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#but it is somewhat determined by the crew in a way that doesn't fit with standard military protocol
hephaestuscrew · 3 years
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Minkowski's Position as Commander: An Attempted Analysis
TLDR: Increasingly as the show progresses, Minkowski's role as Commanding Officer of the Hephaestus is not about the position given her by Goddard but is instead about a choice that she and her crew continually make.
At the start of the series, Minkowski very much believes that she derives her authority from the position given her by Goddard Futuristics. It's clear that this military chain of command is really important to her. For example, when Hilbert attempts to leave Minkowski to die in space, the main thing she says to try to persuade him to let her in is:
This is treason. This is a betrayal of your commanding officer.
[CONTINUED BELOW THE CUT]
It's quite revealing that Minkowski thinks that military protocol / her role as Commanding Officer provides the most powerful reason for Hilbert not to kill her, even though he has known her for nearly two years and they have generally been on quasi-friendly terms.
After Hilbert's Christmas mutiny (and to a certain extent even before that), the Hephaestus crew know that Command cannot be trusted. The authority that initially conferred a position of power onto Minkowski has lied to them all and is actively malicious. So past that point, Minkowski's status as Commander isn't really determined by the fact that Goddard Futuristics gave her that position, because the crew have no reason to obey Goddard anymore. The basis of her authority no longer comes from Goddard, but more from a kind of unspoken agreement that someone needs to be in charge and it ought to be her. As rebellious as Eiffel and Hera both are, neither of them actually question Minkowski's status as Commanding Officer. It's true that they often don't obey her orders, but when they go against what she's said, it is with a conscious sense that they are disobeying not just another crew member, but their commanding officer.
The next major wrench to be thrown at Minkowski's Commander status is the arrival of Lovelace, who is arguably more qualified to be Commander than Minkowski. Not only has Lovelace commanded the Hephaestus herself (and for a longer period of time than Minkowski has), her title of Captain outranks Minkowski's title of Lieutenant. In Lovelace and Minkowski's power struggle after Lovelace's arrival, they are both coming from a perspective of "I was here first". Lovelace commanded that ship first, but Minkowski commanded that crew first and that ultimately gives her more power. Minkowski remains the Commander of the Hephaestus because the crew know her and trust her.
Eventually Lovelace comes to trust Minkowski too and to view her as the rightful Commander of the Hephaestus. In S3 and S4, she often backs up Minkowski's authority and tells the others that they ought to follow Minkowski's orders.
When Kepler shows up, there's a new official Commanding Officer of the Hephaestus. The si-5 declare that Minkowski is stripped of the title of Commander. Of course, I couldn't write this post without mentioning this iconic exchange:
EIFFEL I'm glad to see you too, Commander.
MINKOWSKI You heard the new boss, you don't need to call me that anymore.
EIFFEL Uh, yeah, they can go screw themselves. The entire universe will freeze before you're not the Commander of the Hephaestus.
Minkowski is ready to accept that she's no longer the Commander, because a part of her still thinks leadership is determined by the official chain of command. But Eiffel doesn't accept that. And he's not the only one who still acknowledges Minkowski as leader despite the arrival of the SI-5. Although her programming prevents her from addressing Minkowski as Commander, Hera believes that:
Lieutenant Minkowski's still the one who gives the marching orders.
Throughout Season 3, there's the sense of a crew-within-a-crew on the Hephaestus. Sure, Kepler is officially the overall commanding officer, but to Eiffel, Hera, Lovelace and even Hilbert to a certain extent, Minkowski is their true leader. Even though Lovelace and Hilbert do go behind Minkowski's back, they still seem to have a sense that a mutiny ought to have her Say So.
Another interesting element is that, in the eyes of Command, Minkowski was never the highest ranking crew member on the Hephaestus. Kepler confirms this in Ep48 when he says that the "Highest ranking member of each crew was briefed on the possibility" of a Theta scenario and that for both Hephaestus missions that was Hilbert. To Goddard Futuristics, Minkowski was the Commander in name only.
The Hephaestus crew (by which I mean everyone except the si-5) treat leadership as something official and codified, but not as something conferred by external authority. They follow a policy where one person has to be clearly designated as the Commander, but where Goddard Futuristics does not determine who that person is. This approach is displayed in Ep47 when Minkowski asks Lovelace to take over command of the Hephaestus. Minkowski's status as Commander is proved to have been a choice, because she can also choose not to be Commander. This choice is a personal one. There's no military protocol involved, just a discussion between two friends and the handing over of a title.
