How the role playing will work in Distant Worlds Universe
You will be playing either as Kirk and the crew of the Enterprise or as another Captain on a different ship. Depending on which of these you choose you will be using one of two card sets that come with the mod.
In this example the Enterprise has left a starbase to explore a distant uncharted system.
On warping into the system you are notified that you have arrived in Epsilon Canaris.
As soon as the Enterprise drops out of warp roll 2 dice and consult the Galactopedia for the system Epsilon Canaris
The Galactopedia will have 11 different paths that you can take (options 2 to 12) and the Galactopedia will inform you which card to look at for the system you are in.
I rolled a 3 and a 5 giving me 8
Option 8 for the Epsilon Canaris system goes as follows
"After dropping out of warp Communications Officer Uhuru informs Kirk that she is receiving a message from Starfleet."
Refer to the card below.
Roll one dice.
I rolled a 4 which means asking Doctor McCoy to report to the transporter room.
I then followed the Transporter Sequence where 2 dice are thrown which will randomly determine how long it takes McCoy to leave the Enterprise.
Results 2 to 6 Doctor McCoy is on his way to the transporter room <Wait one minute and throw 2 dice again>
Results 7 to 12 Doctor McCoy has beamed down to the planet.
After McCoy has left the ship prepare the Enterprise to leave orbit.
2 dice are thrown.
Results 2 to 6 The Enterprise crew are preparing the ship to leave orbit. <Wait one minute and throw 2 dice again>
Results 7 to 12 The Enterprise is now clear to leave orbit and a course is set for the next system.
Now as long as no other events occur the Enterprise leaves the system.
Mark down in your Captain's Log that you need to pick up McCoy at current time plus 30 minutes.
When you go to the next system you may either:
Have another event occur for that system.... or
The Enterprise patrols the system passing by each planet.
If time allows explore another system or respond to any distress calls.
After half an hour you can return to Epsilon Canaris III. Half an hour for you could be several days or a week in Distant Worlds Universe.
After McCoy has left the ship prepare the Enterprise to leave orbit.
2 dice are thrown.
Results 2 to 6 The Enterprise crew are preparing the ship to enter orbit of the planet. <Wait one minute and throw 2 dice again>
Results 7 to 12 The Enterprise has entered orbit and you can now contact Doctor McCoy.
2 dice are thrown.
Results 2 to 6 Doctor McCoy has not answered his communicator . Try again . <Wait one minute and throw 2 dice again>
Results 7 to 12 Doctor McCioy has answered his communicator and is ready to beam back to the ship.
I then followed the Transporter Sequence where 2 dice are thrown which will randomly determine how long it takes McCoy to return to the ship.
Results 2 to 6 Transporter room is still trying to lock on to Doctor McCoy <Wait one minute and throw 2 dice again>
Results 7 to 12 Doctor McCoy has beamed back to the Enterprise.
2 dice are thrown.
Results 2 to 6 The Enterprise crew are preparing the ship to leave orbit. <Wait one minute and throw 2 dice again>
Results 7 to 12 The Enterprise is now clear to leave orbit and a course is set for the next system.
This may sound complicated but the mod will have instructions on what needs to be done at a specific time.
- There is a sequence for beaming down one individual to a planet and another to beam back up
- There is a sequence for beaming down a landing party and how many will be in the party to beam down.
- When the landing party mission is complete.... collect or lose Command points
- Follow sequence for beaming the landing party back to the ship.
- There is a sequence for entering or leaving planet orbit.
Note down in your Captains log any change to your command points.
These will impact the success or failure of your next landing party you take down to a planet with you.
While you have people on the planet a Klingon or Romulan ship, or another unfriendly race, may enter the system.
- Do you leave the system?
- Do you fight?
- Do you call for assistance from any nearby Federation ship?
This is not chosen by you but is decided.... yes... by trhe roll of the dice making the decision for you.
You will notice that with this card there is no option that the Enterprise is not required and can leave the system at its own discretion.
I figured Bones would not want to simply leave if there was anything he could do... hence a landing party or sending McCoy down by himself.
Also note: For missions like this when you return to pick McCoy up you will determine the success or failure of his mission.
Same as you get or lose command points McCoy will gain or lose Medical points which will effect his future missions. Scotty has Engineering points to determine how quickly he solves problems... Sulu has Navigation Points and Spock has Science Station points.
Each of these need to go in your Captains Log when they change.