Showing posts with label Star Trek. Show all posts
Showing posts with label Star Trek. Show all posts

Friday, March 28, 2025

Captain’s Log: Epsiode One, Scene Three

 The answer condenses out of the cloud of probabilities a few hours later.

”It’s a microorganism,” Dee Lipton reports to the captain and command staff over coms. “One of frighteningly simple purpose.”

She pauses for dramatic effect, then continues: “It’s the ultimate reducer.”

“Refresh my microbiology education, doctor,” the captain says, “a reducer?”

T’Lara takes her que: “Reducers are organisms that, via their inherent biological processes and lifecycles, break down complex organics into compounds that are more easily consumed and otherwise utilized by other organisms in the ecology. Many Terran insects serve this purpose, as do fungi, molds and other colony lifeforms.”

“What’s with the pink mist then?” Tanner Dylan interjects.

Dee is ready for the question. “That is what’s left of the crew and passengers onboard the outpost. The final life-state of the microorganism is this:” she says as she pushes captured microscopy images and video to everyone’s screens. The pink mist is a cloud of tiny bubbles, each with a morsel of organic material at its core. They float in the ambient air currents, bumping into each other. They almost look embryonic. 

“After our mystery super reducer has done its work, it has created these aerosolized packages of organics. There’s no chemical activity in the bubbles; they’re not gestating or growing or anything. They’re floating inert snacks.”

“For what?” Merrith S’Roke asks, “Some other life form to come along and scarf them?”

“We’ve no idea,” Dee responds, “Something we haven’t seen yet. In most ecosystems a microorganism like this will have natural limitations: environmental factors, physical barriers, other microorganisms and so on. Without anything to prevent its functions, it runs wild and unopposed until it run out of other organics to process, then starves itself out.”

“Hell of a weapon,” Gav grumbles, “Turn it loose on your enemy, then return when it’s done and consume what’s left.”

“Is it still active? The original microorganism?” Captain Je’Ghettorii asks.

”We’re actively looking for that now,” Dee informs them and switches her image stream to a different channel. “We’ve replicated a Canary and it’s on its way into the station.”

The ‘Canary’ is in fact not a bird. It is an artificial life form, without sentience or sapience so it cannot experience pain or suffer. Designed so bioreactivity testing can be done ethically. Assembled by a replicator, it has a known lifespan which aids in detecting life-affecting situations faster. This Canary is riding exposed in a tray carried by one of the drones. Streams of data continuously update on the status of the Canary’s life signs, looking for any telltale of infection, affliction or impact upon it.

“It looks like a Tribble,” Gav comments. 

Dee distinctly hears someone on the channel say: “Awwww?”  

“Captain,” T’Lara speaks up, “We have internal logs from the outpost now. I have found something.” The science officer takes over the shared data window and a recorded stream from the outposts internal security sensors takes center stage. 

Two figures are standing in a hallway next to a hatch to another room.

Their postures are relaxed and casual.

The woman's clothes imply command staff in their lines and cut.

The man’s clothing is more utilitarian and he has various pieces of equipment on his belt.

They appear to be conversing amiably.

It all happens very quickly: 

They both pause as if they suddenly have nothing else to say. 

Their postures slacken. 

The woman’s head rolls back, and she begins to topple backwards, but never hits the ground as her body seems to boil into ruddy smoke that becomes a pink mist.

Her uniform crumples to the deck, empty. 

The man lifts a hand up to look at it, watches it disintegrate into ruddy smoke before also collapsing in a stream of pink mist. 

His clothing and gear clatter to the deck. 

Sitting next to the science officer an ensign wearing the same science-blue uniform gasps, chokes and gags at the spectacle. She quickly covers her mouth with both hands and runs for the nearest disposal chute and retches violently. T’Lara watches the ensign long enough to confirm no action on her part is needed and returns her attention to the logs playing back. 

The rest of the bridge crew sit silently, stunned. Dee hears Costes hiss “Dios!” From his station at the runabouts controls.

