Here is where players will collaborate to flesh out the planet Sarnath, it's solar system and government, and any other aspect of the game that is not related to characters.
You have a few starting constraints:
- There must be a Protectorate Fleet, suitable to your status as a Fringe World, and its nature will determine hidden details about the state of the rest of the galaxy. For example, the less powerful the fleet, or less capable the commander, the more urgently competence and firepower are needed elsewhere.
- Factions cannot reference real-world political parties, or have names that imply an agenda. Faction relationships will be determined at a later stage. No two factions can be diametrically opposed, as opposition in this setting is determined by history and demographic, not agenda, so do not label your factions by agenda. You don't have Gun Nuts vs Peaceniks, you have Xavier's School Alumni vs Teamsters Local 57.
- All resources and facilities will be controlled by at least two factions each. Faction ownership need not make any sense to casual observers. Keep in mind that establishing which Factions mutually control a resource establishes them as political equals.
- As a group, you will pick one (1) resource or trade good which the system relies on as an export.
- All other resources or trade goods, the system relies on imports to meet their needs at the beginning of the game.
We will begin with each player posting two unrelated details about the setting, either modifying existing details or establishing new ones. Resources can be declared, but we will vote later on which resources are Exports or Imports, and whether they are Major or Minor. Factions can be declared, and you can specify ownership, but we will likewise wait until later (after Char Gen, most likely) to pick their allegiances and agendas. We'll go in rounds, probably no more than 3.
Next, we'll discuss the resources.
After that, we'll borrow from other sci-fi political games, and divide 42 points across the government's budgetary aptitudes:
[] Construction and Engineering
[] Research and Development
[] Economy and Trade
[] Diplomacy
[] Espionage and Counter-Intelligence
[] Stellar Warfare
[] Planetary Warfare
Bear in mind that, unlike the games I am borrowing many rules from, the government represented by these numbers is not controlled by the players as a whole. In some ways, this government will be your opponent, and in other ways it will be an ally.
After this, we'll move on to Stage 2, where we will flesh out the Factions, the Mage Families to which your characters belong, and your characters themselves.
In Stage 3, I will present The Plot Twist, and players will decide how they discovered it without dying.
This message was last edited by the GM at 09:39, Mon 09 Dec 2019.