I think this conversation is largely over with everyone’s opinions stated, but I did want to address how I would handle the various scenarios people mentioned if I were actually playing a character in this situation.
I’m making some assumptions here, including that staff supports player-driven RP. Honestly, I wouldn’t be on a game that didn’t.
- I log on and put out a call on the OOC channels looking for players who want to RP.
- I contact those folks and tell them their characters receive orders to report to Shuttle Bay 1.
- My character briefs them on a subspace anomaly that needs investigation. Should be routine sensor sweeps, but in Star Trek, it’s never routine.
- It’s not routine! The anomaly starts interfering with our warp core as we approach, meaning someone has to recalibrate the deflector array while another crew member pilots us to safety.
- We get dramatic RP with various characters contributing - someone pilots the shuttle, someone works the sensors to analyze the phenomenon, someone reroutes power to compensate for the interference.
- They make it back to the ship or station with their data, and now have something to debrief senior officers on and discuss in Ten Forward, setting up future RP hooks.
This small, initial scene could lead to all sorts of future RP opportunities. Engineering could discover that the anomaly is affecting the station’s reactors, a strange illness could develop affecting either the away team or other crew members, etc.
For me, I just don’t buy into the “there’d be nothing to do unless you’re a senior officer” belief. If you want RP, you can find RP. Star Trek has always been about the crew working together to solve problems, and there’s no reason a MUSH can’t capture that same collaborative spirit.