T’Lara lets the gruesome scene replay, then manipulates the focus to zoom in upon the man’s hand and face as he disintegrates. The expression on his face is vacant, almost serene, as his hand evaporates into pink mist and the reaction continues up his arm and across his body at which point he collapses to the deck before evaporating entirely. Only his clothing and items hung from his tool belt remain.

Dee struggles to find her own voice: “I’ve never seen anything move that fast.”

”It has to be something weaponized,” Gav growls, “How else could it work so quickly?”

”Doctor,” T’Lara’s calm breaks through to Dee’s stunned brain, “His expression. What do you make of it?”

Dee tries to focus, regain her clinical distance. It isn’t easy. She finally gets the gears in her head working again: ”He appears to be in a dissociative state. Perhaps our microorganism attacks the nervous system first. Neither of them appear to be in pain.”

The ensign returns to her station next to T’Lara, chagrined.

”I apologize, sir,” she stammers, “I wasn’t prepared to see something like that happen.”

T’Lara turns to face the ensign. “Science requires sufficient focus and detachment, Ensign Brandis, so as not to miss vital details or fail to apply procedures properly.”

The ensign looks down. “Yes sir,” she says.

T’Lara looks her over a moment, then says: “Mental discipline comes from facing challenges, Ensign. Let us resolve to make you stronger from this experience. I recommend you plan to meet with the ships’ counselor when time permits. Lieutenant Kerric can help you process this experience.”

T’Lara turns back to her station. ”I myself shall also be making an appointment with the ships’ counselor,” she says as much to herself as to her assistant.

“T’Lara,” the captain says, “Prioritize finding out where and how this microorganism outbreak started aboard the outpost.”

”Yes sir” T’Lara says. She and her assistant get to work scanning more of the station's logs.

The canary lived. Dee had forgotten about it while they had all watched the horrible logs of the station’s personnel dying and becoming pink clouds of pre-packaged organic micro balloons. She had half expected to turn back to the Canary’s lifesigns only to have discovered it had evaporated in an eye blink when nobody was watching. 

“A watched Canary never croaks, She quipped in her mind. It was a joke one of her teachers had made during her training. 

The Canary made a complete trip through the habitat sections of the outpost, which were the ‘mistiest’ portions of the structure. Then a circuit of the command deck, then the engineering deck, then through the cavernous cargo decks. It didn’t break a sweat, feel a chill, or exhibit any signs of an infection or affliction the entire time. It expired exactly on time with its original control values. It never caught anything. It was brought back to the containment module and dissected and analyzed down to its molecular structure. It was never affected by any biological process that wasn’t expected.

“Captain,” she later announced to the command team after double checking the autopsy results, “I think it is safe to assume that there are no longer any active macro- or micro-biologicals on the station. The infection seems to have burnt itself out completely, and taken everything else with it.”

“Captain,” T’Lara calls from her station, “There is evidence that another ship was here and left before we arrived.”

The science officer again takes over the main screen of the bridge, and Dee also gets a smaller window of the view from her location on the runabout. What plays is an external sensor log, showing a ship of unfamiliar design dropping out of warp near the outpost. It spends a while there doing nothing obvious, then turns and warps away.

”Sir,” Ensign Brandis speaks up from her station next to the science officer, “I have a visual log of several cargo pallets being beamed off the outpost during the timeframe that ship was in close proximity.”

“That could have been the perpetrators, returning to recover their delivery tool for the microorganism,” Gav says to the Captain.

”Or some hapless thieves, thinking to steal while thinking nobody was home,” Captain Je’Ghettorii says, “They could be carrying the infection without knowing it.”

The captain then turns to the main view screen: “Doctor Lipton, have you got everything you can get from the outpost?”

Dee thinks furiously for a few moments. There’s nothing really else they’re going to get from the outpost. They have the station's logs, they have samples of the aerosolized organics safely stored. They could spend weeks pouring over every inch of the outpost and still not find anything useful or meaningful.

”Yes Captain, I think we’ve got all we’re going to get from here,” she tells him.

”Good. Pack up your team and prepare to evacuate. We have to destroy the outpost and pursue that ship,” Captain Je’Ghettorii says.


