Showing posts with label traveller. Show all posts
Showing posts with label traveller. Show all posts

Thursday, September 28, 2017

Space Governments Musing

In its most simplistic explanation, a government and its effectiveness in maintaining security and loyalty over its citizens is dependent upon transportation and communication. As all have improved, it's been possible for nations to grow larger, keep their holdings, and maintain their borders. Once you get into space, however, geopolitical borders and control go out the window. This is especially true the slower you make transportation and communication between two star systems. If everything is done with wormholes (or any relatively short hyperdrives) and instant ansibles, then it's a lot easier to have sector-spanning star empires. It's easier to get military ships to defend your planets from pirates or enemy alien attacks. You can send supply aid quickly in case of a natural disaster. Or, you can stop those damn space Yankees from revolting and throwing your supplies of space tea into the space Boston Harbor.

But, the slower things are, the harder it is to maintain security, loyalty, and control. So, if you have something like Traveller's jump drive, it's going to be more difficult to set up the big grand empire. In a setting where travelling to a star can take a week or more
per parsec, you would need a less centralized government to keep your outworlders happy about their independence, but planetary governors to keep them loyal to your government. A standard unitary sphere couldn't work like that. So what kind of governments could you see in such a setting? Luckily, a lot of this can be seen in settings like the Third Imperium of Traveller, as well as several of the 50's to 70's sci fi that inspired it and many modern takes on the space opera genre.

A note here. I'm no political scientist. I'm just a cook that has an interest in sci fi cultures and politics. So these are just rudimentary explanations done with the intent to provide interesting ideas for sci fi games within the constraints of a slower FTL drive. They aren't meant as a treatise on why one is better than the other.

Anarchist Communes

This is one I see a lot in transhumanist RPGs and literature, such as Eclipse Phase and The Culture series. Essentially, due to the vast distances and time that transportation and communication must cross, enforcing control over a planet is difficult. So these planets have to make due on their own in a lot of cases. Now, this really can only work if either there are a lot of resources available on the planet, or they have advanced mining and nanofabrication machines that can literally print what they need. If you are lacking either of those, then the colony is entirely dependent on either their patron, trade, or neighbors. Still, it's an interesting culture to see in space, and one that can be pretty alien to many of your players.

Feudal Empire

Whether it's Dune or Traveller's Third Imperium, a feudal space empire dominated by houses is another possible government that one could see across the vast gulfs of space. One could see it as a fairly decentralized monarchy, with each planet owned by a house of nobility. There would be a great deal of tradition and honor laws to keep people loyal to the capital world, and the capital world would have to have a large space fleet to keep a good military presence. Basically replace tithes and levies with taxes and militia prospects and you've essentially got a cool and interesting space empire.


Republic Confederation/Federation

With this, much like Star Wars's Galactic Senate, you have a union of worlds that want to retain some independent government over their planet and holdings, but still have an overarching government that runs things between the members. Stuff like trade and economics, social and civil rights, law and order, military, and foreign policy. The overarching government is the federal government, while the individual worlds would be the world government. People in America are fairly familiar with the federation, while a confederation is more decentralized. This puts more power into the world government and they are more likely to be different governments from each other than in a federation. Unlike the feudal system, where the members are all subordinate to the capital, the federation/confederacy members are generally equal (at least on paper). People in these federations would be united against a major threat. Think something like the Klingons and Romulans, or the Zerg in Starcraft. Because of the remote distances and transportation times, sticking together against enemy empires is a good reason to form a federation.

Free World Alliance

Similar to the federations and confederations, an alliance is a cooperative union of planets that remain very independent and under control over their own populace, but have banded together for mutual defense or economic trade. Unlike the federation, this one is much looser and laws (usually called treaties or accords) are decided on by the members. This can be mutually beneficial, or it can lie more in the realms of realpolitik, with each trying to get the most from their relationship with the least give. An alliance is great because the worlds can be completely different governments and cultures from each other but still be together. So players can go to a monarchy one adventure and deal with social intrigue and nobles, and the next, they can deal with someone tampering with the bureaucracy of a republic's elections. Worlds would unite either for resource trading or to go against a common, but less powerful enemy. Like pirates and raiders, or other free worlds looking to exploit them. Maybe even a budding galactic empire looking to grow quickly.


