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18. December 2006 at 14:58 #15329GrandpaTroutParticipant
Faction vs Faction Stories
When I envisioned the meta game, it was to tell specific kinds of stories. Because I have an interest in international politics, it was made to tell stories of large scale conflicts. Not so much hot wars, but cold wars. It was meant to model the kind of low level conflicts that reduce countries to anarchy and trap them in that state.
I want to pick several example stories, and show how they are (or can be) modeled by the meta game. Many of these examples are taken directly from the background documents created by Hot4Darmat.
Collapse of Government
Empires falling is a great SciFi tradition and I wanted to make sure it was represented.
Every star system has a single government administration station. When that station is destroyed, the system reverts to anarchy. The government stops rebuilding, and all smaller government stations are abandoned. Government fleets will still operate in the system, fighting to the bitter end. If a government construction fleet still survives, it can attempt to rebuild the destroyed station and restore the government.
Using this model, governments fall one system at a time. A national government will not be destroyed until every system is conquered.
Because the destruction of a government is tied to a station, it is possible to collapse the government in many ways.
An outside invasion can destroy the station. Hostile navy fleets have the best chance of defeating the local defenders. Setting up an invasion needs two hostile governments. Invasion fleets must be created with specials scripts.
A local rebel faction can destroy the government. While it is not likely that a rebel faction could amass enough forces to wipe out a major navy presence, it is possible. And very possible if local mega corporations or mercenary forces shift alliance and begin to fight alongside the rebels. Setting this up requires setting the faction standings of factions in the system to support the rebels. This can be done without changing the mercenary or megacorprations to hostile toward the government. Rebels can recruit mercenary and mega corporation security forces. This leaves the government with little way to destroy the rebels. Kronholm against the Leung Empire is a possible location for this story.
Pirate forces can take down a government. Again, not likely, but a weak new government without any defense and police stations could be destroyed by pirates. Also a fringe system of a major government could be overwhelmed. Setting this up requires placing enough pirate bases in a system that the pirate fleets can defeat the local navy. Penda is a possible location. And so could be a system in The Caliphate (attacked by the Takanan Raiders).
Bitter Anarchy
Anarchy is meant to be unpleasant for everyone. The Navy forces are much stronger one on one than any pirate fleet. Pirate fleets do not survive for long in the government controlled systems.
Pirate Warlords
The pirates have little trouble taking over a system in anarchy. Independent Factions do not have any kind of attack fleets. They rely on governments for defense. Failing that, they find allied megacorporations or mercenaries to defend them. And if there are none, then they must make peace with the pirates. Pirates, like all other factions, grow when left alone. They will soon expand to fill a system. Pirates charge tolls, and raid cargo. Independent factions hostile to the pirate will be destroyed. The remainder will be paying protection. This can bring a semblance of peace to a system, as the ruling pirate fleet can wipe out any upstart factions that attempt to make trouble.
Lombard in The Barrens is an example of such a system. The Drozniac have such a strong hold on this system they have enforced a kind of peace. And the Drozniac are the only thing protecting the Independents from the ravages of The Brethren raiding from Ripon and The Gargoyle pirate clan raiding from Epitaph.
Private Wars
Wars between rival pirates or mega corporations are the most devastating part of anarchy. As the Independent Factions must pick sides to survive, they also suffer from attacks of the opposition. In these conditions, new stations are difficult to build (construction fleets destroyed).
Such a system requires two major criminal factions to be warring over control of the system. Akra in The Barrens has more than two waging a private war.
Rise of Governments
Governments can also be created. If a rebel faction is able to build a government station, then it turns into a government. It is also possible that a destroyed government is rebuilt by the Independent Factions that support it.
There are two major setups discussed in the background documents that can be modeled by the current system.
Establishment
Several factions are attempting to band together to form new governments and bring peace to several of the systems in anarchy. These factions are typically opposed by the larger nearby powers who either covet the systems directly, or who are using the systems as battlegrounds for proxy wars with other major powers.
The Aikenites in Lombard and in Akra are one such group of Independents. This effort is opposed by the CMC, who wants control of those systems. And by the Pirates who rule them now.
There is a loose group of “local leaders� in The Dead Reaches that would also like to form a government. The Emerald Alliance is supportive, but would rather the systems join the alliance. And The Leung Empire is directly opposed, because it wants control of the systems.Overthrow
The other major use of rebel factions to form governments is to simulate overthrow. In The Leung Empire, the peoples of the Kronholm system would like to break away. This can be setup in the meta game by creating a Rebel faction for the new leadership, and by creating an independent people to represent the Kronholm citizens. The faction standings are adjusted so the Citizens have a neutral standing to the Empire navy, but have a friendly or allied standing to the Rebel faction. That is all is required for the seeds of rebellion and overthrow to be sown.
Proxy Warfare
Larger powers do not often fight directly, the damage would be too severe. Instead, they fight a cold war though proxy factions. Megacorporations and Mercenary Factions are perfect for this kind of fighting. The HQ stations of the proxy can stay safely in the government protected systems, while the war rages in the anarchy systems.
Emerald and the Leung Empire are fighting a proxy war in The Dead Reaches. Neither will commit a Navy invasion, but both hope to gain control of the systems. Both field mercenary forces. And both support megacorporations that are exploiting the mineral resources.
This kind of proxy warfare is devastating to the local population. They have no way of amassing the resources to drive out the proxy fighters. And the supporting governments don’t feel the pain of the war and have no reason to stop fighting. This kind of fighting can trap the systems in grinding poverty.
Culture vs Culture Warfare
Cultures of people are modeled in game by Independent Factions. These are separate factions from the governments that represent the Navy and Police. There are many different cultural groups in the Middle States. Independent Factions are the only factions allowed to own Habitats and Settlements. Those stations represent the civilian population. Genocide is modeled by the destruction of those habitat stations. When the last habitat module of an Independent Faction is destroyed the faction is wiped out forever. No other faction can recreate a culture.
Setting up a culture war requires two Independent Factions that occupy the same system(s) and are hostile to one another. However, these factions do not field war fleets. So the Independent Factions must be given allies who are governments, mercenaries, pirates, mega corporations, or rebels. It is those factions that do the actual destruction.
The Independent Faction supports its allies by rebuilding any HQs that are destroyed.
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