Difference between pages "User:Beckett/Sandbox/Breen Starships" and "Guide:RPG Proposals"

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Breen starships have been developed almost exclusively for raiding and warfare. With a large section of the Confederacy's cultural mores and economy focused on raiding, most of their ships are able to carry troops to seize the goods and slaves of their enemies, and have the cargo space to make off with them. This means these ships usually have very cramped conditions to make room for barracks and cargo bays. With the Breen conducting military offensives against Starfleet in recent years and continued scraps with the Cardassian Union over the past quarter-century, many of their commanders are battle-hardened and know how to use their ships to best effect. They are, however, likely to be experienced with small border clashes or raiding engagements than full-on deployments, and there is little sign of the Breen Confederacy performing much by way of war games to practice operating in large units.
{{icons|bfo}}''This guide is governed by the Operations Office, and any questions should be directed to the [[Bravo Fleet Operations Officer]].''


Starfleet captains are briefed to be wary of the rapid deployments of Breen ships - many of them are quick and highly manoeuvrable, and will use this to their advantage. They are also prone to deploying their landing troops as boarding parties if the opportunity or necessity arises. If trying to protect a location from Breen raiding, captains are advised that they are practiced in tying up their enemies to allow other raiders to get past and make off with their target. A less combat-focused Starfleet crew may occasionally struggle in adapting to the rapidity and versatility of Breen enemies.
The purpose of this guide is to walk you through the RPG proposal process, with explanations of why the process is the way it is, what the Operations Office is looking for, and things to consider as you create this document. Most basically, your proposal should demonstrate very clearly why your concept will be successful and what your preparation level is for running it.


Conversely, Starfleet ships have the edge in technology, even if they are less likely to be dedicated warships. A Starfleet captain using their ship's combat capability to capacity should be able to harness their more powerful engines and weapons to secure the advantage. Likewise, a Starfleet ship's scientific capabilities usually makes captains more able to use their environment to their advantage, or identify other weaknesses about their enemies. Starfleet crews that have been heavily trained for combat are likely to be more prepared for Breen tricks, and are more likely to have been drilled on working with other ships in larger-scale deployments.
== General Evaluation of Proposals ==
The Operations Office considers factors both related to the proposal itself and to your history as a member in Bravo Fleet, as an RPG is more than just checking a registry item out, it's an exercise in leadership, interpersonal relationships, and good citizenship. Game managers provide a service to the fleet by organizing their games, and so we vet proposals very thoroughly to ensure a positive experience for everyone.


==Plesh Tral Heavy Raider==
A successful prospective GM has:


{{Specification
* reached the rank of Lieutenant Commander and has already requested a primary command;
| image = [[File:Pleshtrel1.png]]
*For Writing RPGs:  
| displayName = '''''Plesh Tral'' Heavy Raider'''
**demonstrated familiarity with the command system (i.e. fiction writing) through contributions to their primary command; and,
| name = Plesh Tral Heavy Raider
**created a potential CO character that is realistic, appropriate, and effective as a model for potential applicants.
| affiliation = [[Breen Confederacy]]
*For Table-Top RPGs:
| operator = [[Breen Confederacy]]
**shared their experiences in managing a TTRPG and can give clear examples of how to make such a game successful while online.
| status =
| role = * Patrol ship
* Scout ship
* Escort ship
| type =
| precedingClass =
| succeedingClass =
| succeedingClass1 =
| succeedingClass2 =
| dateEntered =
| productionEnd =
| retired =
| expectedDuration =
| expectedRefit =
| timeResupply =
| crewComplement = 48
| emergencyCap =
| civilians =
| populationCap =
| flightCrew =
| passengers =
| length = 95m
| width =
| diameter =
| height =
| decks =
| propulsionSystem =
| cruiseSpeed = Warp 7
| maxSpeed = Warp 9
| emergencySpeed =
| energyWeapons = Disruptors
| torpLaunchers = 1 fore launcher
| torpPayload =
| shields = Deflector Shields
| dockingfacilities =
| shuttleBays =
| shuttles =
| runabouts =
| fighters =
| aux =
| msd =
| templatemode =
}}


