---
# System prepended metadata

title: Shiptest Background Scenarios
tags: [Lore?, Deprecated]

---

# Shiptest Background Scenarios

###### tags:  `Deprecated` `Lore?`

Note: After some discussion, we have decided to go with scenario 2 for Shiptest as a server, with Voyager being a possible event in the future. 

### Scenario 1: 'Voyager'

A lone ship, after flying into a freak space-time anomaly, ends up in an uncharted (by humanity) system an impossibly far distance away from all known space. Humans, and by extension, all races humans have come in cocntact with, have never seen or have been seen here. The natives of this area seem to be quite a deal less technologically advanced than the core systems around Sol, and as such will be fascinated by (or worse, envious of) the technology carried in the ship.

Scenario 1 takes place in a distant galaxy in the near present, although due to the less-advanced native civilizations, it may as well be in the distant past. The crew will generally be expected to try to get home, which is the main overarching goal of a round (or possibly a campaign made up of multiple rounds with elements of persistence between them), *BUT* the crew may also choose just to make a new life for themselves in this completely unexplored (again, by humans) space.

#### Pros: 
- Easily justifiable
- Able to shape the lore entirely to how we want
- Allows for never-before seen alien species (works well with the basic nonhuman proportioned clothing system mark made)

#### Cons:
- Requires rewriting the entire lore (ungodly amount of effort)
    - Unable to use commonly known and generally accepted NT/SGV/Syndie lores
    - Unable to use preexisting WS lore
- Would ***need*** more species in order to feel truly alien 
- Would possibly alienate people who just want to play a ss13-similar game

### Scenario 2: 'War Scavenger'

After the Inter-Corporate war ravaged the galaxy outside of SolGov's core worlds, many colonies were abandoned completely by Nanotrasen as the Syndicate won battle after battle. Countless lives were lost, communites were shattered, and colonies were abandoned and forgotten... with treasure left behind, waiting to be taken.

Scenario 2 takes place in the (not so) distant past. The Inter-Corporate war has just ended, leaving vast ruins across the galaxy and colonies without their vital supply routes as Nanotrasen and the Syndicate slowly recover from their wounds. There is money to be made.

#### Pros
- Able to use and expand on pre-existing lore
- Able to use pre-existing assets for ruins
- Interesting ruin concepts can be played around with without needing to recraft all of the lore
- Ruins/scavenging justified

#### Cons
- Actual motivations for independent scavenging may be a bit iffy; "Why not just work a regular job somewhere safe like the SolGov Core Worlds?"
    - Can fix this one by making reasons for this
        - some people are just kindof insane
        - situation in core worlds DEBATABLY sucks (discrimination, society, maybe headache inducing psionic fields, who the fuck knows? we can make this up later. necesary core to the concept is that core worlds work for some people, most even, but there are people who just don't fit in with it)
        - debatable chance at actually good loot
        - nerf teleportation tech so that its kindof hard to get out of the ship if you're there: its a long term investment, or maybe you were rescued from an abandoned escape pod or somesht
- Less unique, but still decently enough unique


