There's an episode of Star Trek: The Next Generation that wori's off a variant of that idea, using memory erasure, rather than cryo freeze. I'll look up the title if anyone's interested.



On Wednesday, 27 May 2020, 6:38:54 am AWST, xxxxxx@gmail.com <xxxxxx@gmail.com> wrote:


Or maybe the command constellation for your vessel was wiped and one of the frozen watch awoken fast and dirty is the next in chain of command (an NPC) and said NPC starts showing different character traits (and starts manifesting paranoia, etc). He or she is in command, isn't immediately identifiable as unfit for duty, and the ship is still a mess that you have to help fix (despite, or without notice by, the new CO).

Or in a solo game, you are that CO. The GM plays it like there are plots everywhere and it would dovetail nicely with a 1116 time frame. The reality is there isn't any plots or conspiracies on your ship, but you THINK (and thus react) that there are because you are experiencing that paranoia as a result of how you were wakened. You know they are out to get rid of you (they probably got rid of the last command crew) and you have a duty to follow (whatever the GM says it is, again possibly quite delusional).

There's some Philip K. Dick hiding in here somewhere....

I like Greg's write up too!

I had been contemplating starting a campaign with players waking up in separate atmospheric entry modules containing their individual low berths (Frozen Watch). Except the wakeup should have not happened in descent and everyone is fuzzy, can't even figure who they are, or where, or why.... and then blammo, land in some unoccupied section of a planet.... then have to find each other, see what skills they might have by trial and error, and gradually get flashes back of who they were. And maybe eventually why.

They land in different spots but note, one clear night, that there is a visual beacon on a high hill. It turns out to be an old ancient (not Ancient) site for a former starfaring culture now defunct (and the world is a red zone or unexplored so no population). There is an old mothballed ship (museum piece) that they just might be able to get running and get off this rock... and then go after the hostiles that sucker punched them....

Tom B

On Tue, May 26, 2020 at 5:45 PM Kelly St. Clair <xxxxxx@efn.org> wrote:
Two thoughts:

One, in a previous discussion on the TML, I noted that the Frozen Watch
only ever sees their ship under two very different circumstances.
Either they're being put under or revived in a calm, quiet ward by
competent, slightly bored Fleet doctors and techs... or they're being
quick-thawed into red-lit hell by a handful of very tense medics, the
ones who can be spared from tending to the casualties that made this
necessary.

Second, it occurs that something from my last post, on the thread that
spawned this one, might be interesting to toss into the mix.  Maybe
there was a /slight/ mishap in either the freezing or, more likely, the
hasty revival; not enough to be life-threatening (or, if it was, they
managed to pull you through, or resucitate when you coded) - but maybe
you've lost a point off your skill, or some memories (recent or old), or
your head won't clear, or you have more trouble paying attention...

Will it get better, with time and further medical attention (neither of
which you have at the moment)?  Maybe, but right now there are fires
that need to be put out (perhaps literally) and you're just going to
have to muddle through as best you can.

--
---------------
Kelly St. Clair
xxxxxx@efn.org

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