It's also worth noting Lovelace's reluctance to take over the role of commanding officer and her insistence that this is a temporary arrangement. Her reaction demonstrates how much she has come to see Minkowski as the rightful Commander. S2 Lovelace would have responded very differently.
When Minkowski becomes Commander again in Ep53, she has another conversation which reveals a lot about her attitude towards leadership. I'm just going to put the whole long quote here because I think it's all very relevant to what I've been talking about:
MINKOWSKI It's just... there's been all these times when somebody put me in situation where I was "in charge," but I wasn't... in control. I can't think of a decision in my life that wasn't already determined by someone else. But... even then, there was always a choice. I always made it. Even when I didn't realize I was making it. So now... I think I need to make choices by myself. For myself.
LOVELACE Aaaaand does that mean you're perhaps ready to take command of a certain space station again?...
MINKOWSKI No. Because I've never been in command, I can't retake it. But, if you'll allow me, sir, I would be honored to relieve you of your duties, and assume command of the U.S.S. Hephaestus Station.
Lovelace SMILES, and salutes Minkowski.
LOVELACE About friggin' time, sir.
Here it's made explicit that the question of Minkowski's status as Commander is tied into themes of choice and responsibility and control over one's own life. Minkowski recognises that her starting the Hephaestus mission as Commander was a choice made for her by Goddard (this is especially true because Minkowski applied to be just a Navigations Officer, not a Commander). Her continuing to be Commander was a choice, but it didn't feel like one to her at the time. To some extent, it was a choice she made passively (although I think her crew actively chose to follow her).
This conversation shows how Minkowski's view of leadership has changed dramatically. At the beginning of the series, she probably would have said that Goddard's choice to designate her Commander was what made her a Commander. She probably would have said that was how leadership ought to be determined. But by Ep53, she no longer wants to be dependent on the decisions of others to decide her role. Being Commander is not only a choice, it is now a choice she makes consciously and independently. She doesn't really have any more control over their circumstances when she retakes command in Ep53 than she did before handing over command in Ep47. Nonetheless her decision to make active choices for herself is still a significant one, because it reflects a paradigm shift.
Of course, there is some cruel irony in the fact that very soon after this conversation Minkowski is put under Pryce's mind control. Sometimes the choice to take control of our lives is taken away. Notably though, Eiffel still calls her Commander when she's not even able to command her own actions. And when she does regain her autonomy, she automatically assumes command of a new crew-within-a-crew (Eiffel, Hera, Lovelace, and Jacobi).
Cutter recognises how important Minkowski's role as Commander is to her. In the finale, he tells her:
People cared about you because of what I made you: A soldier. A leader. A commander. I gave you that
But I would argue that this isn't true. Yes, it was Cutter who initially gave Minkowski the title of "Commander", but that was never what made her a leader. Goddard never saw Minkowski as a leader. They saw her as a tool. She became a leader in her own right because she strived to do the right thing for her crew and because her crew trusted her to lead them.
For a final example of how important Minkowski's role as Commander is to her, here's what she says to reintroduce herself to Eiffel after the memory wipe:
Hi. My name is Renée Minkowski. I'm the Commander of this space station.
At this point, Minkowski knows that the space station in question is not going to exist for much longer. She knows its been a long time since Goddard would have said she was the Commanding Officer of the Hephaestus in any sense. And yet, the second thing she wants Eiffel to know about her is that she is the Commander. She asks him to call her Renée, but she still wants him to view her as a commanding officer. This makes sense when we recognise that the trust of her crew - and of Eiffel in particular - has been the essential foundation of her status as Commander after the foundation from Goddard fell away.
Throughout the course of Wolf 359, with the various revelations about Command and with the arrivals of Lovelace, the si-5 and eventually Cutter & Co., the official reasons to classify Minkowski as the Hephaestus' commanding officer are eroded. But Minkowski still ends the show as a Commander. She's the one who decides whether they are going to stay and try to stop Cutter's plan (the others recognise that it's up to her even when they disagree with her initial decision to leave without trying to fight Cutter). Lovelace calls her Commander even after the Hephaestus is gone. Minkowski represents the ship when speaking to Earthspace ATC. And she's the one who finally brings the crew home.
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bonetrader · 5 years
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Unusual RPG combinations
I like to tinker with mixing and matching rpg settings and systems. I will try to collect the ones I'm most fascinated with. I haven't found the opportunity to actually try any of these combinations, but I guess it doesn't hurt to put them out there in case someone finds any of them interesting.
Shadowrun redux
Setting: Shadowrun
System: Blades in the Dark
I adore Shadowrun. It takes all the bleakness of reality, amplifies it, but also mixes it with a lot of magic and wonder. And if you read the books selectively, even with hope.
