Fred
Retired Staff
Once upon a time, SARP bridges had sensor operator/science/communication officer stations... okay, we still have it today. However, I have some problems with it as a Game Master and was hoping I could ask the community for input.
As a Game Master, I'm mostly in charge of transmitting what happens in my plot to the player characters, so that they may react upon it. Basically, all external stimuli comes from me.
In my first missions with the Miharu, I had player characters occupy those positions. unfortunately, I found myself facing large deficiencies. The first was that the Communication and Sensor Operators often end up needing to parakeet me in reporting things.
Basically, if I wanted Miyoko (Miharu's sensor operator) to report upon something she detected, I had to PM her player to give her the said readings and then she went and basically repeated what I tossed Kel's way in her own words.
Sensors in SARP are apparently rather hard to use. In Mission 2, I wanted to give Miyoko some spotlight by making a sensor survey to find a lost probe that was concealed. Apparently, though, the tools she had at hand and how they were detailed made it hard for the player (and me, I guess) to actually allow her to look like she was doing her job competently without glossing a whole lot over it.
Communication is about the same deal. I need to force feed information to the player and the said player goes through the motions of playing messenger. I find it rather ungratifying myself for the person to do, and the back-and-forth of messages in single post format often have things stretch out longer too.
The science officer posting is also tricky because of SARP's occasional technological inconsistencies along with the possible problem of the player or the game master having a limited understanding of spatial physics and such.
...the above end up making me much prefer having a non-player character be in charge of a perception/reactive role... in order to leave players in a situation where they can act and it puts me in the easier position of having the said NPC report the information and possible options as needed without intermediaries (also in the process quickening the pace a bit).
Doing so, though, sadly puts some people out of a job. I've seen people hold such positions and apparently manage to derive some fun from it, though... so I decided not to be too proud about the matter and ask for help.
You GMs whom have had these roles running successfully - any insights to offer? I'd also like to hear from the players of such crewmembers on how they cope with those roles, what they find fun and less fun about it.
Thank you.
As a Game Master, I'm mostly in charge of transmitting what happens in my plot to the player characters, so that they may react upon it. Basically, all external stimuli comes from me.
In my first missions with the Miharu, I had player characters occupy those positions. unfortunately, I found myself facing large deficiencies. The first was that the Communication and Sensor Operators often end up needing to parakeet me in reporting things.
Basically, if I wanted Miyoko (Miharu's sensor operator) to report upon something she detected, I had to PM her player to give her the said readings and then she went and basically repeated what I tossed Kel's way in her own words.
Sensors in SARP are apparently rather hard to use. In Mission 2, I wanted to give Miyoko some spotlight by making a sensor survey to find a lost probe that was concealed. Apparently, though, the tools she had at hand and how they were detailed made it hard for the player (and me, I guess) to actually allow her to look like she was doing her job competently without glossing a whole lot over it.
Communication is about the same deal. I need to force feed information to the player and the said player goes through the motions of playing messenger. I find it rather ungratifying myself for the person to do, and the back-and-forth of messages in single post format often have things stretch out longer too.
The science officer posting is also tricky because of SARP's occasional technological inconsistencies along with the possible problem of the player or the game master having a limited understanding of spatial physics and such.
...the above end up making me much prefer having a non-player character be in charge of a perception/reactive role... in order to leave players in a situation where they can act and it puts me in the easier position of having the said NPC report the information and possible options as needed without intermediaries (also in the process quickening the pace a bit).
Doing so, though, sadly puts some people out of a job. I've seen people hold such positions and apparently manage to derive some fun from it, though... so I decided not to be too proud about the matter and ask for help.
You GMs whom have had these roles running successfully - any insights to offer? I'd also like to hear from the players of such crewmembers on how they cope with those roles, what they find fun and less fun about it.
Thank you.