The ''Plesh Tral'' Heavy Raider is a fast and sturdy [[Breen Confederacy|Breen]] warship, and the vessel most often encountered by [[Starfleet]] along the border. It is not a large vessel, designed to be quick and evasive rather than stand its ground in a fight, but is well-armed and armoured and more than capable of picking apart an enemy piece by piece. Starfleet Intelligence suspects it operates with a reasonably small crew, as the ''Plesh Tral'' is known to usually retain aboard a landing force for boarding or raiding actions, as well as having cargo space for anything looted. This leaves little capacity for a crew to operate the ship itself, and conditions aboard must be cramped even by the standards of non-Starfleet ships.
A successful RPG proposal demonstrates clearly:


As a scout ship, it has consistently been used to perform reconnaissance of [[Federation]] territory, gauging local defences and identifying possible targets for raids or even larger attacks. However, the ''Plesh Tral'' is also effective in groups, and is sometimes deployed in wings with two or more other raiders. This can allow multiple raiders to act as a formidable opponent on their own, but is also a common deployment on escort operations of larger ships with more important duties. One raider, when spotted, might be all that's out there - or it could be the harbinger of a bigger strike force for which it's scouting.
*how the concept will have broad appeal for Bravo Fleet's members and be able to successfully recruit;
*why the particular ship or base was selected, especially in terms of how its class will support the premise outlined;
*how the missions the RPG will write are connected to the premise, with major story beats and explanations of how members will engage in each mission;
*why the concept is suited to an RPG rather than a fiction;
*why the potential GM wants to run an RPG.


These ships are easy to repair and cheap to build. This means lone captains are fond of hit-and-runs where they can take some strikes and patch up later, but it also means that strike force commanders are more willing to sacrifice them entirely to achieve their goals. Due to its size and role, the ''Plesh Tral'' often operates independently, and Breen captains are expected to use their own discretion in selecting targets - but this means there is often nobody coming to save them if they misjudge.
==Concept==
"Explain the premise, theme and focus of your game that will make it stand out as unique and interesting within the Bravo Fleet universe. Describe in several paragraphs how your game will add new storytelling opportunities for players, how it might overlap with existing games, and why you are proposing to use the class of ship or base you've selected."


===In Play===
This section should be several substantial paragraphs.
* The ''Plesh Tral'' is the ubiquitous 'small' enemy Breen ship - on its own, only a threat to the weakest or smallest of Starfleet ships, but often deployed in wings.
* It's also the most multi-functional of Breen ships. It scouts for appropriate targets, conducts raids against the weakest for supplies or slaves, and provides escort for larger vessels. This means sighting one doesn't mean the Breen want a fight - they might be conducting recon, or they might be expecting lighter opposition than a Starfleet ship and decide against a confrontation.
* The Breen keep a landing force aboard to support their raiding operations, so they can grab goods or slaves and turn tail. But they're not above sending boarding parties in a straight-up fight if they think it'll help.


===Picking a Ship or Station===
It is important to pick an appropriate class of ship or station to match the premise you are going to describe. If you're intending to do exploratory and first contact missions, a tactically-oriented ship would be a poor choice, just like a science vessel would be a poor choice for tactical missions. That's not to say that games can't be set around ships ending up doing things they aren't designed for, but the ship's stated mission (i.e. what it's been ordered to do in-character by Starfleet) should match the class you select.


