Sphere:Longshots: Difference between revisions
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B3) | B3) Crisis Situation | ||
: | :Sudden Change of Government (+morale) | ||
:Adapt (+transgene) | |||
:Tough It Out (+doctrines) | |||
:Shoot It Repeatedly (+military) | |||
:Muddle Through (+PIP) | |||
:Rush To Production (+CIP) | |||
:Innovate Madly (+apps) | |||
B4) | B4) | ||
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Revision as of 21:40, 20 February 2010
It's 2170. About 100 years since founding, and hundreds of light years from Earth. You don't really care. They've never spoken to you. All you have are second-hand tales from trade caravans, about FTL failures and killer drones. They call it 'the Rim', but you just call it home.
History Paths
A1) Origins
- Pioneers
- Some people petitioned the posthumans with the pure spirit of adventure. With no frontiers left on Earth, only longshots could satisfy the human drive for exploration and discovery.
- Seperatists
- Others left to escape persecution, real or imagined. Distance from Earth would shield them and let them start anew.
- Idealists
- Still others held in their minds an ideal for society. By travelling to a new land with like-minded people, they could make a better life, on sound principles.
A2) Colonists
- Baseline
- Mixed
- Transhuman
A3) Destination
- Garden World
- Tolerable World
- Hell World
- No World
B1) Historical Events 1
- Quiet
- Crisis Situation
- Military Action
- Artefact Find
B2)
B3) Crisis Situation
- Sudden Change of Government (+morale)
- Adapt (+transgene)
- Tough It Out (+doctrines)
- Shoot It Repeatedly (+military)
- Muddle Through (+PIP)
- Rush To Production (+CIP)
- Innovate Madly (+apps)
B4)
B5)
C1) Historical Events 2
- As B1.
D1) Historical Events 3
- As B1.
E1) Political Stance
- Keep On Keeping On
- It's the 100th year since founding and we still haven't gone crazy. Pretty good for the neighbourhood.
- Grand Ambition
- To the power-hungry, the isolation and fragmentation of the Rim is an opportunity, not an obstacle.
- The Podunk Union
- Others look to soft power and cooperation against the challenges of deep space.
- Open for Business
- Despite the distances, trade can still be lucrative and many worlds focus on advancing opportunities.
- Get Out
- Worlds with bad experiences or things to hide take a tough line with outsiders.
- Ideological Purity
- Worlds based on certain ideologies can be extremely sanctimonious about them.
E2) Economic System
- Get Digging
- Hard work and strong backs wean colonies off fabricators and onto their own two feet.
- New Gilded Age
- Get back to work, scum.
- Fabricator Rations
- You had more than your share of fabricators, and your economy never graduated from dependence on them.
- Social Management
- Without annoying moralisers and lawyers looking over your shoulder, a rationally organised society can be set up.
- Transistor Mines
- Sophisticated structures of posthuman or alien origin can be torn apart for components to be used in other technology.
- Crossroads
- Worlds at convergences of trade routes reap dividends.
- The Pirate Bay
- Other worlds decide to take them by force.
E3) Military Doctrine
- Death Spiral
- Some worlds are desperate to gain any technical advantage they can, but without substantial research infrastructure this takes a severe toll.
- Able Spacemen
- A focus on a solid and reliable fleet is key to defence in the depths of space.
- Swarms
- Making effective smallcraft is a challenge for rim states, but pays dividends.
- Tiptoes
- For pirates, lurking is king.
- The Low Road
- Ships are hard. It's better to focus on a strong army to defend.
- Into the Darkness
- Effective interstellar travel is crucial to trade and power projection.
- The Future's Fighting Man
- Making better murderers.