Sunday, August 23, 2020

Weird Revisited: The Weird and The Unusual

This post first appeared in May of 2017...

 

The difficulty with dealing with the fantastic is too-often repeated tropes/ideas become cliches, and kind of unfantastic. The D&D (read: prevailing) view of elves, dwarves, dragons, etc. has thoroughly mundanified and Gygaxian-realismed these things into yawns for a lot of people. Now, it's resonable to ask just how fantastic an element needs to be in a game about killing stuff and taking its treasure, but feeling burned out on the standard tropes has led to a lot of folks reaching for the Weird. It's funny that almost 100 year-old tropes can seem fresh and untrod territory, but fantasy is nothing if not a conservative genre, I guess.

The trouble is, those elements might get a little stale for some people, too, with repetition. So there's the New Weird or gonzo, of course, but I'd also like to suggest that maybe things don't have to be wholly "new." They just have to be a bit surprising, and those surprises can each be employed a small number of times so they stay fresh.

I think looking back to mythology and folklore helps a lot, because there are a lot of forgotten elements in those that make no sense from the modern perspective, and so have tended to be dropped from retellings. Medieval bestiaries are good, too.

Here's an interesting thing I came across a couple of years ago: "mundane" animals as treasure guardians:

Washington Irving notes the folk-belief that the spiritual guardians of buried treasure could take on the form of animals, such as toads. “Wild vines entangled the trees, and flaunted in their faces; brambles and briers caught their clothes as they passes; the garter snake glided across their path; the spotted toad hopped and waddled before them; and the restless cat-bird mewed at them from every thicket. Had Wolfert Webber [a man in search of treasure, but who was unschooled in folk-magic] been deeply read in romantic legend, he might have fancied himself entering upon forbidden enchanted ground; or that these were some of the guardians set to keep watch upon buried treasure.” Diedrich Knickerbocker (pseud.), “The Adventures of the Black Fisherman,” Tales of a Traveller (1825), 2: 356.

So replace a dragon or some other "fantastic" creature with just an animal, acting kind of strange and maybe able to talk. Adventure Time! sort of (I'm sure unknowingly) uses this trope with a frog that serves as a portal to lumpy space:


Monsters that want to chat, instead of kill the party immediately, are also a mythological staple that is not as often done in rpgs (though I try to do a bit of this in Mortzengersturm). This one can hard because PCs are a stabby lot, but it can help put them in the old school mindset of the goal being to get treasure, not necessarily kill things. A loquacious monster is a challenge, not an encounter.

Finally I would suggest the behavioral reskin (this is sort of a broader application of the talking monster principle). We're all familiar with putting new flesh on a set of stats, but a more subtler reskin will sometimes surprise players more. If goblins aren't following their Gygaxian role, but instead all consumed with building/repairing some ancient machine, maybe that hooks the PCs interest? Maybe it's only me, but I think backwards talking derro that can only be understood if you look in a mirror as they speak, move a known monster away from an evil dwarf back to the Shaverian paranoid weirdness.

Those are just some examples, which may or may not work for you, but I'm sure you can think of your own. Instead of trying hard to make things fresh and new, just make them a little odd.

Friday, August 21, 2020

Weird Revisited: Draconic Correspondences

This comes from a productive accidental brainstorming with Richard and Mateo on the late G+ back in its glory days of 2015.

Chromatic Dragon Colors & Alchemical Associations:
Black: lead, vitriol (sulfuric acid), fire, the smell of sulfur, putrefation, phelgmatic.
Blue: tin, rust, water, acrid smell, dissolution, melancholic.
Green: copper, earth, saltpeter, chlorine smell, amalgamation, sanguine.
Red: iron, air, sodium carbonate, rotten egg smell, separation, choleric.
White: silver, alchemical mercury, after a rain smell, unemotional.

Thursday, August 20, 2020

Star Trek Ranger: Romulan Encounter


Player Characters:
The Crew of the USS Ranger, Federation scout ship:
Aaron as Lt., j.g. Cayson Randolph, Operations Officer
Andrea as Capt. Ada Greer
Billy as Lt. Cmdt. Sobek, Ship's Counselor
Dennis as Lt. Osvaldo Marquez, Medical Officer
Paul as Cmdr. D.K. Mohan, Chief Helmsman

Synposis: After capturing the Romulans planetside, the away team beams back to the ship to find they have just received a distress call from the Burnell. It's systems are failing and it's running out of time. A painstaking search of the nebula brings them to the warp shuttle--and none to soon because its power is failing and life-support with it. Before they can rescue the crew, the Romulan cruiser Veritex uncloaks and demands they turn over everything they have on the energy weapon on the planet!