Friday, April 19, 2019

Mobile games and the illusion of choice

So on a whim, i downloaded the super-hyped "Star Trek Fleet Commander" mobile game. Free to play but pay real monies to advance in a reasonable lifetime. Like most mobile games that are more complicated that Fruit Ninja this game gives you an utterly awful illusion of choice.

Sure, there's a 'deep and varied' tech tree for researching

Sure, there's a 'wide variety' of buildings to construct, manage and upgrade.

Sure, there's dozens of starships from canon and unique to this game to build.

Sure, you can recruit tons of characters from the 'verse to crew your ships.

However all these sub-systems don't actually present you any choice; you must upgrade in a specific order, often waiting until thing X over there has been updated a few times before you can even start on Thing Y, which you need to even dream about doing Z. The game helpfully has built-in links so that if you're missing a pre-requisite a handy tap will take you to the node/module/building that hasn't been paid enough attention to yet (which more often than not has two or three more things that have to happen first). But I submit that if you have to build in helpful links to navigate an intentionally byzantine progress tree, you're fixing the wrong problem.

Really, the upgrade game could be reduced to 'tap this one button to upgrade the next necessary thing', and skip all the fliting around looking for the one obscure prerequisite you've neglected and now suddenly need to pay attention to. The game knows what you need to do and the order you need to do it, and the AI 'character' who's ostensibly there to help you knows what to do next. Making the player stumble thru the miss-presented 'options' until they do the right thing is insulting to the player's intelligence.

Your characters can only advance once you've unlocked enough character-specific 'shards'.
The more rare and 'valuable' the character, the more shards you need to promote them every level.
And shards are only available via random loot-boxes; character rarity plays into how often you get a given character's 'shards.'

The first couple hours of interaction is a railroad of forced actions, which I suppose is to teach you the basics of resource management and performing building and upgrades. In practice it's as bad and boring an experience as the opening to Skyrim in terms of not really letting you do anything but look around and experience a forced narrative.

As for the ships in the game: you're presented with a long list of pretty ships, but here as well there's no choice involved. You will start with the lowlylesst bucket, acquire all the intermediate and incrementally better crafts, on your way to the end-game stuff which people are really here to play. The JJ Verse Enterprise, for example, is one of the three LAST ships to unlock in the game at this time.
Talk about putting the carrot on the end of a mile-long pole...

Flying your ships around is a pretty easy to use interface. You can have a number of ships out doing things at the same time. The problem is: objectives are intentionally spaced out so you spend minutes waiting for your ships to get where they need to go, only to tap thru a couple dialogs, maybe make a choice, then find and tap on the next destination. Otherwise ship missions are: go kill "X guys of level Y or higher," which is as old and tired as it was in the days of Everquest.

Two days into playing it, and I finally broke down and gave it $4.99 real money to give me the premium currency (gold-pressed latinum, of course) which you use to skip the in-game resource and real-time costs of playing the game. I figure they deserve some money for the effort they put into it, but I don't know how much longer I'm going to actually play the damn thing.

In summary:
  • While thematically and graphically gorgeous, this game embodies all the terrible Skinner-box techniques and time-wasting design choices that game design has adopted into their paradigms like parasitical organisms; making themselves mandatory to engage with in order to play.
  • There's no choice here; no freedom of expression. At time of writing, I've unlocked PVP (wheee. not.) and I expect every other player, aside from the luck of the lootbox, has pretty much exactly the same ships, loadouts and even characters.
  • Really, the only things one could consider fun about this game is enjoying A) the luck of your lootbox rolls, and B) pride in sticking out the forced timers and actually building up to any level of accomplishment in the game.
Postscript:
Though I am a bit tickled about having unlocked this cutie:

Tuesday, September 25, 2018

Review: Star Trek Adventures by Modiphius games

A long, long time ago I picked up a boxed set game purely for the fandom of it.
The original Star Trek RPG, by FASA,circa 1986.

It wasn’t playable, IMHO, but it was nifty to own anyway and it had a small but devoted following. The tactical ship combat board-games were more successful and still ongoing to this day.

