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You Are The Captain #12

Laura Cynthia Chambers

Vice Admiral
Admiral
You are the captain of an independent civilian freighter ship, the Shieldmaiden. The crew complement numbers ten; they are more of a family than co-workers. Your craft isn't the fastest or the newest technology, but it's a good ship nonetheless.

Your trade routes frequently take you through the Crevice. It is a dangerous region of space known for anarchy and crime. The Federation has never formally sent its representatives there, although its citizens have been known to visit for various reasons. You've managed to cultivate goodwill or at least indifference, staying under the radar and passing through the area mostly without incident.

Two days ago, the USS Augustine, a ship crewed by 68 Starfleet personnel, came to your aid when your ship suffered a cargo hold fire due to improperly stored chemicals (you'll have to have a word with the cargo handlers at Fickett's Station about that).

Over supper with the Augustine's captain, the subject of your ship's travels came up. When you mention the Crevice, she explains that her ship has been dispatched to pick up and transport two Federation diplomats from Beyrug VIII to Keymolis, in the hopes that they can prevent a civil war from breaking out on the latter planet. Tensions are at an all-time high, and time is of the essence.

She suggests taking a shortcut through the Crevice, with you and your crew as advisors and guides. The direct route would shorten travel time by at least 3 days each way, barring complications. She confides in you that she cannot officially draft you into service, and that technically, Starfleet ships are not allowed to enter the Crevice, either.

You have no legal obligation to assist, and accompanying a Starfleet crew might paint a target on your ship and ruin your chances of safety and relative anonymity in the future. Do you decline politely or offer your services?
 
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As an independent civilian freighter, this sounds like a definite “decline politely”. It would be different were we Starfleet.
 
In the Galactic Civilization games (a 4x civilization-like game) you periodically get presented with a series of ethical conundrums interrupting ordinary gameplay. In each conundrum, you can choose between an 'evil', a 'neutral' and a 'good' choice, each of which confers different advantages. Also, over time, the cumulative results of those choices result different opportunities and options you'll get later in the game.

So, rephrasing this dilemma in evil/neutral/good options:

Evil: ( :devil: ) "Unfortunately, captain, as a simple freighter captain, I really cannot get involved with federation politics (or interstellar politics in general)" .

Off the record, of course I don't want those diplomats to arrive in time, so I'll contact a few friends to stir up some additional trouble to delay the Augustine even more. After all, war is pretty good for business, and I'll need as much time as I can possibly gain to further incite both parties to war and sell arms,via my Ferengi contacts. Preferably to both sides at the same time!

Neutral: (:shrug:) "I'm truly sorry captain, I understand the needs are great, and I sincerely hope a nasty war can still be avoided, but I really have to put the needs of my crew, their livelihood and my own business interests first. It cost me many years to gain this informal understanding with them, and I'm not going to throw it all away with a single mission that may not even be successful."

Good ( :angel: ) : Oh my, how horrible! Of course I'll help you, whatever the consequences will be to my personal business or even freedom or life! We must prevent such a war at all costs!


In all likelihood, given that I'm not starfleet, I'll probably go with the neutral option.
 
I'm inclined to think a regional war might make life harder for my crew and my business, but then again, I don't want to paint a target on my back, or risk the lives of my crew, so I'd probably politely decline.
 
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