Not eager to fight, the Ranger crew negotiates an exchange with the Romulan commander: the Ranger lowers it's shields and beams over the Burnell's crew, while the Romulan's transporter their captured shuttle crew off the Ranger.

Commentary: While I was all set to run a space combat here, the players took the Star Trekian way out and found a nonviolent solution. Mohan's skill at persuasion proved extremely useful as did the ship's counselor Sobek's unexpected acumen with the sensors.

The Romulan vessel was a V-9 temar vastaram "Night Flyer" cruiser, from the FASA Romulan supplement. The Burnell was also a type of ship FASA created: the Pulsar Class warp shuttle.

Wednesday, August 19, 2020

Wild Wild West Wednesday


This is your periodic reminder that my review of the high points of the Wild Wild West television series from the 1960s, aided by Jim "Flashback Universe" Shelley continues on the Flashback Universe Blog under the Wild Wild West label. A new installment is up today.

Monday, August 17, 2020

Insurgent Middle Earth

If we take The Silmarillion as Elvish mythology (which it is), then most of the doings in Middle Earth are a proxy conflict between two super-powers: Sauron and his minions and the Valar and the Elves. We needn't assume either side is particularly good, In fact, we know the Valar unleashed a devastating weapon of mass destruction against their former allies in Numenor just for getting to cozy with Sauron.

In the modern era, Sauron's forces have been engaged in a protracted occupation of  Eriador. Through the action of the Mordor proxy Angmar, the Western kingdoms of Man were shattered, much of the population fled south, but fanatical bands, the Rangers, structured around the heir to throne of Arnor and Gondor, and supported by the Elves, continued to fight an insurgency against Mordor's Orcish forces and her allies.

Sauron has been a distant and not terribly effective leader for sometime. He has been unable to consolidate Angmar's victory over Arnor (a victory that saw Angmar destroyed in the process) and unable to wipe out the remaining Elvish enclaves and human insurgents.

You get the idea. Shorn of much of it's epic fantasy trappings, Middle Earth becomes a grittier place, where Men, Orcs, and local Elves, are all dealing with the aftermath of a terrible war wrought by super-powers that they perhaps only have the smallest of stakes in, but yet are forced to take most of the risk.

Seems like an interesting place to adventure. 

Friday, August 14, 2020

Spelljammer Revisted: Wings Between Worlds

Occasionally I forget I had actually written a post as opposed to just having the idea, but this one I did write in 2018. It is relevant I think as another perspective on my recent Spelljammer considerations.


Because space-faring sailing ships are so 80s, let's have genuine aircraft flying between worlds, perhaps open cockpit, certainly of the bat-winged, Frazetta variety. Space will have to have air, of course. Let's say the system is enclosed in a big Dyson Sphere--a crystal sphere, if you like. With a sphere full of air, the temperature of the worlds at the various orbits will be of less concern, though where the warmth and the light comes from will have to wait.

The technology of the primary society might be what we would call Dieselpunk, except it isn't particularly punk or Diesel, but it's that between the Wars era, sort of art deco stuff filtered through science fiction. Automobiles out of Flash Gordon and that sort of thing. And, of course magic.


Might as well port in a little bit of Planescape and have the worlds be more a more pulp planet version of the Gygaxian planes. The full compliment of D&D races would be necessary for a Star Wars Cantina vibe. Flash Gordon will help there, too.  The worlds might move in very eccentric orbits. Travel between them might mostly be by sight rather than map.

Thursday, August 13, 2020

Weird Revisited: D&D Races as UFOlogy Aliens

The original version of this post appeared in August of 2018...

 

I bought these Japanese alien figurines about four years ago. Looking at them yesterday, I though they might make good new skins for for D&D races.

Elves = Gray
They're both fan favorites with all the mystique.

Gnomes = Hopskinville Goblin
Magical little pranksters.

Halflings = "Apache" Alien
Their both child-like and cutesy, I guess. Not so sure about this one. (I actually don't know what alien this is supposed the represent. It looks like a Neonate, but the name "Apache" is odd.)

Goliath = Voronezh Alien
Giants!

