[GZG] Requesting a little help with a background (Revolt on Antares!)

7 posts · Mar 7 2009 to Mar 9 2009

From: Kenneth Coble <kmcoble@g...>

Date: Fri, 6 Mar 2009 19:00:08 -0500

Subject: [GZG] Requesting a little help with a background (Revolt on Antares!)

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I think I mentioned when I first joined this list, one of the things that got
me to pull the trigger on the great GZG 15mm stuff was a desire to emulate the
old TSR minigame "Revolt on Antares." I'm not going to go
really in-depth in expanding the wonderfully sketchy background listed
in that game's teeny rulebook, but I would like to have a brief explanation of
what went down for my gaming buddies who've graciously agreed to run some of
these games with me. And there lies my problem... I've got one big plot issue
that I need to make sure I've got a good solid reason for, and I'd like to
bounce it off you all. Basically, the original game presumes a few basic
things:

1) Planet with stone-age indigenes and a few Precursor/Progenitor-style
relics is colonized by Earthlings; these original colonists eventually
stabilize into a seven large feudal houses (presumably centered around control
of these artifacts, as each house gets one in the original game) whose rulers
all have wierd psi powers (NB: this is why I love stuff from this era of
gaming!)

2) Overall rule of Terran space is in the hands of the traditional crumbling
Terran Empire; on Antares 9 the representative of the Empire (the Terran
Consul) has military forces with higher tech than the locals; the Terran
detachment is probably between 1.5-2x as strong as any single house

3) At the start of play, some of the colonial Houses rise up in revolt against
Terran authority; the indigenes and the other houses throw in with the Terrans

4) minor amounts of reinforcement can come in throughout the game, in the
form of off-planet mercs or a rather nebulously-defined process of
replacing a factions original chits (the locals can replace about 80% of their
troops over the game, the Terrans have enough to completely replace their
losses once)

Now, here's my mental block: I'm trying to figure out a backstory to explain
why the Terrans (crumbling empire or not) don't just smother the planet with
reinforcements (we assume no orbital bombardment for a seperate handwave,
although I could work it into the big explanation too). I've been working on a
few ideas, I'll throw them out here, but I could really use some feedback on
what I've got, or new ideas as well. The game (with the exception of the
recruited mercs, and the variant game where aliens invade) is all planetbound,
so there's no real explanation about how interstellar travel works in the
setting. Ideas:

1) mass interstellar travel requires some sort of stargate/wormhole
thing; control over this network is what makes the Empire the Empire. The
question is why don't the Terrans just swarm through this thing... 1a)
assuming the above, the Terran Consul pulls the plug on the gate. I need help
with a solid reason why he'd do this, however, as it seems to me
he's got more to gain by keeping it open for reinforcements/retreat.
Maybe the Empire is so weak that the rebellion would spread like wildfire?
Maybe the gates all share a main hub, and it's SOP that if a world goes
renegade the consul has to pull it out of the web so they don't rampage all
over the place? 1b) again assuming the above about interstellar travel, the
Rebels blow up the gate to prevent Impy reinforcements. More straightforward,
but it presumes a certain degree of incompetence on the part of the Consul,
which I'm not sure I like

Both of these have the benefit of allowing a big, plot-important moment;
either when the Terran Consul solemnly invokes his vow and disentangles the
quantum kajiggers that run the thing, or when the rebels bravely nuke the
thing

2) travel is by some more 'traditional' 80's sci-fi warp or jump drives,
with travel times to Antares being prohibitive, or at least long enough to be
less of a military consideration and more of a 'what do we do in a
century if/when the Terran reinforcements arrive.'  The mercs are all
local
to this part of space and have been doing spot-work on the unstable
planet
already, so when full-on war breaks out they're all in orbit taking bids
via radio. The downside of this one is that there's no big 'OMG' moment; the
upside is that it's probably more faithful to the 80's vibe of the setting.

Thoughts/feedback - again, either on these ideas, or if you've got some
oddball notion of your own. Again, I'm not trying to write a whole entire
background (not yet, at least), but I'd like to have the big picture figured
out so that if I gin up a campaign setting out of this it will be at least
internally consistent. Thanks in advance!

From: John Tailby <john_tailby@x...>

Date: Sat, 7 Mar 2009 15:18:46 +1100 (EST)

Subject: Re: [GZG] Requesting a little help with a background (Revolt on Antares!)

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't the simplest rational for limited reinforcements the timescale of the game.
 If the revolt takes place with one turn = one day then there is very limited
time to mobilise new units and get them to a planet miles away. Look at the
recent international conflicts for a model. If it's a done deal before the
next meeting of the general assembly of terra or whatever then they might vote
not to invade and to deal with the new regime. Â If one turn is one year then
it's a big noisy war. Again politics might be the limiting factor. Wars are
expensive and so might not be popular and some politicians might vote for
education for their citizens rather than expensive military intervention.