==Chel Boalg Warship==
This is also not to say that a ''game''<nowiki/>'s concept could involve a ship doing things outside of its specialty or purpose, but the ostensible in-character purpose for a ship being sent to a particular area should match its design. For instance, Starfleet wouldn't send a hospital ship on a tactical mission, but that doesn't mean a hospital ship wouldn't ever encounter trouble or be attacked, and so in your proposal spell this out if that's your intent: "This class has mission type X, and I want to run missions of type Y, due to Z circumstances which force the ship to do things outside of its initial parameters."
{{Specification
| image =
| displayName = '''''Chel Boalg'' Warship'''
| name = Chel Boalg Warship
| affiliation = [[Breen Confederacy]]
| operator = [[Breen Confederacy]]
| status = Active
| role = * Cruiser
| type =
| precedingClass =
| succeedingClass =
| succeedingClass1 =
| succeedingClass2 =
| dateEntered =
| productionEnd =
| retired =
| expectedDuration =
| expectedRefit =
| timeResupply =
| crewComplement = 400
| emergencyCap =
| civilians =
| populationCap =
| flightCrew =
| passengers =
| length = 400m
| width =
| diameter = (Starbases only.)
| height =
| decks =
| propulsionSystem =
| cruiseSpeed = Warp 8
| maxSpeed = Warp 9
| emergencySpeed =
| energyWeapons = Disruptors
| torpLaunchers =
| torpPayload =
| shields =
| dockingfacilities =
| shuttleBays =
| shuttles =
| runabouts =
| fighters =
| aux =
| msd =
| templatemode =
}}


The ''Chel Boalg'' warship lies at the heart of the Breen military. A large, multi-role combatant, it is an impressive warship more likely to be under the command and control of Breen leadership than the smaller heavy raiders. On borders it is assigned to protect key locations, and has a fairly tight patrol area so it can keep vulnerable or important regions safe. It may still be assigned on raiding missions against tougher targets, and is the largest of Breen ships seen beyond their borders outside of outright war.
==== For a Writing RPG ====
When selecting a class, it's good to spend some time in the specifications area of the wiki, as each modern class has a detailed write-up with substantial information on what a class is intended for and what its strengths and weaknesses are. In particular, pay close attention to the "In Play" section on each class, for some quick and easy tips on what to do with a particular ship.


With multiple weapon emplacements, a high level of manoeuvrability, and an impressive complement of troops aboard, the ''Chel Boalg'' is a versatile and dangerous foe. While nowhere near as fast as the heavy raiders, in a fight it is as quick as any Starfleet ship of its size. If fighting with escorts it tends to hold the centre of any Breen battle lines, drawing and directing fire. On its own, or in larger operations where more of its class are fielded, the ''Chel Boalg'' may single out key enemy ships and use its manoeuvrability and firepower to close and pin them down. If the Breen need to get troops on the ground under heavy fire, raiders will often protect a ''Chel Boalg'' making a run for the planet or station so it can drop troop transports before returning to the fight.
Here are some concept types and which ships are suited to them :


The presence of a ''Chel Boalg'' warship means the Breen have come to fight, especially if accompanied by an escort of heavy raiders. Alone, they are a fair fight for many Starfleet ships, and not easily dispatched by any. Their captains have often been battle-hardened been hardened by the recent hostilities with Starfleet and historical conflicts with the Cardassians and Tzenkethi.
* Long-Range Exploration:  ''[[Odyssey Class|Odyssey]], [[Constitution III Class|Constitution III]], [[Galaxy Class|Galaxy]], [[Obena Class|Obena]], [[Ross Class|Ross]], [[Vesta Class|Vesta]], [[Intrepid Class|Intrepid]], [[Luna Class|Luna]], [[Sagan Class|Sagan,]]''
*Exploration closer to or within Federation space: ''[[Inquiry Class|Inquiry]], [[Nebula Class|Nebula]], [[Sovereign Class|Sovereign]], [[Excelsior II Class|Excelsior II,]] [[Rhode Island Class|Rhode Island]], [[Duderstadt Class|Duderstadt]]''
*Science: ''[[Grissom Class|Grissom]], [[Nova Class|Nova]], [[Norway Class|Norway]], [[Olympic Class|Olympic]], [[Springfield Class|Springfield,]] [[Sutherland Class|Sutherland]]''
*Tactical: ''[[Inquiry Class|Inquiry]], [[Manticore Class|Manticore]], [[Rhode Island Class|Rhode Island]], [[Akira Class|Akira]], [[Defiant Class|Defiant]], [[Prometheus Class|Prometheus]], [[Saber Class|Saber]], [[Sovereign Class|Sovereign]], [[New Orleans Class|New Orleans]], [[Gagarin Class|Gagarin]], [[Edison Class|Edison,]] [[Alita Class|Alita]]''
*Generalist: ''[[Inquiry Class|Inquiry]], [[Reliant Class|Reliant]], [[Steamrunner Class|Steamrunner]], [[Nebula Class|Nebula]], [[Obena Class|Obena,]]''
*Scout: ''[[Rhode Island Class|Rhode Island]], [[Saber Class|Saber]], [[Challenger Class|Challenger]], [[Cheyenne Class|Cheyenne]], [[Duderstadt Class|Duderstadt]]''
*Utility: ''[[Parliament Class|Parliament]], [[California class|California]]''
*Humanitarian: ''[[Excelsior II Class|Excelsior II]], [[Odyssey Class|Odyssey]], [[Parliament Class|Parliament]], [[California class|California]], [[Olympic Class|Olympic]]''


