Vulcans in the Vineyard
Aug. 31st, 2006 11:27 pmSomething that popped into my head this afternoon while crossing Herald Square to buy Trauma Center: Star Trek would make a pretty good variant Dogs in the Vineyard setting. It’s got the basic format down — character go from place to place encountering problems, indoctrinating the locals into their belief system (interplanetary bourgeois liberalism), and depending on the situation, dispensing advice or lending a helping hand or kicking ass or making out with the virginal space hooker. That whole moral issue at the heart of Dogs, that of whether the moral situation justifies escalating to violence, that’s a natural for Trek.
The bit that doesn’t fit is space combat. I can’t see having each of the bridge crew handling their own station as a full conflict participant — that’s just too many traits and dice floating around for the density of narrative.
One solution is a group conflict system of some kind, one where all the characters get to contribute to the same pool of dice. But I’m not sure how to work this. Maybe for each arena, you’d define both a pair of stats and a pair of bridge positions, and each of those positions contributes one of the two stats’ dice. Like, maybe:
- Talking: Captain and Communications
- Chasing/Fleeing: Navigation and Engineering
- Fighting: Captain and Helm
I can’t think of a fourth, and I’m not sure what stats to use. There should probably be a catch-all for things like trying to beam up your planet-side crew members without letting the Klingons get a shot in while your shields are down, and maybe a way of handling repairs. And the Captain can call on any player to contribute trait dice as narration requires, but there may need to be a way to keep this from leading to a huge dice pool.
(no subject)
Date: 2006-09-06 03:58 pm (UTC)(no subject)
Date: 2006-09-17 03:09 am (UTC)