From: kickstart@vax1.mankato.msus.edu
Newsgroups: rec.arts.startrek
Subject: Star Trek -- The Driving Game
Message-ID: <1992Jan16.221742.1228@vax1.mankato.msus.edu>
Date: 17 Jan 92 04:17:41 GMT
Star Trek: TNG -- The Driving Game
Version 1.0
by Chris Josephes
Kickstart@vax1.mankato.msus.edu
----------------------------------
Okay here it is. We've heard of the Drinking Game, so now we must
logically have the Driving Game. True, they don't mix and they never should,
but I got the idea one day on a road trip and didn't feel like asking "Are we
there yet?" every ten miles.
The synopsis is real simple. Terminology from Star Trek has been
converted to simple terms used while someone drives a car. There have been a
coupla times when I've heard the driver of our road trips announce "warp drive"
on the freeway, and until now never realised how almost anything you encounter
on the road can be termed in phrases of Trek.
I'll try and keep this as organised as possible so you'll have easy
reference on the road or whatever (though I'd advise against the driver reading
this). For some parts, you may need to refer to the TNG Tech Man, but it
shouldn't be a real problem.
The Prime Directive
===================
We vow not to interfere with the natual courses of the lives of others.
We will not cut them off, tailgate, drive on the sidewalk, double park, honk
rudely or give them the "Picard Manuver" unless not doing so would jeoperdize
our own lives or insurance premiums.
We will not litter our galaxies highways, we will not ask the waitress of the
local "Stucky's" to sing Klingon opera, we won't take the towels from federation
accomadation outposts, or make fun of and taunt our Romulan highway patrol.
Part 1: Velocity -- A Simple transfer of MPH to warp factors.
==============================================================
0-9 Manuvering Thrusters.
10-49 Impulse power.
It is usually broken up like this--
10-19 = 1/4 impulse
20-29 = 1/2 impulse
30-39 = 3/4 impulse
40-49 = Full impulse
50- Warp Power.
Every ten MPH above fifty is equivelant to 1 factor of warp
Ex. Warp 6 is 110 Mph. Unfortunately, this scale does not count for that
"never reaching Warp 10 rule" in TNG, but knowing most of my friends cars,
Warp 8 is pretty much an impossibility at this time.
Part X: Your Automobile/SpaceShip -- the Basics
================================================
Trunk: Cargo Bay. (Note for vans/station wagons/hatchbacks, etc this should
be refered to as the main shuttlebay)
Bicycle/Ski Rack: Shuttlecraft hard-docking port
Engine: Matter/AntiMatter Reaction Chamber
Transmission: Warp Naceals/Impulse Thrusters
Body: Structural Integrity Field
Radio: Commlink (also applies to CB and Cellular Phones)
Front Grill: Main deflector dish
Bumpers: Inertial Dampening Fields
Heater/Air Conditioner: Life Support
Windshield: Viewscreen/Fore Scanners
Rear View Mirror: Aft Scanners
Unleaded Gas: Slush Deterium
Radar Detector: Tachyon Scanner
Towing line/winch: Tractor beam
Big spotlight that plugs into lighter: Auxillary Scanners
Rear View Mirror Ornament: Stuffed tribble (probably easy to make)
Rear Windshield Sticker: "Starfleet Academy" (I've acutally seen these around!)
Part X: Operational Modes
======================
Docked Mode: Usually for auto maintenance/refueling.
Cruising Mode: Normal driving operations
Yellow Alert: Usually for difficult driving situations (ie bad weather)
Red Alert: Hostile situation (ie attack from Borg/Romulans)
Part X: Systems Diagnostic Levels
==================================
These pretty much go along the 1-5 scale like on the Big E with Level 1 being
the most difficult duty while Level 5 being the least difficult. The following
are examples of each level
Level 5: Check air pressure/Clean windshield
Level 4: Change all filters(air,oil)/Fill all fluids(oil,winshield)
Level 3: Check electrical wiring/Minor secondary systems
Level 2: Remove all engine parts/Clean thoroughly
Level 1: Clean interior of car
Part X: Bridge Stations -- Who does what and where
===================================================
Flight Control (Conn): Drives the automobile, also reposible for minor
navigational duties.
Operations Manager: Allocates resources for crew use. Controls the use of the
following: road map, food resources. Also records
mileage and pertinant auto/mission data.
Command Station: The Captain of the whole thing. Usually sitting in the
comfort of the back seat. The second in command is usually
also with him, although that position need not be filled if
the auto is short-handed.
Tacticle: Security Officer. Usually ensures all windows, doors, seat-belts
secure. Plots tactical evasion courses should the need arise, and
should have extensive knowledge of motor vehicle laws in case
Romulan highway patrol manage to pull over auto.