===In Play===
This isn't all-inclusive or restrictive, but could help guide your thinking. Picking the right ship for your proposal is a very important step, and not being able to see the connection between your premise and the class you're proposing is almost certainly going to result in asking for revisions.
* A run-in with a ''Chel Boalg'' warship usually means the Breen expect and are ready for a fight. While it has been seen on its own conducting raids in Federation space against tempting and more well-defended targets, it is often accompanied by heavy raiders.
 
* In a fair fight, a small Starfleet ship should think twice about engaging. All but the mightiest Starfleet ships should bring reinforcements, tactical brilliance, or not expect to get through the fight unscathed.
==== For a TTRPG ====
* When fighting alongside other ships, the ''Chel Boalg'''s role depends on if it is the lone warship. If so, it forms the centre of a flight of heavy raiders and tries to draw enemy fire so those raiders can inflict significant widespread damage. If not, and without other mission objectives to divert it, a ''Chel Boalg'' may single out notable enemy ships and use its manoeuvrability and firepower to keep them contained.
Based on the source material being used (''e.g. Star Trek Adventures''), it would be use to explain what ship or station is being used and why, similar to the above guidance. Confirming you have this material on hand will also be helpful.
 
=== Describing Your Concept===
Think about the premises of various ''Star Trek'' shows and movies. What was the overall theme or niche that made it successful? While there is a certain amount of room in the fleet for generalist vessels, each RPG's proposal needs to demonstrate how the idea is unique and why it will attract interest. The more thought you can put into this section, the better the Operations Office will be understand your intentions, and the more successful your prospective game will be when you're actually running it with players.
 
Things to consider here:
 
*Is my premise suited for ''Star Trek'' specifically, or would it be more at home in another fandom?
*Are there other RPGs doing the concept I want to do? Are they full or recruiting? How will my RPG compete for players in the fleet?
* How will I explain my concept to prospective members? What's the recruitment appeal?
*What area of the galaxy do I want to operate in, and is there a lot of material already developed by the Intelligence Office that can help me?
*Does my concept use standard starship/starbase departments and positions or is it more specialized, say for an engineering or medical ship?
*Does my concept comply with existing canon, or impact any major races/powers?
*How much 'homework' would potential members have to do to get up to speed joining my game?
*Why is this premise suited for an RPG in the first place, rather than a fiction?
*'''For TTRPG:''' consider how will the players will interact with each other? How often will they meet? How will you summarise their decisions/actions to be shared with other members?
 
==Mission Summaries==
"Describe three mission concepts you might pursue after the launch of your game. They should include at least the basic story beats, explaining how you would get members involved and why that mission is suited to your premise."
 
