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A supply base idea

Scot

Inactive Member
I know this was brought up before... but I have an interesting idea that could keep something like this interesting despite lack of promised fighting enemy's.

I was thinking of creating an old Yamatai supply base that was probably in demand like 20YE ago, but with coming of new stuff over time has fallen into disrepair, and to top it off was recently destroyed by Mishu/Pirates. Mayuki (from Senbu) headed over to it as well as others to attempt to repair the thing where they meet a few survivors still somehow keep going.

Aside for a few NPC's that might need to go though acceptance, the entire plot revolves around slowly fixing the giant supply base into working order with no fewer than 20 people (would originally house a minimum of 50). On top of that they would deal with Mayuki screwing things up, and encounters like ghosts, or whatever was left behind after the attack.

I sort of thought of this idea when I read a review about the new harvest DS game, it would give a feeling of getting something done.
 
That sounds pretty cool.
 
I figured on a new method to do this, originally I wanted to create supply stations that would have meaning for the plot, when I am silly to realize that most stations are unique depending on who/what built them for what purpose.

So further ado, I think maybe a random system could help.

Basically setting begins on the hanger, and then moves it's way in, the goal is to find the power generator of the sector before moving inward.

A small station would have three, Admin, leisure, and Engineering.

For each sector, there will be like 3 major compartments and 6 minor. Each time the team opens up a new room to explore and repair, an event will start depending on what is there.

Exploration is by die role, 6 sided die 1 and 2 is a major compartment, the rest is a minor. Though I'll change it up for every 2 or 3 minors for one major, or by player input.

I will also then have a table of the rooms that are possible to open up, I roll a die on it, or if players are intent to open a specific room, or if been getting too many repeats (aka, 2 living spaces despite needing only 1 currently).

It would be fun to make events out of the ordinary, or even have other players play it out as NPC's if they have time. The events can also be activated by the players if they wish to have story arcs of their own, like having a party.

I hope to also end the plot with something unexpected, though it probably need to be negotiated first

Anyway just pooling my thoughts right now, so hopefully half of it makes sense.

I guess the main thing is I need to hire an interior decorator first lol.
 
Maybe you could create some sort of table for rolling one up?

Or maybe we could create some sort of random room generator (I wonder if there's one online already even).
 
What I'm basically creating is a dungeon that is recovered bit by bit, within each bit events happen. The most important bits in this case are the rooms, especially so they can be close to canon. Though of course for fun I could throw fun bits in like a Onsen, or odd ones like a stage room for "performances" (in similar vain to Cassefan cannon on a science space station).

After which I can then build a table of some kind with the rooms. In between these two points is the roleplay.

Gonna go look up a couple of board games to see what rooms they used, though I might make a thread on the questions forum for room suggestions.
 
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