AAAGHGODDAMNIT
I had been writing this goddamn post for two goddamn hours and then the goddamn forums goddamn logged me goddamn out, goddamn it.
So here's the gist (i quoted all of the bullshit in the AETAS 2 thread before, can't be bothered this time)-
GMs - Agree with Murska's point about GMlessness. Revolving GMs good. Each GM responsible for a "chapter" of the story. Will write own PC/PCs into positions where they cannot affect the major storyline. Maybe use time for character development.
Rules - Dislike idea of GM subjectively calling the shots. Support objective or diceful freeform or intensely simplistic ruleset.
Setting - Dislike, souds like Factions Of Hats. Have following idea based on Murska (all names descriptive, not actual names):
Step 1:
Earth -----> Colony I
Step 2:
Everyone under one Federation, based on earth. Colonies completely dependant on Earth for supplies & political power (Colonies not independent at all, governors sent there from Earth).
various colonies various colonies \ / various colonies - Earth -----> Colony I - various colonies / \ various colonies various colonies
Step 3:
Colonies on the right suddenly lose their entire purpose (supporting Earth) and their upper power structure. Find need to become self sufficient. Suddenly stop being "earthlings", start being "[colony]-ians". Do not create any large power.
various colonies various colonies \ / various colonies - Earth - / -> Colony I - various colonies / \ various colonies various colonies
Step 4:
1 - 2 generations pass until contact is reestablished. Meanwhile, protests & strikes on industrial powerhouse Mars become riots & eventually guerilla fighting. Federation concedes terriotories for political reasons (PR damage significant, war damage insignificant) Many colonies (colonists mostly working-class, colonies further away from hub younger & more poor) join new faction (Rebellion (not actually a rebellion)).
Step 5:
Connection reestablished, some years pass. No open war.
Factions: Federation (glory, military power, party politics, sliding scale of patriotism vs. chauvinism), Colony I region (no central power, varies greatly), Rebellion (various underdogs, working-class)
Conflicts: Colony I region not united in goal, lots of internal stuggle both between colonies and between Independantists and Federationists. Federation claims "vested interest" in Colony I region, attempts to work behind scenes to gain power, is fairly obvious. Federation also wants to dissolve and regain the Rebellion (not sure how they would effect their will). Rebellion is generally united in opposition, but has people who want peace, people who are more revolutionary and people who are only out for themselves. Also - have no idea what the hell they are doing.
In general, setting younger than normal Star Trek-eque galaxy. Very small amount of planets colonized, tech slightly less advanced.
This setting would still allow Hats Murska described, but would add further options. Very important - in additon to unique characters, would allow unique writing styles.
Of FTL: Suggest Star Wars-esque system. No gates but instead, known safe paths. Finding new paths "dangerous", etc. Would allow for exploration in story, also easily explain why contact lost. Travel takes lots of time, space feels little bit lonely.
Also, would be interested in adding small (small) touches of watching sci-fi while high as balls and listening to The Sword in form of prophecies and other pseudo-magical (not actually magical, like The Force) bits.
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