But playing it can get convoluted, especially if your group is prone to overplan. And we know that plans always go sideways. There's no such thing as a milk run. Spending an hour on planning can be annoying in itself. But it's extra painful if it has to be thrown out the window in the first five minutes of execution.
Enter Blades in the Dark that instead of planning ahead encourages to use flashbacks on the spot to reveal how you prepared in advance to get past an obstacle. That makes pulling off daring heists a lot more easier for the players. Infiltration is way less stressful on the player if they can make up any forged backstory on the go, and do a flashback to make sure it's believable. There's still some minimal planning, but it's practically just setting the starting scene of the run. You don't have to specify anything beyond that.
The concept of crew from Blades also fits nicely with Shadowrun. It can tell the GM what kind of runs the players prefer, and gives the players the ability tospecialize their team. Blades was created for a different level of technology and magic. But it mainly focuses on the hierarchy of the criminal underground, and that translates easily even to a modern world. So I expect the same crews to work with Shadowrun, but more thematic options could be added to tie it closer to the sixth world.
The concept of hunting grounds should be reconsidered. In Blades it means a specific neighbourhood the characters are more familiar with and usually target. In Shadowrun it makes more sense to make it a specific scenery they usually operate in. For example it could be a specific megacorporation they often go up against, or a type of gang that's common in the sprawls they operate in.
Blades also offers a nice subsystem for handling reputation, growth, notoriety, and even stress and trauma between runs. Incorporating a specific vice for each PC also seems completely in line with Shadowrun's concept.
The biggest difference will be in character creation. Blades' system is more abstract than Shadowrun's. In Blades you have to pick a specific playbook for your character. I think that's OK. While Shadowrun allowed building characters skill by skill, it always encouraged working toward specific archetypes like face, rigger, or adept. Your playbook determines your starting stats, but you can still somewhat specialize it. Blades also allows crossing from a playbook to a new one, but that's long term character advancement.
Adding some elements of Shadowrun might not be trivial. Spirits could be more or less handled as the ghosts in Blades. But magic and technology would have to be specifically addressed. Some of it could be treated like fluff, making it mechanically irrelevant whether your efforts are more effective because of training, because of an implant, or because you are infusing them with magic. But at least mages, riggers and deckers would probably need their own playbooks.
Twisted Houses of the Drow
Setting: any fantasy setting with drows, but I have a specific campaign idea for Spelljammer
System: Houses of the Blooded
This is a re-skin of Houses of the Blooded. The ven and the drow have different values and cultures, but I think they share a similar style. Decadence and intrigue runs deep in their societies. I'd replace the virtues (attributes) of the original game with corresponding vices. And each vice would be linked to a drow god instead of the totem animals of the original game.
Instead of the romance mechanic there would be rivalry. It would work the same way, just with a different flavour. Drows could pick someone as a rival, driving each other to greater feats. Instead of creating art drows could develop schemes. Same as the art mechanic. The scheme could give a bonus to those it was shared with. Seasons, regions, holdings, and blessings would have to be reworked, but I think renaming them would be enough in most cases.
My campaign idea is for a group of drow renegades employed by the elven admiralty as covert agents. They would be sent for long term infiltration missions to places where surface elves are not welcome. Each of them would have an affiliation with a drow god as well, and each would have their own hidden agenda. It might even work if not all characters are drows. I could imagine one or two elf, half-elf, or shapeshifter mixed in.
If I ever got to it seasons of the campaign would include: Building up a career of piracy in space (remember, Spelljammer) to get on the good side of a notorious and elusive pirate king, and lead the elven navy to its hideout. Instead of holdings the players could manage trade routes they raid, and their ships. Another would be infiltrating a drow city to stop an invasion. I think this would be the closest to the original Houses game. And finally I'd drop them in a mission to arrive as inmates to Elfcatraz, the secret prison of the admiralty (named by one of my players) to find out who's really in control there.
Around Cerilia in 80 days
Setting: Birthright
System: Primetime adventures
This one is kind of cheating, because Primetime adventures is quite setting-independent. So I rather mean it's a better fit for the kind of stories I'd like to run in this setting.
Birthright's setting works on a comprehensible scale for me. Most fantasy worlds have gigantic continents with dozens of large countries. They are too large for me, and I end up with a vast countryside where everything's the same for weeks to go. But Birthright has a small continent, maybe more like a large island with five distinct cultural regions. And each of those regions have a dozen provinces, each province described with its own flavor. It's not complicated, but colorful.