Trade Empire/Cartel Plutocracy/Kleptocracy

This is a set I like. You can have a group of worlds united under several different companies, corporations, and conglomerates. Each planet is a client state under a specific corp rather than a government agency. Perhaps the government of the capital world prefers the private sector to fund colonial and trade efforts. Or, perhaps you can go full cyberpunk and the government is bought out by the different corporations at the expense of the citizens. Or maybe they simply are the government, with CEOs also holding government positions and social mobility being very limited or non-existent. Or perhaps the government retains control, but focuses less on claiming holdings for themselves and more on setting up trade agreements for either mutual or personal benefit. These could be balanced for the benefit of both parties, focused on the benefit of one, or the detriment of the other. Think Venice or Portugal during the Age of Discovery, or England and America during the 1800s with their aggressive trades with China. You can actually go a lot of ways with this beyond the usually evil megacorps you see in cyberpunk. The groups of corps in similar industries could form a cartel that controls the price of their exports. It'd have to be something not readily available or some sort of service or luxury (or even drugs). If you really want to make them the bad guys, you can have them form a kleptocracy, where they steal from their own people to supplement their own expenses. These worlds can be great for games of traders, political intrigue or, for the kleptocracy, rebels trying to overthrow their government.

That's all I have. I'm actually using a lot of these ideas for my current sci fi game that I'm running on Wednesdays. I like being able to add different types of planets and governments to make them feel like the players are entire a different world. I've actually had a lot of fun making the Trade Empires and Cartels in my game. What are some other empires and governments one could see in a sci fi setting of slower FTL ?

Saturday, July 22, 2017

Twenty Parsecs: The Setting in Broad Strokes



Was thinking a bit more on yesterday's article a bit more. I feel I should amend something. I guess while I love just about all sci-fi, it's space opera that really does it for me, alongside spacefaring hard sci fi. Military sci fi doesn't do it for me much anymore, but I partially blame its overabundance. It is a common theme since in many ways, that would be the future equivalent of the D&D adventurer. Can't really blame it honestly, since it really works. And, any time I say the word 'space marine', I get a litany of Warhammer 40k quotes about burning heretics and never suffering xenos. Gets old hat quickly. Cyberpunk is a mixed bag for me, though I love some of its tropes appearing in some Transhuman fiction. 

So, Twenty Parsecs. How do I imagine it? I'd like to subvert a lot of the expected tropes used in sci fi. First thing, no colonies vs homeworld. At least, not at the beginning and not as the main focus. I've seen enough Expanse and Gundam to last a lifetime, so I don't feel the need to do a spacer revolution for this. Rather, I want this to be about two cultures, separated by the vast gulfs of space and time for centuries, reconnecting and the trials and tribulations that come from it.

The first is the Commonwealth of Free Planets, a confederation of five core human worlds that exist 20+parsecs away from Earth. Each one was part of a generation ship many centuries ago, though most of the common folk have long forgotten that past. The planets have been united under a common lineage but have, over the years, changed enemies and allies alike, like squabbling siblings. Still, they get along enough with themselves and their alien neighbors these days. Many of the survival protocols set from the onset of the colonization program almost a millennium ago have become almost doctrine. Survive, reproduce, build, adapt. The planets have, until recently, looked inwards to ensure their own survival, but the last couple of decades have seen them finally branching out beyond their cluster.

Then there is the Republic of the Earth Cluster. Like the Commonwealth, the Republic is made up of several core worlds in the Local Star Cluster, but much more united under a representative democracy. With their own history has been several eras of war, peace, and a futile attempt at keeping an interstellar empire centered on Earth. Now, Earth keeps a light touch on its outer colonies, though still remains the capital and in charge of their Republic. Unlike the Commonwealth, Earth has yet to find sapient life forms. In many ways, this gives them a more humanocentric view on the galaxy when compared to the Free Planets, who regularly trade with, befriend, and make war (or love) with aliens. 