From: Chris McCurry <CMCCURR@v...>

Date: Fri, 6 Mar 2009 22:04:16 -0800

Subject: Re: [GZG] Requesting a little help with a background (Revolt on Antares!)

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the Consul who is about to lose his phoney balony job when the Terrain councel
finds out I can't keep these yokes underthumb I would need a pretty darn good
reason to even mumble about "La Revolution" whilst submitting my quarterly TPS
reports.

On Fri, Mar 6, 2009 at 8:18 PM, John Tailby <john_tailby@xtra.co.nz>
wrote:

> Isn't the simplest rational for limited reinforcements the timescale

From: Robert Mayberry <robert.mayberry@g...>

Date: Sat, 7 Mar 2009 12:40:59 -0500

Subject: Re: [GZG] Requesting a little help with a background (Revolt on Antares!)

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ther solution is political paralysis. Many great empires fall even though they
have more than sufficient forces due to disintegration of its
policy-making institutions. It's a corollary to Pournelle's Iron Law of
Bureaucracy, writ large. In a declining empire, the people who decide the
division of power gradually gain dominance over the people who acquire and
defend the Empire's power.

There are any number of reasons why an empire might be stunned into
helplessness:

1) Religious/Ideological pacifist movement. This could either be literal
pacifism or just sympathy with the rebels' stated ideology.

2) Attempt to embarrass the reigning faction of the Empire. A faction sitting
in the benches might choose to lose on purpose by using their power to
interfere with the war (their plan is to use an unpopular defeat as a pretext
to gain power themselves).

3) Distraction (there might be other, perhaps even less important, wars going
on simultaneously. These sap both the resources and the simple attentiveness
of the Empire.

4) An unpopular local leader might not be granted support out of simple spite
or because no one wants to stick their neck out to publicly support him. As in
Chris's suggestion, the leader might even be trying to keep the whole thing a
secret.

5) Another possibility is economic crisis. A distracted empire might simply be
unwilling to foot the bill to send resources to a threatened backwater.

6) Finally, a cynical and ruthless empire might intentionally allow its
garrison to be overthrown because it wants to wait for the revolutionaries to
turn on one another and return to restore order. Doing so would wipe out the
local power players.

On Sat, Mar 7, 2009 at 1:04 AM, Chris Slavensky <sepplainer@gmail.com>wrote:

> As the Consul who is about to lose his phoney balony job when the

From: Kenneth Coble <kmcoble@g...>

Date: Mon, 9 Mar 2009 01:49:48 -0400

Subject: Re: [GZG] Requesting a little help with a background (Revolt on Antares!)

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nks for all the comments! It's all helpful, especially considering that
while the source material - and my initial take on that material - is
pretty
over-the-top, all the feedback has been really centered on a much more
realistic (well, as realistic as the setting would allow at least) set of
assumptions. I'll mull all this over; meanwhile if there are any more
suggestions or observations, feel free to keep them coming.

Thanks again!

From: Chris McCurry <CMCCURR@v...>

Date: Sun, 8 Mar 2009 23:26:40 -0700

Subject: Re: [GZG] Requesting a little help with a background (Revolt on Antares!)

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would have the the opening game be the Rebel mission to destroy the
comsat/magic talk box that the local authorities would use to call for
help?

On Sun, Mar 8, 2009 at 10:49 PM, Kenneth Coble <kmcoble@gmail.com> wrote:

> Thanks for all the comments! It's all helpful, especially considering

From: Kenneth Coble <kmcoble@g...>

Date: Mon, 9 Mar 2009 06:18:36 -0400

Subject: Re: [GZG] Requesting a little help with a background (Revolt on Antares!)

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Mon, Mar 9, 2009 at 2:26 AM, Chris Slavensky <sepplainer@gmail.com>wrote:

> I would have the the opening game be the Rebel mission to destroy the

Having said that, and based on some of the other feedback (and again trying
to get into more of an 80's sci-fi paradigm) I'm moving away from the
instant comms/gate idea, and starting to lean more towards an Age of
Sail/Traveller model, where the speed of comms is no faster than the
speed of FTL travel. Then I can just figure out how much lag time I'd like
between the beginning of the rebellion and the Terran response and then move
on with the planning from there. According to Wikipedia (I know, I know)
Antares is 600ly/190 parsecs from Earth; at Traveller x-boat speeds of 4
pc/week that's most of a year before Earth itself finds out what's going
on, although I suppose there'd probably be a sector or subsector
government/fleet center somewhere closer.  On the other hand, that's yet
another layer of Imperial bureaucracy (and possible duplicity) to deal with as
well!