Your mission summaries:
 
*should have a beginning, middle, and an end, even if you don't intend to reveal those story beats to your players at the beginning. You need to demonstrate that you're able to plot out an entire mission from beginning to end.
*should related directly to the premise you're describing, and they should be the missions you intend to start with. If you change the specifics later, that's fine, but part of what you're proposing in this document isn't just the premise but how you're going to get started, so it's important to put a lot of detail here.
* should not just be re-hashes of ''Star Trek'' episodes, but riffing or homage are perfectly acceptable.
*should show how you would get members involved, especially thinking about departments that aren't directly aligned with the mission idea.
*'''For TTRPG:''' 
 
=="Red Flags"==
There are several things that will almost invariably trigger a request for revisions or a flat rejection when found in a proposal:
 
* Section 31 or other black ops-style units
*MACOs outside of ST: ''Enterprise''-era games
*Alternate universes
*Time travel
*Content above 16+
 
==Premade Writing RPG==
 
You may want to consider using one of the [[Premade RPGs|Premade]] ideas as part of your proposal to create a new Writing RPG. They are available for use by any member with the rank of Lieutenant Commander or higher. This is a way of assembling a unique concept for your game, based on a pre-designed story concept which is then paired with a set of classes that you can choose from when applying to run the game. You will be paired with either the Bravo Fleet Operations Officer or another member of the RPG Team for a mentorship experience lasting the duration of your first mission, which has a set beginning and several endings. The concepts are broken down by which of Starfleet's core missions it addresses, with specific concepts tied to particular classes under that
 
<div class="mainpage-navigation mainpage-row spectiles">
<div class="card" style="opacity:0;"></div>
</div>
 
[[Category:Guides]]
[[Category:Bravo Fleet Policies]]

Latest revision as of 13:39, 22 August 2023

This article is official Bravo Fleet Official Policy.








This guide is governed by the Operations Office, and any questions should be directed to the Bravo Fleet Operations Officer.

The purpose of this guide is to walk you through the RPG proposal process, with explanations of why the process is the way it is, what the Operations Office is looking for, and things to consider as you create this document. Most basically, your proposal should demonstrate very clearly why your concept will be successful and what your preparation level is for running it.

General Evaluation of Proposals

The Operations Office considers factors both related to the proposal itself and to your history as a member in Bravo Fleet, as an RPG is more than just checking a registry item out, it's an exercise in leadership, interpersonal relationships, and good citizenship. Game managers provide a service to the fleet by organizing their games, and so we vet proposals very thoroughly to ensure a positive experience for everyone.

A successful prospective GM has:

  • reached the rank of Lieutenant Commander and has already requested a primary command;
  • For Writing RPGs:
    • demonstrated familiarity with the command system (i.e. fiction writing) through contributions to their primary command; and,
    • created a potential CO character that is realistic, appropriate, and effective as a model for potential applicants.
  • For Table-Top RPGs:
    • shared their experiences in managing a TTRPG and can give clear examples of how to make such a game successful while online.

A successful RPG proposal demonstrates clearly:

  • how the concept will have broad appeal for Bravo Fleet's members and be able to successfully recruit;
  • why the particular ship or base was selected, especially in terms of how its class will support the premise outlined;
  • how the missions the RPG will write are connected to the premise, with major story beats and explanations of how members will engage in each mission;
  • why the concept is suited to an RPG rather than a fiction;
  • why the potential GM wants to run an RPG.

Concept

"Explain the premise, theme and focus of your game that will make it stand out as unique and interesting within the Bravo Fleet universe. Describe in several paragraphs how your game will add new storytelling opportunities for players, how it might overlap with existing games, and why you are proposing to use the class of ship or base you've selected."

This section should be several substantial paragraphs.

Picking a Ship or Station

It is important to pick an appropriate class of ship or station to match the premise you are going to describe. If you're intending to do exploratory and first contact missions, a tactically-oriented ship would be a poor choice, just like a science vessel would be a poor choice for tactical missions. That's not to say that games can't be set around ships ending up doing things they aren't designed for, but the ship's stated mission (i.e. what it's been ordered to do in-character by Starfleet) should match the class you select.

