Difference between revisions of "Agents Of Empire"

From RPG Wiki
Jump to navigationJump to search
Line 13: Line 13:


=== Setting ===
=== Setting ===
There's a little more setting in the [http://inky.org/blog/?p=208 original blog post for the previous game], and in the [http://inky.org/blog/?p=219 transcripts for that game]. These are both basically canonical for this game, although don't feel obliged to read the transcripts (but you might want to, they're funny).
There's a little more setting in the [http://inky.org/blog/?p=208 original blog post for the previous game], and in the [http://inky.org/blog/?p=219 transcripts for that game]. These are both basically canonical for this game. Don't feel obliged to read the transcripts, but you might want to, they're funny.


=== Mechanics ===
=== Mechanics ===

Revision as of 02:43, 3 May 2011

Huzzah! Agents of Empire!

Premise

It is the distant future and the galaxy is very, very old. The Terran empire sprawls across the stars just as at its heart the Terran emperor sprawls across his couch, and like him, it is dying by inches and years. In the weakness of the emperor (not weakness but dissipation, perhaps -- there are only so many exotic foods and sensual pleasures one can consume before they begin to consume in return) grows the strength of the senate. It is a strange political entity, the galactic senate, long ago reduced to a formality under a strong emperor, but now rising again in power under a weak one. The senators who stand now are a mixed collection of Houses of long-hereditary families, and newer Houses that have won their place with military victories, or bought their place with financial ones.

In this environment, of course alliances and treachery breed like exotic vines in the tropics. Just half a year ago, one such alliance rose up out of the medium and small Houses in the senate to shatter the grip on power House Gwyne had held for two decades. In the confusion, old agreements were breached and old promises broken and, as always, to the victor went the spoilers. House Gwyne was forced to withdraw to re-consolidate their resources and lick their wounds, and in the process had to relinquish lucrative contracts they had throughout the empire. Most notably for this story, they had to give up control of certain wormholes that connect areas relatively near the empire's center with areas near the empire's rim. The commercial implications of such a connection are obvious, and, if managed properly, they could be the ticket to wealth and power for a small House fortunate enough to obtain one. Which is where you come in.

Players

The players control (in aggregate) one or more small Houses, each of which has been delegated provisional ownership of one of the wormholes and the lands beyond by the galactic senate. In addition, the players each control one or more characters within those Houses. Using these tokens, the players can attempt to advance the fortunes of their House and individual in whatever way they desire. Assuming, that is, they can conquer the forces -- both physical and political -- that stand in their way.

Goal of the Game

The game has a goal. It has not currently been revealed.

Setting

There's a little more setting in the original blog post for the previous game, and in the transcripts for that game. These are both basically canonical for this game. Don't feel obliged to read the transcripts, but you might want to, they're funny.

Mechanics

There will be substantially more details later, but the basic idea is players will form together into groups (I'm thinking no more than five or six) where each group is a House. You'll assign some stats and back story to the House (is it good at diplomacy, exploration, industry, trade, and/or combat, etc; what are its goals and allegiances and why is it taking this risk), and (as a group) will decide on an action for the house each turn. House actions are things like building stuff, settling areas, setting up a trade route, clash of armies, that kind of thing. You'll (as an individual) also create characters (I think one to start, maybe more later) which will have more standard RPG-type stats and can also each take an action a turn. Individual actions are more standard RPG things like negotiating with prospective trade partners, sneaking into places, wooing people for fun and profit, lying on couches eating grapes, dueling, that sort of thing.

Turns will be three times weekly. There'll be some page where you list your house and individual actions, and they'll basically all resolve at once. In some cases we'll play out actions in more detail, and in some cases you'll just say what you want to do and we'll roll. I assume people will sometimes want to do private actions; we can manage that through email or maybe there's some way to do it through the wiki.

Houses

House Gwyne: Large and corrupt and powerful, recently forced to back off a bit but don't expect they'll take it lying down.

(If you have a proposal for a house, whether for yourself or just to have in the setting, add it here. If you are looking for members, make that clear. Also, if you want to make an extended bit, maybe make it a link to another wiki page.)