Personal Development 4 - Support Network

Mission 1: Talk to the Harbourmaster.

We take a phone call from Grandpa who gives us our mission, to collect all our crew. We need to speak to the Harbourmaster and inform him we are ready to leave the island.

Mission 2: Collect your crew. 6 needed.

We set off to find Salty in the pub, The Judge at the court (who also brings the prisoner, the guard from the problems and stress module), Arnie in the village, the potion shopkeeper at her shop and Cybergirl in the electronics store. The Harbourmaster by the village entrance we will need to visit last. Grandma and Grandpa will arrive shortly to add to our crew compliment. Our Hero is the captain of the ship.

Mission 3: Assign posts.

Once we have collected everyone we get a phone call from Grandma on how to assign our crew. She suggests we phone Grandpa for some more information.

Mission 4: Talk to Grandpa.

Grandpa gives us some further advice on trust before we start to assign roles.

Mission 5: Talk to the Harbourmaster.

The Harbourmaster will direct you to the control panel where you will select your crew.

Mission 6: Assign posts.

This mini-game is about selecting the most appropriate person for the job taking into account what we know about them. There are several things to assess, character, knowledge and experience and physical aspects. We must assess their strengths and weaknesses and measure that against the requirements for the job.

The matrix below shows the penalty in days that will be added onto your score when you set sail. Each character has an ideal job where no penalty days will be added. 2 days are added if the character is in a job that is suitable but not ideal. Some characters should not be placed in certain jobs under any circumstances and if they are incorrectly allocated, the game shall end and you are invited to try again.

All of the ships positions should be filled by at least one character, two or more may also perform the same job. No characters should be unallocated. There are two positions that must be filled in the bridge, navigator and comms. As the captain, you are also located on the bridge and do not require allocating.

Rooms

Complex (Days Penalty)

 

Grand Ma

Grand Pa

Harbour master

Salty

Arnie

Potion Keeper

Guard

Cyber

girl

Judge

Jacqui

Brig Guard

2

15

0

8

20

10

20

20

2

Galley

 

0

5

10

20

15

2

2

2

5

Bank

 

10

20

10

15

5

2

20

20

0

Hospital

 

5

0

15

20

5

0

10

10

10

Lookout

 

10

10

2

2

5

15

0

10

2

Engines

 

10

2

2

2

0

20

15

2

15

Bridge

 

2

2

2

0

10

5

20

0

15

Notes

We select a member of crew for a certain job according to their competencies and take into account any deficiencies from the profile cards. The numbers represent the additional days traveling time added to the journey if the crew member is not placed in the correct job. The consequences and events from the choices will be recorded in a daily log. The optimal scenario would allow a 10 day travel time, and certain events or a combination thereof may result in the ship being unable to complete the journey so you would start again

Below is a summary of the characters ideal job, together with brief explanations of why certain jobs should be avoided. These are not designed as social commentary and some explanations are more for amusement than a reflection on reality.

 

Arnie shouldn't work in: -

Bridge, too volatile

Brig, he is an ex-con

Galley, too volatile

Ideal job, engine room

 

Grandpa shouldn't work in: -

Brig, may forget why he is there

Bank, hates numbers

Lookout, too old for the job

Ideal job, Doctor. He was a doctor before he retired.

 

Grandma shouldn't work in: -

Bank, may mishear

Lookout, is a little too old

Engine room, no engineering skills

Ideal job, either Galley as she was a cook, or

Bridge as first mate, we trust her implicitly

 

Potion Keeper shouldn't work in: -

Brig, may try to make friends with the prisoners and be too sympathetic

Lookout, easily distracted

Engine room, doesn't think it is a fit place for a lady

Ideal job, Hospital, she can make medicines

 

Harbour Master shouldn't work in: -

Galley, too lazy

Bank, refuses to wear his glasses

Hospital, he gossips

Ideal job, brig guard, he will sit there without getting bored or

Engine room, he is an inventor or

First mate on the bridge as he is a harbour master

 

Salty shouldn't work in: -

Galley, cooking sherry etc

Bank, poor maths skills

Hospital, alcoholic rub

Brig, doesn't think he can do it

Ideal job, navigator on bridge

 

Cybergirl shouldn't work in: -

Brig, easily pressured, may let out prisoner

Bank, easily pressured, may give out money

Hospital, doesn't like blood

Lookout, scared of the dark

Ideal job, comms on the bridge

 

Guard shouldn't work in: -

Brig, he should be being guarded himself

Bank, cannot be trusted

Hospital, not a nice man, poor bedside manner

Engines, doesn't like to get dirty

Bridge, cannot be trusted

Ideal job, lookout (when allowed out for work)

 

Judge shouldn't work in: -

Hospital, bad bedside manner

Engines, will not get hands dirty

Bridge, too bossy, wants to be in charge

Galley, not good at domestic matters

Ideal job, bank

 

Mission 7: Launch the ship.

When you select to launch, you can see how closely you have matched the job criteria and whether you have successfully escaped the island.