Dwarf = Frog Alien
Let's break the Dwarf/Beard connection once and for all. I suppose the Roswell Alien as pictured would be an alternate. Though I and other have statted up frogling races for 5e.

Tiefling = "Triglia" Alien
He's demonic looking!

Monday, August 10, 2020

To Rescue the Duke

 

Our Land of Azurth 5e game continued last night, with the party plotting to free the Duke of Dhoona from the curse after having killed the evil, plant priest Slekht Zaad. Luckily, Zaad was at least truthful about bringing the antidote, they just have to find a means to deliver it.

Bell and Waylon (the only two not wanted but the city guard) go into the city in disguise to buy a wagon and oxen to sneak the others back in. They return, and everyone else hides in the wagon in any illusory pill of dung.

Once back in the city, they again seek sanctuary in the Temple of Azulina. They send Shade and Waylon to invisibly scout the ducal palace. They find it strangely unguarded, but they are wary.

The group decides to create a diversion with Kully the Bard rabble-rousing against the Duke's crazy policies (most specifically his beer tax) and the rest of the part readying for an invisible infiltration of the palace at the proper time. Kully's tactics work, and a small, but dedicated mob advances to cavort rudely in the Duke's beer fountain. Predictably, guards pour out of the palace to subdue them, and the rest of the part gets inside.

Searching quickly (i.e., not stopping to take treasure), they make their way to the upstairs. The palace is mostly empty, but they first discover were Zaad's ally the Guard Captain Draco Battles and his lieutenants are staying. After a tense moment, they manage to avoid them while invisible. Finally, they discover the Duke's room. Dagmar's Remove Curse has no effect on the mad Duke, but Waylon blows the antidote powder into his eyes, and the Duke comes to himself.

The Duke is only out of the party's sight for a moment, when Draco's men try to nab him. The party rescues the Duke and slays the two.

The restored Duke makes the other guards stand down. He rewards the party for their heroism, and allows Waylon to start up a party on the palace grounds with the liberated beer.

Sunday, August 9, 2020

More Classic TSR Settings as 70s Paperbacks

In comments on my last post of this sort, a request was made for Planescape and Spelljammer. I was happy to oblige.

Art by Bruce Pennington. Title typeface is Dynamo (well, actually Nougat which is an homage).

Art is by Richard M. Powers. Title typeface is ITC Busorama.

Thursday, August 6, 2020

Star Trek Ranger: The Obelisk

Player Characters:
The Crew of the USS Ranger, Federation scout ship:
Aaron as Lt., j.g. Cayson Randolph, Operations Officer
Andrea as Capt. Ada Greer
Billy as Lt. Cmdt. Sobek, Ship's Counselor
Dennis as Lt. Osvaldo Marquez, Medical Officer
Paul as Cmdr. D.K. Mohan, Chief Helmsman

Synposis: Still searching for the lost Burnell, the Ranger away team has encountered survivors of a Romulan scout vessel crash, and discovered a mysterious signal emanating from alien ruins. Searching for those, they encounter non-Federation mining camp.

Commentary: This was the second session of Star Trek Adventures with the Ranger crew, playing through "Signals" from the Quickstart rules, tailored for the Original Series era. This session was mostly taken up by a firefight (then fist fight) with some Romulans. I modified the adventure to encourage a fist fight, as that's more TOS as opposed to a lot phaser blasting--though we still had a lot of lot.

The party is conspicuously light on security heavy personnel--they probably should have some supporting characters for something like this. I'll have to member that for later adventures. Still, everybody got to do their "thing" which is good.

I described the miners here as dressed like the ones in the episode "Devil in the Dark."


Wednesday, August 5, 2020

Wednesday Comics: Comics Kickstarters

Two recent comics Kickstarters I backed have at least partially delivered.


Dan Brereton's Giantkiller Monster edition arrived yesterday and it is pretty sweet. It reprints the 90s limited series with supplemental material in a larger format. It's really pretty. 

I don't this version is available, but looks like the original collection is still available on Amazon.


Warlock 5 was an a black and white fantasy comic in the 80s by Den Beauvais and Gordon Derry. He wasn't completed at the time but the new omnibus promises to do just that. This one you can pre-order.

Sunday, August 2, 2020

TSR Settings as 70s Paperbacks

For no good reason, I decided to reimagine two classic D&D settings as 70s mass market trade paperbacks.

