So I don't want to discourage players asking questions but I am trying to keep up the feeling and pace of a Star Trek episode. If you watch the briefing scenes there are a couple rounds of Q&A just so that one character isn't delivering minutes of exposition by themselves but there is also a "Chekov's Gun" approach to details where if it's not important it doesn't get screen time.
That would be my objective as well with this is that I don't want you to think that I am misleading you or withholding information from you. I will
never run a game where you will be backed into a corner and I'll say "well you didn't ask the right question."
I perfectly understand that you need information to make informed choices but I ask that you trust me that I will deliver that information to you. I am not playing this game to see if I can outsmart my players, I am playing this game to focus on what choices do you make: given all available information do you go up or go down, left or right etc.
Those hard choices are easily the best part of Star Trek. It's not the cheesy dialogue or poorly choreographed fight scenes or perfectly mediocre special effects. It's the aliens, the excitement, and the hard quandaries approached with emphasis on both logic and emotions, future consequences and past precedences.
Therefore all I ask is that if there is a clarifying question about something that your character could reasonably figure out on their own, feel free to shoot me a PM or address it OOC. I'll deliver pretty clear narration in game when I think you guys are overthinking things and I'm ready to push on but if there is other questions I will address them continuously in OOC/PMs.
ALSO if I ever do forget to mention anything, if that information becomes pertinent I will make sure to deliver it to you prior to making a decision.
Finally this goes for things like equipment. Anything that would be considered reasonable and standard duty: you have unless I specify otherwise. The engineer always has his tools, the security officer always has their phasers, the science & medical always have their tricorders etc.
In addition for away missions a standard and reasonable load out is assumed. You have your environmental suits as well as a belt with spare parts/climbing gear/emergency shelter equipment etc. Again this is not a game to try and trick you. This isn't a dungeon crawler. The individual obstacles are fairly linear but the focus is on the reperussions of those decisions. Who do you help? Who do you abandon? Who gets injured because of your choices?
That being said here are some clarifications:
Cheng ch'Zynes:
"This may be a stupid question," Cheng begins, "But I believe a question unasked is worse. Are Dr. Snyder and Dr. Cotter Starfleet officers or civilian scientists? The vague report has me concerned. Was there any sign of a Starfleet signal before they went down to the surface?"
Cheng would know that only Starfleet personnel use starfleet signals. If they were civilians they would be using standard Federation signals. The scans in the report show no sign of other Starfleet signals.
Timor Imonim:
"Sir. I would like to request that you assemble the away team in the transporter room before we leave. It won't take much time and I can beam everyone to the shuttle if you are in a rush. Also, if I could requisition a few test cylinders I may be able to learn more about the interference and better assess the risks."
Timor would know looking at the report that there is nothing he could do. It would be like trying to fly a kite through a hurricane. There is no additional information that can be gleaned from orbit.
This message was last edited by the GM at 13:26, Wed 17 Apr 2019.