This is also not to say that a game's concept could involve a ship doing things outside of its specialty or purpose, but the ostensible in-character purpose for a ship being sent to a particular area should match its design. For instance, Starfleet wouldn't send a hospital ship on a tactical mission, but that doesn't mean a hospital ship wouldn't ever encounter trouble or be attacked, and so in your proposal spell this out if that's your intent: "This class has mission type X, and I want to run missions of type Y, due to Z circumstances which force the ship to do things outside of its initial parameters."

For a Writing RPG

When selecting a class, it's good to spend some time in the specifications area of the wiki, as each modern class has a detailed write-up with substantial information on what a class is intended for and what its strengths and weaknesses are. In particular, pay close attention to the "In Play" section on each class, for some quick and easy tips on what to do with a particular ship.

Here are some concept types and which ships are suited to them :

This isn't all-inclusive or restrictive, but could help guide your thinking. Picking the right ship for your proposal is a very important step, and not being able to see the connection between your premise and the class you're proposing is almost certainly going to result in asking for revisions.

For a TTRPG

Based on the source material being used (e.g. Star Trek Adventures), it would be use to explain what ship or station is being used and why, similar to the above guidance. Confirming you have this material on hand will also be helpful.

Describing Your Concept

Think about the premises of various Star Trek shows and movies. What was the overall theme or niche that made it successful? While there is a certain amount of room in the fleet for generalist vessels, each RPG's proposal needs to demonstrate how the idea is unique and why it will attract interest. The more thought you can put into this section, the better the Operations Office will be understand your intentions, and the more successful your prospective game will be when you're actually running it with players.

Things to consider here:

  • Is my premise suited for Star Trek specifically, or would it be more at home in another fandom?
  • Are there other RPGs doing the concept I want to do? Are they full or recruiting? How will my RPG compete for players in the fleet?
  • How will I explain my concept to prospective members? What's the recruitment appeal?
  • What area of the galaxy do I want to operate in, and is there a lot of material already developed by the Intelligence Office that can help me?
  • Does my concept use standard starship/starbase departments and positions or is it more specialized, say for an engineering or medical ship?
  • Does my concept comply with existing canon, or impact any major races/powers?
  • How much 'homework' would potential members have to do to get up to speed joining my game?
  • Why is this premise suited for an RPG in the first place, rather than a fiction?
  • For TTRPG: consider how will the players will interact with each other? How often will they meet? How will you summarise their decisions/actions to be shared with other members?

Mission Summaries

"Describe three mission concepts you might pursue after the launch of your game. They should include at least the basic story beats, explaining how you would get members involved and why that mission is suited to your premise."

Your mission summaries:

  • should have a beginning, middle, and an end, even if you don't intend to reveal those story beats to your players at the beginning. You need to demonstrate that you're able to plot out an entire mission from beginning to end.
  • should related directly to the premise you're describing, and they should be the missions you intend to start with. If you change the specifics later, that's fine, but part of what you're proposing in this document isn't just the premise but how you're going to get started, so it's important to put a lot of detail here.
  • should not just be re-hashes of Star Trek episodes, but riffing or homage are perfectly acceptable.
  • should show how you would get members involved, especially thinking about departments that aren't directly aligned with the mission idea.
  • For TTRPG:

"Red Flags"

There are several things that will almost invariably trigger a request for revisions or a flat rejection when found in a proposal:

  • Section 31 or other black ops-style units
  • MACOs outside of ST: Enterprise-era games
  • Alternate universes
  • Time travel
  • Content above 16+

Premade Writing RPG

You may want to consider using one of the Premade ideas as part of your proposal to create a new Writing RPG. They are available for use by any member with the rank of Lieutenant Commander or higher. This is a way of assembling a unique concept for your game, based on a pre-designed story concept which is then paired with a set of classes that you can choose from when applying to run the game. You will be paired with either the Bravo Fleet Operations Officer or another member of the RPG Team for a mentorship experience lasting the duration of your first mission, which has a set beginning and several endings. The concepts are broken down by which of Starfleet's core missions it addresses, with specific concepts tied to particular classes under that