Art by Ken Kelly


Art by Sanjulin

Thursday, July 30, 2020

The World of Valerian and Laureline


I'm a sucker for "universe" books, particularly lavishly illustrated ones. Valerian: The Illustrated Treasury  by Pierre Christin and Jean-Claude Mézières hits all the right notes. It's a guide to the world of the long-lived French comic series.  It's only flaw is that it's a bit thin. Check out these pages:






Wednesday, July 29, 2020

Wild Wild West Wednesday Reviews


Again, I'll mention that my friend Jim and I have embarked on a review of the tv series Wild Wild West to be published on Jim's blog Flashback Universe. As of today, there are 3 posts in the serious under this tag.

Monday, July 27, 2020

Endeavour: The Savage Syndrome [Star Trek]


Episode 1:
"SAVAGE SYNDROME"
Player Characters: 
The Crew of the USS Endeavour, NCC-1895, Constitution Class Starship (refit):
Andrea as Lt. Ona Greer, Ops Officer
Bob as Capt. Robert Locke
Gina as Cmdr. Isabella Hale, Helm Chief
Jason as Lt. Francisco Otomo, Chief Security Officer
Tug as Dr. Azala Vex, Trill Chief Medical Officer

Synposis: Returning in a shuttle craft, the senior officers of Endeavour respond to a distress call from research facility on an otherwise uninhabited world and find themselves attacked by evolutionary atavisms.

Commentary: My second session of Star Trek Adventures and my second group! This adventure is a modified version of the introductory adventure "The Rescue At Xerxes IV," with an episode name borrowed from a story synopsis submitted for the aborted Star Trek Phase II series with a similar conceit.

This series, in fact, will borrow a lot from Star Trek Phase II, included a similar upgrade of the Constitution class.

The dice weren't necessarily with the players tonight. A number of complications hurt them: Greer sprained an ankle, Dr. Vex lost her medical equipment, and Hale dropped a phaser. We'll see how those come into play in the second half.

The Endeavour crew had been returning from a conference at Starbase 134 on Rigel VI. The distress call was from L-373-IV an extrapolation of system nomenclature in that sector introduced in "The Doomsday Machine."

Sunday, July 26, 2020

Spelljammer Reimagined


I've been thinking a bit lately about how I might revise Spelljammer (not that I haven't done Spelljammerish riffs before) and so this serves as a bit of a companion to my Dark Sun and Ravenloft pieces. Here are my notes:

Greater Economy of Space. While it's certainly an aesthetic choice, how I would want to run a game of ships sailing between worlds isn't enhanced by a lot of crystal spheres. The detailed one's only seem to connect D&D IP and made up ones would tend to be like systems in Star Trek or Star Wars--generally only with one place of interest. I think a denser packed, smaller setting is better--though of course smaller is relative. We're still talking a system that encompasses numerous worlds. I'm think one very overstuffed primary system (cosmos or cosm), and perhaps a couple of other, more mysterious ones. There might be other cosms out there, but they aren't as closely linked.

No Spelljamming Helms. Space travel should be due to a specific technology, but I have something more like the alternate physics of Garfinkle's Celestial Matters, maybe. Some special material like Cavorite or lift wood will likely be necessary.


No Elves. Well, maybe there might be something somewhere named elves, but what I mean is, I think I would avoid standard D&D species/races in favor of more science fiction ones, maybe just reskinned from stuff in D&D. The Star Frontiers borrowings in Spelljammer might well show up.

More fantastic. There's just air in space, or at least the in-cosm space ships typically travel through, no need for all the rules about ships and air envelopes. Rock or earth generates gravity (maybe it's a property of elemental earth?), but ships themselves or other objects.

Psionic/Psychic Powers Over Spells. I'm not completely sure of this one, but I feel like framing magic more as psionics without out and out trad wizard rare and notable would enhance the sort of planetary romance feel.

Inspirations:
Flash Gordon, Alex Raymond
Storm "The Pandarve Cycle," by Don Lawrence and others.
Celestial Matters. Richard Garfinkle
Iron Wolf and Cody Starbuck both by Howard Chaykin
Brass Sun: The Wheel of Worlds, Edington and Culbard.
The Rediscovery of Man stories by Cordwainer Smith
The Airtight Garage, Moebius
Treasure Planet (2002)

Friday, July 24, 2020

Weird Revisited: A Few of My Favorite Aliens

The original version of this post appeared in 2012...

