Movers and Shakers

"Gee, Brain, what do you want to do tonight?"
"Same thing we do every night, Pinky – try to take over the world!"
- Pinky and the Brain

Before I kick off the Dark Nebula campaign in earnest, I need a view of the local factions.

It’s tempting to make up all kinds of custom factions, but at this stage I want to move quickly into actual play without worrying about whether the factions are sensibly designed or not, so I pick three template factions from SWN p. 127; the Aslanic Hierate (Regional Hegemon), the Solomani Confederation (Regional Hegemon) and the planetary government of Mizah (Backwater Planet). The Regional Hegemons each begin the game with the Planetary Government tag for all the worlds in their pocket empire.

I want the Dark Nebula system type for a world to be reflected in its government faction, and the simplest way to do this is to say that homeworlds are Regional Hegemons, primary systems are Backwater Planets, and secondary systems are Colony Worlds. Tertiary systems have no worlds, therefore no populations and hence no factions. For the most part, the planetary government factions will just sit there, waiting to provide opposition to the three active factions.

WHY MEN FIGHT

I now need to know the factions’ motivations, since that will both determine their goals and actions in game terms, and make them seem more real to the players.

Aslanic Hierate: Landgrab

In line with Classic Traveller canon, aslan are obsessed with owning land. If there is unoccupied land, preferably on a primary world, they will occupy it. If the only decent land they can get at is already occupied, they will fight for it. Aslan expansion therefore consists of creating Bases of Influence anywhere they can, starting with the primary worlds. The cheapest way to do this is to build Surveyors and send them to each world in turn to Expand Influence there. Once that’s done, they will happily spend their FacCreds upgrading the Bases, representing the expansion of aslan clanholds on the world.

Solomani Confederation: Reunify

As the spiritual heir to the Celestial Empire in my earlier campaigns, the Confederation seeks to restore the lost glories of the Terran Mandate, reuniting humanity under a single banner – this time, theirs. Their long-term aim is therefore Planetary Seizure of every system on the map. It’s faster and cheaper in most cases to do this by building Surveyors, using them to create Bases of Influence, and then building other assets for conquest at those Bases – otherwise they would have to spend faction turns and FacCreds just moving military units into place. Seizing control of systems is neatly Difficulty 3 for a homeworld or primary system, 2 for a secondary, and 1 for a tertiary.

Government of Mizah: Spread the Word

Mizah is comfortable with the status quo, thank you very much; it has a nice home, a comfortable income, and an honourable and altruistic purpose. To pursue its objective of sharing knowledge with its neighbours, it will also plant Bases of Influence offworld, and again the cheapest way over three or more turns is a unit of Surveyors. In philosophy, Mizah is closer to the Confederation, but its methods are closer to those of the Hierate. Its ambitions are also limited to a specific group of worlds, whereas the other two factions both want to dominate the entire map.

LOCATION, LOCATION, LOCATION

It’s expensive both in FacCreds and actions to move assets around, so they need to be placed sensibly to begin with.

Mizah

  • Everything starts on Mizah. There’s no other option.

The Hegemons

  • Space Marines: Panas (Hierate) and Gazzain (Confed). They have to start inside the faction’s home turf, but they’re strike units, they’re no good at home.
  • Planetary Defences: On the homeworlds, Kuzu and Maadin. These need to be defended, and there are too many potential routes to the homeworlds to block with the available units.
  • Blockade Fleet: Gazzain and Bors. These are a bit of a white elephant really, they need to be refitted into something that can move two hexes.
  • Extended Theatre: These need to begin on the faction’s borders, and quickly move up to a transport nexus nearby but on the outside. The Hierate would be best served if theirs were at Dno, the Confederation needs theirs to be at Bulan until they have pacified that area; so the Extended Theatre units start at Panas and Kamat.
  • Pretech Manufactory: Maadin and Kuzu. These are probably a big part of why the Hegemons are Hegemons.
  • Shipping Combine: Wherever the Extended Theatre went, the Shipping Combine needs to be on the other main route out of faction territory. That puts the Hierate one at Bors, and the Confed one at Gazzain.
  • Tripwire Cells: These may as well stay at home to defend against stealthed infiltration units.
  • Cyberninjas: Panas and Gazzain. I’m not quite sure what to do with these, but those locations give the most options.

We can see from this that the biggest naval base in the region is at Gazzain, and the second-biggest at Panas.

REFLECTIONS

I’ve tried running macro-level wargames or boardgames to provide setting background before, and the game has always collapsed under the weight of record-keeping required. However, I think SWN factions will be different, as they can only do one thing each per turn, so record-keeping is fairly basic – at most three assets per turn move, usually less.

If the factions were merely level grinding, they’d all go for the nearest system and set up a Base of Influence for a quick experience point; but these moves seem more aligned to their known mindsets.

Finally, notice that I don’t need to know anything about the worlds to pick factions and set them at each other’s throats.

About these ads

6 thoughts on “Movers and Shakers

    • They’re a stand-alone system, not really connected to anything else in the rules. The only thing to consider is how quickly units get built – I’d want to foreshadow it a little, which is why I’ll be trying to stay a few months ahead of the players.

      • Yes, but the stats and rolls are specific to factions and faction assets, not related to PCs, starships and whatnot. Some things are connected to the SWN setting, but not many, and those easily reinterpreted.

  1. Interesting that the rules favour character-level developments (Influence, Surveyor Teams) rather than mass-battles. On the other hand, it’s another set of rules to get my head around (and figure what the best strategy is – not my strong suit). When you tried this with Arion I wasn’t sure how much it really added.

    • I think I’m now using the faction rules more as they were intended to be used, to generate opportunities for a group of players to react to. I know what you mean about strategy, though, a big part of why I do this is to work out strategies. Of course one can always go with something like Mythic and let the dice figure it out, but that didn’t really work out for me.

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s