physically knock them apart they only rejoin later in another horrible shape. The situation looks bleak. The only hope is repairing communications, getting the elevators and exits back on-line, and fleeing back to the ship. But that still leaves questions: Who are these Crystalloid lifeforms? Why are they attacking? Is all hope lost for reclaiming Alemar III, or have they unearthed clues during their work there that can help explain what is happening now, and how to prevent it from happening again?


Players will be split into teams and given an objective. The number of characters on each team will depend on the total number of participants, and teams will be chosen by the mods. There will be three stages of the plot to signify the three in-game days passing. Stage one is when the first away team arrives on the planet and the main events of the plot unfold; stage two is when the second away team is sent to help and/or rescue the first team; stage three is the resolution of the plot, wrapping up all loose ends, and bringing both teams back to the Enterprise.

Now, this is the fun part. We've arranged it so the plot is split up to suit various character archetypes, so whether you play a hero type or a shy type there should be something that appeals to your character. Following is a list of sub-plots you can get your character involved in that all contribute to the main plot:

>> Arrival/Tour the facilities: This kicks off Day One/Stage One of our plot, and is ideal for characters who want to see an alien planet but don't necessarily want to get into any trouble. Characters will be shuttled down to the outpost where the lead scientist in charge will give them a tour of the facilities. The planet can be seen through observation windows, the tech used to do the drilling and excavating can be poked at, and the history of the planet can be explored more fully from the safety of a library of artifacts. Ideal for easy CR and gentle geeking out. From here your characters can stay for the rest of the plot, or return to the Enterprise before the madness begins.

>> Cave-ins: It's the classic Star Trek plot device - suddenly, earthquake! Rocks fall, tech goes down, and you're trapped, separated from the exits and the rest of the team. This will begin during Day One/Stage One of the plot, and span all three in-game days. No one gets trapped alone, so there will be people to help. Perhaps some get wounded and need a doctor, or perhaps you have to dig your way to an exit before oxygen runs out. This is ideal for problem-solvers, healers, and characters with muns who like to torture them. The objective with getting trapped is working together as a team to find your way out and keep each other alive.

>> Systems are down: That earthquake didn't just cause some cave-ins, it caused damage to the outpost. The elevators have stopped working. Communications are down. Equipment has been damaged, and pipes have burst. There may even be trouble with the life support systems. This will begin during Day One/Stage One of the plot, and span all three in-game days. It's ideal for problem-solvers, engineers, and hero types. Once again characters will need to work together to repair systems, be it getting the elevators back on-line or opening an emergency shaft so they can get to their trapped friends, or tinkering with comms and environmentals to be sure everyone survives until help arrives. The objective will be pooling your resources to fix the damage.

>> Fighting the Big Bad: There will be opportunities to get a piece of the action on all three in-game days of the plot, as this particular brand of monster has the uncanny ability of reassembling itself after it's been knocked to pieces. Ideal for hero and all fighter types, the Crystalline lifeform will be appearing in a different form each day that will threaten further destruction and harm to the characters. On Days One and Two, it will be your objective to work as a team to destroy it, though it is remarkably resilient. Nothing seems to do the trick, though it can be scared off for a while. On Day Three, your objective will be to hold it back until the truth is revealed and peace can be made. All fighting will happen belowground in the mines, leaving the aboveground facilities intact.

>> Rescue Mission: This will begin during Day Two/Stage Two of the plot, and is ideal for any hero types. While everyone who shuttled down to the facility on Day One is now trapped or wounded, a rescue team from the Enterprise will be sent in to assist. The main entrance is down, so you'll have to find another way inside. Characters will encounter already assigned teams from Day One in either the belowground facilities or the aboveground ones, bringing supplies, providing aid or healing, or simply getting into new obstacles with the group. The objective will be restoring communications and reuniting with the rest of the group.

>> Discovering the Truth: Once all characters are in play, the truth about the strange alien lifeform and the mystery surrounding Alemar III must come out. Luckily for you, archeologists have already been compiling artifacts which provide clues as to the planet's history. This will span all three in-game days of the plot, and is ideal for historians, social scientists, or pretty much any of our cast of geeks. Characters will be split into teams, where the objective will be to put all pieces of the puzzle together and help with the peace efforts. It's low physical action, which makes it great for characters who don't want to get their hands dirty.


These are just six possibilities the mods have come up with, but if you have other ideas that you would like to contribute to the overall plot, we would be happy to incorporate them. Once all subplots have been played through, all teams and characters will reunite at the end of the game plot to return to the Enterprise.

This plot is team and cooperation-heavy to get characters interacting with each other and building bonds they'll carry with them back to the ship. Mod/NPC involvement will be low, to allow all characters on a team to pool their resources and come up with the best plan of action based on the setting and objective they'll be assigned. So we encourage people to get creative and let their characters shine! Pick the top three subplots you are interested in and tell us what kind of role you want your character to fill: fighter, medic, engineer, hero/rescuer, historian, victim/wounded, or other. We will assign teams of a manageable number (ideally about 4 on a team), and split those teams up among all the subplots. Note: The reason we ask for your top three choices is that, depending on interest, you may not get assigned your first choice (for instance, if 15 people sign up to fight but only 2 sign up to go in and rescue them, we'll need to borrow from the larger group to make sure the small group have enough players). If no one signs up for a particular subplot, we'll either drop that plot or arrange NPCs for other characters to bounce off of.

To ask questions, suggest additional plot points, and sign up, comment under the relevant heading below. Sign-ups will close in one week (Tuesday, July 22nd US EST [GMT-4]). The mods will then assign all teams and make a follow-up post listing who is on each team and where they are assigned. Team objectives will be e-mailed to you so you can start plotting together. This will all happen no later than Thursday, July 24th US EST (GMT-4). Plot kickoff will then commence on Friday, July 25th US EST (GMT-4) with an arrivals post on the planet.

QUESTIONS
SUGGESTIONS/PLOTTING THREAD
SIGN-UPS