I guess it was done this way to accomodate the strategy aspect of Birthright that was one of its main features. While the concept of ruling provinces sounds great, the setting really makes me want to have a game about just travelling through this world. Not with adventurers, but rather with tourists, merchants, travelers who are going there to see a foreign place, or do business with the locals, and not just to explore a dungeon that happens to be there.
Ever since I saw the Roman Mysteries TV series I've been particularly fascinated with the idea of having a bunch of kids as player characters who are brought along by one's aunt/uncle on business trips to foreign lands, and get into trouble there. For example a trip from a frontier barony to the capital city, traveling through the woods of wary elves, then sailing down the river, stopping in a few more interesting port. Or a journey to the magnificent kingdoms in the east, although there are many perils both natural, and man-made on the way.
Thinking in Primetime adventures terms each province or city could be a separate episode. And the peculiarities of the place could be used to decide which character's spotlight episode should happen there.
Even domains of awnshegh (people and animals infected by the power of a dead god of darkness, becoming "monsters") don't have to be off limits. Some of them were quite sociable, and even more ruled over people whose perspective could be interesting.
Crown of Wings
Setting: Council of Wyrms
System: Birthright's domain management
Council of Wyrms focuses on playing dragons from various clans who work together. Despite the central role of the council, and the politics between the dragon clans, Council of Wyrms didn't touch much on the actual politics and realm management. It was the same AD&D, just scaled up to dragon PCs.
But I think there's so much more potential in the setting. I could easily imagine dragons ruling the land, managing guilds, and churches, and building out ley line networks to cast spells affecting whole realms. So everything that Birthright's system offered.
The setting isn't fully fleshed out, but it lets us fill in the land with fantastic locations. Some cities and towns were mentioned at unusual places, full of various races. So players could run wild with ideas when they create their own domain. Should their be trade routes with a merfolk city, and underwater ley lines? Absolutely. Could there be a church based on promoting the halfling lifestyle? Why not?
And then there's the Council. Domain Power could determine the character's status in it. Regency Points, and Gold Bars could be used as bargaining chips.
But what should be its purpose? I have seen enough of the trope of warring factions who have to be unified against some common threat, maybe with a traitorous faction thrown in the mix. I mean it makes for a fine story, but I'm getting a little tired of it. This time I'd rather see a council as a way to trade, to exchange ideas, and to help everybody improve their own clan. It doesn't make for a strong narrative, but I think it's a more positive message overall.
I think the biggest restriction in the setting is that dragon clans are too homogenic. Like, each clan consists of just one kind of dragon. That doesn't help in putting together a game with diverse characters. The original game concept solved that by making the PCs agents of the Council who may come from various clans.
For a more political game we could introduce mixed clans. So the characters could be part of the same clan, while still coming from various places. Maybe they are outcasts or survivors who created their own clan. Or maybe their clan was open minded, and was located in a central place, so it naturally lead to it becoming more diverse.
Or we could say that they are from different clans, but their clans are neighbours and allies of each other. At least if you're like me, and you don't want to set the players up for PvP by putting them to opposing sides of a clan feud.
Custom Quest
Setting: Your long-running campaign
System: Fiasco
I think any campaign that went on for a while should be an easy source for creating a Fiasco playset for a one-time play. Fiasco is about nobodies trying to pull off something bigger than they are. It's about petty people, and half-baked ideas going wrong. And while that might still sound like your average adventurer party, here we know they can't win. They will be lucky if they don't end up in a lot worse situation they started in.
For convenience I will refer to the PCs of the original campaign as heroes. It's okay if they are not actual heroes. That happens pretty often. But they had the greatest influence on the campaign this one shot is based on, so we have to heavily rely on them.
So the player characters in this one-shot are probably just background noise in the original campaign. I think this is a great way to explore how the actions of the heroes might affect the common people in unexpected ways. Objects driving the character dynamics could be things the heroes brought back, created, or just used in a memorable moment. Maybe an artifact they sold off is making its rounds on the blackmarket, and someone sees an opportunity in it. Or evidence surfaced that could incriminate one of the heroes.
And it's not just Objects. Their shenanigans might have brought the unwanted attention of a powerful cult to the city. Or the local barkeep loathes the heroes because they trashed his place one too many times. And he's just looking for some idiots to exact his revenge. Really, just look for whomever the heroes might have ever slighted or aided to get a plethora of petty plots and strange driving forces in the community. This can give you the Needs and Relationships between the player characters.
Locations could be places well known by the players, preferably close to a place the heroes frequent. The heroes, and the more memorable NPCs could give some enjoyable cameos. And finally they could become part of the Tilt table to turn a bad situation worse in the middle of the game.
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