Aliens species in most science fiction rpgs are of the of the human-body, animal-head variety or just human’s with odd skin color--which might be cool if they gave them so interesting personality.  There are some pretty interesting aliens in games.  Here are a few of my favorites:

Vrusk
From: Star Frontiers
All the species in basic Star Frontiers are pretty cool (Zebulon’s Guide has some clunkers, though) but the corporatist, insect-appearing (though not actually intervebrate) Vrusk are good ones.  They avoided the cliches of evil insectoids and (mostly) hive culture.

Kronin
From: GURPS Aliens
At first blush these guys are a “warrior race” cliche (okay, not just at first blush), but two me there are a couple of interesting things about them.  One is that their societal structure is based around cadres and avoids the usual “Klingon Empire” thing.  Two, their noseless humanoid appearance reminds me of the Acroyear in the Micronauts comics, who are one of the coolest warrior races ever.


K’kree
From: GURPS Traveller: Alien Races 2
Horse-like herbivorous sophonts on a holy crusade to cleanse the universe of meat-eaters. Not only due the K’Kree break with typical humanoid alien design, they turn “peaceful herd animal” expectations on their ear.


Arilou
From: Star Control
These guys are from a series of computer games and are just green-skinned humanoids.  What’s interesting about them is they reference the classic little green men from flying saucers motif.  Their ships are inertialess too, making them unique among the sentient races--and mysterious. The fraal from Alternity's Star*Drive setting are a somewhat similar idea, perhaps better done, but without the cool saucers.


Pentapod
From: Traveller: 2300AD
2300AD had several well done species, but the biotech-using pentapods are my favorite. Interestingly, the pentapods themselves are biotechnology--constructs made by deep sea intelligences on their homeworld.  It’s a set-up that could be easily used for horror, but the pentapods are one of the closest allies of humans.

Thursday, July 23, 2020

Inspirations for A Revised Spelljammer, Annotated

Sailing ships in space. Like Disney's Treasure Planet or the Pandarve cycle of Don Lawrence's Storm.

An Alex Raymond's Flash Gordon sartorial base...

Julio Ribera
...garnished with 70s bande dessinée artists' science fantasy eclecticism.

Don Lawrence

Weird worlds and numerous micro-worlds. The Little Prince's B 612 would fit right in.

Wednesday, July 22, 2020

Wednesday Comics: Prism Stalker


Image Comics has really been putting out some solid science fiction series. So many, in fact, that its hard to keep up with them all. I was clued in to Prism Stalker by Anne over at DIY&Dragons.

The ad copy compares it to the work of Octavia Butler (which I can see) and David Cronenberg (which is a bit iffier, so far). It tells the story of a young woman from a less technological advanced world, devastated by a plague whose people are refugees and indentured servants in wider galactic society. She impresses a visiting recruiter enough that she's taken for training in a special unit being taught to harness the reality-warping power of an alien world where the mysterious native species is "resisting" the civilizing forces of galactic hegemony.

The art is great and the story would make a good film, I think.

Monday, July 20, 2020

Star Trek: Ranger


Player Characters:
The Crew of the USS Ranger, Federation scout ship:
Aaron as Lt., j.g. Cayson Randolph, Operations Officer
Andrea as Capt. Ada Greer
Anne as Cmdr. Zephyr Westerly, Science Officer
Billy as Lt. Cmdt. Sobek, Ship's Counselor
Dennis as Lt. Osvaldo Marquez, Medical Officer
Paul as Cmdr. D.K. Mohan, Chief Helmsman

Synposis: The Ranger is sent to locate a missing ship, the Burnell, which had disappeared while investigating an alien signal within a dangerous nebula.

Commentary: We played our first session of Star Trek Adventures by stating a slightly modified person of the adventure "Signals" from the Quickstart rules, tailored for the Original Series era. We still have a ways to go before with have the system down. The basic mechanics are simple but their are a lot of points of interaction and a definite strategy to best use of the Momentum economy. Still, I think it's a good system with a the capacity to play very cinematically.

FASA's Star Trek game supplied some of the details to help convert this adventure from TNG era to TOS. The missing runabout of the text became a Pulsar class warp shuttle. A crashed Romulan warp shuttle was of the Praetor class.

The Ranger Class Scout ship used by the characters is likewise a FASA invention.


Wednesday, July 15, 2020

Wild Wild West Wednesday


My friend Jim and I have embarked on a review of the tv series Wild Wild West to be published on Jim's blog Flashback Universe. Head over there to check out the first installment.