Then came along Modiphius. Along with the publication rights to the Elite:Dangerous, Tales of the Loop, Fallout, Mutant Chronicles, Robert E Howard’s CONAN, and Achtung Cthulhu, they recently put out a new Star Trek licensed roleplaying game.

And boy, howdy, is it better than that 1986 boxed set.

Titled Star Trek Adventures, it’s an ambitious -and in my opinion- successful attempt to mainstream the popular science-fiction franchise as a tabletop experience. Part of that success is due to the fact that out of the core rule book they support all three TV generations of the Star Trek universe: Enterprise, classic Star Trek, and the combined series of ST: The Next Generation, ST:Deep Space 9 and ST:Voyager. And it wouldn’t take much to expand that to the spin off series of Discovery, The Mirror Universe, and the plot-lines of the Star Trek MMO as supplemental material.

The core of Star Trek Adventures is Modiphius’ home-grown ‘2d20’ engine. At first I was a bit unsure about this system. Having been burned out on the deluge of ‘d20’ engine clones from the D&D 3.5 SRD flood, I was apprehensive about how Modiphius was going to treat my beloved childhood settings. And yet, the 2d20 engine has impressed me very much. This is no D&D clone, but a slick and relatively smooth new game experience. The fun I’ve had with Star Trek Adventures so far has made me eye Modiphius’s other 2d20 game settings (Corvus Belli: INFINITY and the reborn Mutant Chronicles) as possibilities worth investing in.

It also doesn’t hurt that Star Trek Adventure player characters are good at their jobs. StarFleet trains them very well, and you start the game with a very capable character in the fields they specialize in. 2d20 has a ‘momentum’ mechanic where extra successes generated by one player are banked for other players to capitulate on immediately. This gives your Federation characters a powerful sense of coordination and teamwork.

Character advancement feels slow however. But that fits within the TV-series feel of the game. Similar to FATE’s ‘Milestones’ for advancement, characters in Star Trek Adventures can shift around their abilities after minor milestones, and only improve them after reaching major milestones (‘Spotlights’ as the book calls them). Again, this is befitting the feel of the TV series, where one could argue that major characters were affected by lesser events, and only transformed by major ones that only occurred once or twice a season. But outside of statistical improvements, Star Trek Adventure characters grow by their reputations and service records, which have different effects. In our campaign we haven’t delved into this much yet, but it gives the GM a way to reward characters in alternate ways.

Another advantage of the Star Trek Adventure engine is that it treats Starships as characters in their own right, and this is very fitting of the feel of the show. Ships have the same array of abilities and disciplines that characters do, so it’s easy to see the synergy between ship and crew. Only a few additional details required by the technical details one is used to in a Star Trek game are added (shields, some power management, etc.), but Star Fleet Battles this is not.

Another compelling aspect of the game is that it allows the spontaneous creation of supporting crew as characters when needed, and in fact encourages their re-appearance in later episodes. This allows for players to still participate in adventures when their primary character isn’t directly involved; roll up a redshirt security officer, or a blue-shirted science team member for that away-mission. Every subsequent time a supporting character returns to play, they get a little more detail and stat boosts. This is how you get your Chief O'Briens and Lt. Barclays to become major characters in their own right after a few seasons.

So far our group has played two long sessions and we’ve covered A LOT over those two gatherings. Equivalent to an ongoing story arc. This has probably as much to do with the skill of the GM (not me), as well as all the players understanding that we’re sticking to a TV-esque format. We frame our scenes, transitions and breaks as one would a TV show. It’s been a refreshing restart to my tabletop gaming experience which has been lacking lately.

Titled: “Star Trek: Legacy” our campaign follows the crew of the re-commissioned Stargazer (yes, Picards' old ship) after she was recovered, refitted, and put back into service. In the big chair is a Trill captain, recently joined with symbiote; a Betazoid as her helmswoman, and an Andorian science officer who was raised on Vulcan.

The books themselves are beautiful and well designed. If you’re a Trekkie, and/or looking for a quick and fun game engine to enjoy, I feel confident in recommending this game. Modiphius is continuing to support the line, with miniatures, maps, published adventures and custom dice.