Star Trek (TNG era) adventures for a RPG

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Darmalus
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Star Trek (TNG era) adventures for a RPG

Post by Darmalus »

Looking for ideas for adventures to be had in the TNG era of Star Trek. No major timeline changes are planned to happen until the Dominion War happens. The players won't be bridge crew, more of a professional away team. The only thing forbidden outright is time travel. It's a big can of worms I won't be opening.

Anyway, aside from what the main series covered, what interesting things are going on in the Federation, or neighbors close enough for Star Fleet to get involved? Anything in the 2360s works. Things that actually happened, were implied to have happened or should logically be happened are all acceptable.

Edit: They will not be on the Enterprise-D, so I can put them anywhere.
Last edited by Darmalus on 2011-12-18 01:41am, edited 1 time in total.
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The Romulan Republic
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Re: Star Trek (TNG era) adventures for a RPG

Post by The Romulan Republic »

Well, though it was only briefly touched on in the main series, there was a war with Cardassia in this period.

There would also, no doubt, be all the routine exploration missions, first contacts, etc. that the Enterprise was never involved in.
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Darth Tedious
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Re: Star Trek (TNG era) adventures for a RPG

Post by Darth Tedious »

What about taking some of the Alien/Technology of the Week(s) that the Big E encountered but never followed up on, and follow up on them?
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Stofsk
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Re: Star Trek (TNG era) adventures for a RPG

Post by Stofsk »

Really the sky's the limit. First contact, secondary or follow up contact, surveying a planet and encountering wild alien life that has a taste for redshirts, you can do whatever you want. One piece of advice I'll give you though: I'd go for a more early-DS9 feel than a TNG one. By that I mean have the players based at a space station or starbase and go off on adventures with a runabout. The base can be the source of adventures, either they get told 'go to planet x and stop the romulans from doing whatever' by their CO, or they spot some kind of galactic personality visit the station and get ensnared in intrigue or something. Then they go off on the runabout when they need to go somewhere. The last thing you want to do is have a hostile encounter on a planet and your players to go 'lol lets just call the ship and tell them to beam us up or nuke the place to oblivion'. Because they'll do it, and if you don't allow it they'll start whinging. But if all they had was a little runabout then they'll be forced to be innovative when it comes to solving the problem encounter.
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OmegaChief
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Re: Star Trek (TNG era) adventures for a RPG

Post by OmegaChief »

That's a great idea Stofsk, and as a GM you could chart out the sector and work in who's there and what thier political interests are, letting you have some nice long term plots going on that you wouldn't really have the chance for on a constantly roaming starship too.
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