Monday, July 13, 2020

Pruning the Weed of Evil


Our Land of Azurth 5e game continued last night. The party had found what they were pretty certain was the gem containing the soul of Slekht Zaad, but like the good adventurers they are, they decided to loot the rest of the Shrine of the Black Lotus to make sure they didn't leave anything valuable behind.

They fought a mummy and some carrion crawlers for their trouble, but gained some gems and gold--and a few magic items including the mysterious Boots of Elvis-Kind.

Returning to Dhoon, Eric Goodbeard, priest of Azulina, told them the gem would like need to be in the vicinity of Zaad to make him vulnerable. He suggested they parley and offer an exchange for the the cure to the curse infecting the local Duke and the fay-flowers of Shkizz. The party sent Zaad a message offering a meeting on the outskirts of town, but what they intended was an ambush.

Slekht Zaad, protected by his invulnerability, showed alone. He hadn't reckoned on Waylon and Erekose being present and invisible. Zaad kept his distance, but when he moved to pick up the gem from where Kully had left it, Waylon swooped in to pick it up. A fight broke out, with Zaad slinging some powerful spells and the party being unable to damage him, until Waylon got into melee range with the gem.

Suddenly, the gem's glow faded, and Erekose's next blow bit deep into Zaad's flesh. The party hit him hard. He was a powerful foe, but he was no match for all of them ganging up on him. Kairon delivered the coup de grace with firebolts.

Now, there was the matter of the trecherous Draco Battles and the lifting of the curses.

Friday, July 10, 2020

Weird Revisited: Ways & Sigils

The original version of this post appeared in 2015...

When humanity discovered there was a way to cheat relativity, we found, to our surprise, that it was a lot like magic. The paths that shortcut distance and connected many universes were built by ancients no species remembered--though everyone had stories. A popular one was that the precursor culture came from outside the ordered universes, from a manifold or bulk whose physical laws would have been more familiar to Jung or Frazer than Einstein or Hawking. We called it "hyperspace." It sounded more scientific than "the astral plane."

Computers, even the most advanced AI, were mostly confused by the Ways. They could tell you a lot about the apertures, but they couldn't decipher the symbols that needed to be inscribed on the hulls of craft in order to make the apertures open or to arrive safely at a desired destination. And so the casters arose; they were people with the mental aptitude to understand the ways and create the symbols needed to traverse them successfully. With a good caster, a vessel can get almost anywhere.

Sometimes, though, ships wind up someplace other than their intended destination or just disappear entirely. At times the casting is probably to blame; encoding multidimensional state vectors into a compressed, symbolic representation has always been more intuition than science, and the internal state of the caster has always been a variable. Sometimes there's just a glitch--an act of God, you might say. Who knows what might distract the hypersophont entities or idiot gods in the machinery of the multiverse that "read" the sigils and guide ships to their destinations?

So the lucky and lost just wind up making an extra stop or two before their final destination. The unlucky truly lost disappear entirely. But there are a few, the stories say, that turn after a long absence with strange stories. There's a city at the center of the multiverse, these haunted-eyed travelers will tell you. A city where castaway alien vessels from infinite universes wind up. A city so vast, so old, so integral, that it doesn't have a name, just a single location sigil-- the Sigil. That's what they call it.


Wednesday, July 8, 2020

To Boldly Go


Not for the first time since I started writing this blog over a decade ago, I am playing on running a Star Trek game. After some indecision, I've decided to use Star Trek Adventures. I was initially put off by some of the mechanics, but after watching some play videos and reading a good bit of the rules, I think it's a niffy system. Good enough to give a try, at least.

My idea is to run the game in the so-called "Lost era," specifically the time between the original series and the movies. If we follow the Okuda timeline, that would be around 2270. The characters will be the crew of a refitted Constitution class starship, the U.S.S. Endeavour (NCC-1895), sent on a five-year mission of exploration. The design of the ship will predate the ST:TMP refit, allowing me to use the abandoned design for Star Trek: Phase II, which is sort of the "missing link."


ST: Phase II, for those that don't know, was the proposed tv show they were working on before Paramount decided to use the script for the pilot to make a movie. It's aspects reflect a distinctly 70s Trek as the production art shows.

Anyway, it I'm looking forward to it. If you are interesting in reading more about it, Star Trek Phase II: The Lost Series by Judith and Garfield Reeves-Stevens is the best place to do that.