Environment: Controls usage of heater/air conditioner and authorizes use of
windows for ventilation. Also designates which station the radio
is on and what tapes the crew listens to. Naturally this
assignment should only be given to those with good taste.
Science Officer: Has detailed data pertaining to locations of ship and local
customs of environment. Such duties include translating
speech with Romulan HP or Klingon truckers, and should know
the exact location of the "Stucky's" closest to the ship.
Mission Ops: Usually assitant to the Operations Manager, although this crewman
is also in charge of allocating resources to away teams. In the
event that there is NO second officer. Mission Ops should lead
away teams.
Engineer: Generally this is the guy with the automotive engineering skills
who has done an extensive study of engines. This person should be
in charge of all refueling and maintenance duties.
Counselor: Designated to make sure everyone has fun on the trip and makes
sure nobody says "Are we there yet?" May frequently introduce a
singalong during a long mission during times of low moral.
Yellow Shirt: (optional) This good hearted ensign gets to carry the gas can to
the nearest refueling faculty if the need of an emergency
refueling arises. (May also use "Counselor" if no YS is
available)
Medical Officer: Makes sure nobody gets too severe craps due to confiment
Note that like on the BigE there are four duty shifts (each 6 hours long) in
which someone else must take turns at the Conn.
Part X: Starship/Automotive Classes
====================================
Your car: Federation ship (yes, you're always the good guy)
Highway Patrol Car: Romulan Warbird (remember, the Klingons are our allies AND
we still cannot exactly detect a cloaked ship ie. behind a billboard)
City Bus: Transport.
Big Rig: Klingons. (Truckers -- the real warriors of the highway)
Tow Truck: The Borg (waiting to assimilate scrap heaps wherever they lurk)
Ambulance: Starfleet Rescue craft
Rich Exotic Import: The Ferengi
ANY PONTIAC: Captain's Yacht
Part X: Various Road Obstacles
===============================
Freeway Entrance: Usual entrance to warp drive
Freeway Exit: Usual emergence from warp drive
(of course situations in the past have shown that you can pretty much enter
warp anywhere you damn well please)
Freeway Entrance/Exit that you didn't mean to take: Wormhole!
Speedbump: Continuim Drag
Icy Road: Soliton Wave!
Pothole: Quantum Fillament!
Car in/off the road: Wreckage
Roadkill: Extinct unknown lifeform (usual response from science officers)
Roadsigns: Starfleet Navigational Guidance Beacons
Part X: Special Manuvers
=========================
Entering Freeway: Entering Warp
Exiting Freeway: Leaving Warp
Rockford (180 spin): Full about (hey, not everything gets a neato term!)
Evasive Manuvers: Avoiding Romulans
Part X: Locations on the Road
==============================
Howard Johnson's/
Stucky's: Ten Forward (the only REAL place to eat on a road trip!)
Auto Shop: Assembly Faculty
Gas Station: Refueling Base
Your garage: Drydock
Big parking lot: Close Orbit
Parking ramp: Starbase
Toll booth: Ferengi starbase (ugg)
Traffic Court: Q Continuim
Any Given City: Planet (city_name)
Any Given State: Sector (state_name)
Any Given Country: Galaxy (country_name)
Any Given Planet: (you're taking this game a little too far)
Best Western/
Red Roof Inn/
Howard Johnson's: Crew Accomidations
Holiday Inn/
Ramada: Guest Accomidations
Marriot/
Hilton: Officer Accomidations
Part X: Away Teams -- how the heck do we handle this?
======================================================
An away team should consist of the Second Officer or the Mission Ops crewman,
along with any number of expendable crew members. The natural shuttle variant
in the driving game would be a bicycle (preferable a mountain bike) or it could
even be skateboards or roller blades.
The logical reasons for these chosen veicles are 1) The fit on/in the car very
nicely. 2) Like shuttles, they should never be taken out while in Warp Drive.
Typical away team missions include: 1) retreiving more crew consumables
2) deposting crew post-consumables 3) negotiating with accomadations manager
for a night's lodging.
Of course more detailed and taxing missions include: 1) Scouting out a new
area (shuttle may be necessary). 2) Scouting for a good orbital parking spot
3) emergency refueling
Conclusion
==========
That is about all I can think about for now. I tried to think of some
way to include the transporters but I couldn't think of any. Also I had a
coupla ideas for general terms, but not many. If anyone has any suggestions
for additions to the list, send e-mail to "kickstart@vax1.mankato.msus.edu"
--------------------------------------------------------------------------------
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