Registered: 1374975659 Posts: 539
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Over the weekend, I set up and ran the Artemis game using the WSD mod 3.1 (For solo play) and Arrew's GM Sandbox Ver. 4.1 and have to say it was the best game play for new and veteran players I have ever experienced! The crews had true challenge in both the solo games and the GM'd games that I created. The GM games were a bit of on the fly gaming with an actual mission but I was interacting with them via the Comms and game play to keep things on an even keel and smooth flowing.
One thing that I did add was that in one of the missions, they had to go into enemy territory with only a supply ship and a few support ships at their disposal. They were to attack enemy stations that were defended and "capture" them. Once captured, I would put an independent "neutral" station in it's place and the captain was to send order the away team to the station to secure it. The away team would report back (via comm/GM messaging) that a bomb is discovered on the station by the aliens and that a bomb defusal team was needed on the station. At that point, the captain had to pick at least two crew members to go to the station. The "station" and the "bomb" were another computer that had the game "Keep talking and Nobody Explodes." The bomb team had to play the game, and try to defuse the bomb. It was an easier level bomb with anywhere from 5-7 minutes on the timer to defuse. All while this was going on, the remaining crew still had to play the game and keep the ship alive and out of danger and keep the supply ship and other ships in action all at the same time. The Artemis game never stopped. Players had to take new positions or run back and forth between stations to man them and do what needed to be done! It was great fun to see that happen! Especially when three crew members, including when the captain went on the bomb team. If the bomb team was successful, the station was switched to a TSN station that was fully functioning in the game. If not, the bomb team was killed or injured and could not return to the ship. It was up to the remaining crew to get to the supply ship or any other "converted" station to pick up crew replacement. Overall it was great fun. A bit tricky to get them to understand what was going on at first but they caught on quickly. Three times, the ship was without crew members due to failed defusal attempts. three times, they were successful. In the end, the players said it was the best time they have ever played because it was like doing two games in one without stopping either game. I am thinking of trying to figure out how to make this more integrated into the game play so that it goes smoother. If you have suggestions, let me know! Thanks to CFxAtheus and Arrew for making such awesome additions to this already awesome game! __________________ Captain - TSN Belisarius BS-108 "Pax per consilia et maxime armis." - "Rescindentes venator ad venationem." (Deane Geiken)
Registered: 1390458126 Posts: 1,178
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Sounds like a lot of fun!
__________________ -Captain of the TSN Gungnir JN-001 -Eastern Front online group member -My continuing bridge build: http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
Registered: 1400462879 Posts: 322
Reply with quote #3
That mission sounds really cool...making a skeleton crew run the ship. Did you allow them to select more consoles (like if they were science, they could go back to the selection screen and pick comms, too)? Or, did they have to physically move themselves to the other computers?
Registered: 1374975659 Posts: 539
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Originally Posted by
cxfAtheus That mission sounds really cool...making a skeleton crew run the ship. Did you allow them to select more consoles (like if they were science, they could go back to the selection screen and pick comms, too)? Or, did they have to physically move themselves to the other computers? Nope! We ran it as if it was a BSG type of ship. Each duty station is that duty station! No ability to run two stations from one console. If you needed to drive you had to go to helm. If you needed science, you went to science. No doubling up. __________________ Captain - TSN Belisarius BS-108 "Pax per consilia et maxime armis." - "Rescindentes venator ad venationem." (Deane Geiken)
Registered: 1400462879 Posts: 322
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That's what I was assuming. Seems like that would create more chaos...always a good thing. It sounds like a good time.
Registered: 1375293499 Posts: 459
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I like the idea of reducing bridge crew headcount during a crisis.
Normally, on trek, there's somebody to take the chair when a primary actor goes on an away mission. But that's a minor detail. It might be neat to come up with 2 other "minigames" to play for the away team. That way, the away team gets sent over to finish taking over the station, and it's random chance on what is wrong when they get there: 1) a bomb/boobytrap/warp core overload was set when the other force retreated 2) a contingent of fighters still holds the station and need to be cleared out (play an FPS game on the xbox) 3) some other scenario... Setting up this pattern for a variety of uses might also cover having extra players. Either they ARE the away team, or a bridge officer leads the mission, so one of the relief officers step in. I like the idea of using "another game" to represent the challenge for the away team. It simplifies the effort to arrange a challenge for them that is LARP-like, without actually having all the extra people available. I imagine having another room setup with the computer or xbox to run the Away Team challenge. So the Away Team physically leaves the bridge, and thus is isolated from what's going on, perhaps give them walkie-talkies, or let them use their smart phone to hail the ship (aka Comms' phone).
Registered: 1429668098 Posts: 1
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Think about the things you could do once Microsoft lens becomes cheaper. You can have your bridge invaded.
Registered: 1396595096 Posts: 56
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Nice.. and good story telling. We tried this in Sweden bout 5 monts ago and had a blast. The crew mostly found it overwhelming which kind of was the point
I would love a game in game where the ENG subsystems could be fixed when broken. Fiddleing with the reactor to optimize etc etc.. We acctually normally run on skeleton crew in our basement (with fixed customized consoles) to have more ships. 4 is great and 3 is doable. Often run 2 people in a scout ship just to keep them occupied. Having normal walkie talkies really help the communication in a simple way between the rooms