There will definitely be more culture shock differences as I flesh them out, but I think the key adventures would lean more on social intrigue and on planet adventures. I'm not too keen on wilderness exploration as a major focus, only because my current game is already all about exploration. Plenty of room for city and spaceport adventures for the players. Of course, I'd like to have a main conflict in the setting, as a sort of metaplot I can fall back on when the more episodic adventures run their course. Maybe most or all the players are all Earthlings that are the first to enter Free Planet space. This would allow them to rub shoulders with the leadership of the Free Planets while still able to have adventures with the common folk. I'll have to think about it a lot more.

Friday, July 21, 2017

Sci Fi Setting Idea



For as long as I can remember, I've always loved sci fi. Books, movies, video games, and RPGs. While my desire to play or run in a fantasy, superhero, or other RPG game has always waxed and waned over the months, I'm always in the mood to run or play some sci fi. There's just something about exploring new worlds, encountering new aliens, and dealing with new technologies and cultures that has always spurred my imagination.

I'm currently running an M-Space colonial game, where the players are on an ark colonizing a hostile new world to ensure the survival of humanity. It's been a fun and interesting ride, and I've been blessed by some of the best players a GM could ask for. Still, I always like to brainstorm new ideas for future campaigns, especially with the Microscope game I wish to do, and this is one that I've thought about a bit. Here is one.

Twenty Parsecs

Humanity has, through the use of slow generation ship, colonized many of the planets outside of the Local Interstellar Cloud. Through long gulfs of space and time, they have lost contact with Earth, their homeworld simply becoming the place of legends and folklore. That is, until recently, when a space exploration vessel has crashed on the rim world Morning. The locals have discovered a real, bona-fide Earthling in their midst. What happens to Morning and the other colonies when this discovery is made? And is this the only Earthling that made it, or simply the vanguard of a larger force?

The name comes from Asimov, who calculated that at 20 parsecs, you can no long see the Sun in the night sky. The idea behind this is a political and locale adventure where the world as the players know it is being turned upside down. Earth, the fabled cradle of humanity, is real, and this is something that can shake the very foundation of the Union of Free Planets. Some may accept them with a cautious curiosity, while others may see the explorer(s) as a threat to their identity and independence. Whether or not the Earthlings come in peace, I haven't decided. I like the idea of keeping them mysterious and different, as it will have been several centuries since humans left Earth. I prefer a bit more of an optimistic theme for this campaign, but with the lingering fear of an unknown friend or enemy. I haven't decided on whether there are aliens here or not, but if there are, I prefer them to be crazy lifeforms, not humans with different ears and foreheads. I'd probably stick with M-Space/Mythras combined, with some elements of Traveller/Cepheus Engine thrown in there. Though I have been tempted to go back to Traveller for nostalgia sake.

There are other ideas I have for settings that would be fun, but I'll detail them another time.

Thursday, July 13, 2017

Sci Fi Planetscape: NESS 02

Planet created using Grand Designer

Above is the second planet in the solar system of my M-Space game, but this can be useful for any game out there that needs an airless, volcanic hell hole. The planet's geologic activity is beginning to slow down and many of its volcanoes are now simply dormant. The mountain peaks etch around the surface, with darker basalt mares stretching between them. Several micrometeor impacts dot the surface, with a couple of larger impacts from the past here and there. 

Landmark Tags

"Continent Sized Basalt Mares"
"Long Volcanic Chains"
"Massive Impact Crater at Equator"


Possible Adventures Here

In orbit lies a sort of elephant graveyard with ship-sized corpses of alien space whale. Their bones have a lot of helium 3 stored away that could make a killing.
One of the mountains has an ancient volcanic base inside. Alien origin, what wonders could be held here?
Water is found deep in the equatorial crater. Could there be basic life here? Or maybe pirates are hiding out here, waiting for an unsuspecting miner.

The planet is designated NESS 02 in my game as a way to keep it a blank slate for my players to name it. All of the planets have this designation for that reason, with NESS meaning New Earth Sky Survey. While it may sound boring, that's mostly the point. To encourage my scouts to make some cool names for their new system.

Below are some more maps. One more gameable, and the rest more for looks and decoration. I'm still looking for a method to make the texture map a dymaxion hex map like you see in Traveller/Cepheus Engine. I think that might simply not be possible without some severe editing skills in GIMP.

A mercator option that's more useful for a game


A normal and holographic orthographicl map of NESS 02