So yes, I am back, and with me I bring you yet another Sci Fi game. Now I have searched deep and I found out that my biggest issue with GMing games here, besides being strapped for time, is that I tend to micromanage everything up to the point where I get bogged down in massive walls of text, turns are huge and overbearing and I tend to get stuck in the same universe. When I think about it, my most successful games were simple and innovative, I didn't dwell in past games or universes, just referencing them and I let players create their own narratives.
So here we are:
As we enter the 24th century, the Solar System once again finds itself in the grips of a cold war between two human hyperpowers. As the two major nations face off, and draw lines in the sand, the humans of the solar system throw their lot with one or the other.
It has been a fair century since humanity has reached a post scarcity economy, but even though machines take care of simple day to day activities, security and peace for all of humanity is still a very distant dream. Ethnic, religious and ideological conflicts still rip through humanity, with wars and death-tolls in the millions still plaguing the solar system. Even space, the final frontier, is not a physical barrier big enough to stop humans from murdering one another over petty squabbles. And while humans no longer have to work to provide for their families, resources are still tight and to upkeep the post-scarcity lifestyle of humanity vast constructs and colonies exist that extract resources for the two major powers. As one could imagine, these colonies have less then stellar life-styles.
"Humanity was given heaven, and we paved it" On one side, the Earther hyperpower stands upon a dying world, playing a dangerous game of herding cats with the other Earther powers, and projecting its strength over the colonies, the Earther power is locked solidly in a game of colonialism it doesn't necessary want to be part of, but has to. Without the water, food, raw materials and clean energy from the colonies and space, earth will die, painfully so. The Earther powers have reached a level of prosperity never before imagined, their citizens are happy, fed, and have each of their needs fulfilled, but all of this comes at the cost of the rest of the solar system. But whether Earth's powers are actually actively responsible for this or just inherited this injustices from their predecessor is another question entirely.
The moon on the other hand is the polar oposite of earth, the hyperpower based on the moon does't have the issues of a dying planet to look after, since its solar body has been dead way way before humanity even thought about coming to it. The Lunar powers also don't have to worry about herding cats, as most of Luna's alliance is under the thumb of the Lunar hyperpower and has no wiggle room, unlike the Eearther powers. Born out of revolution against the colonialist earther powers, Luna is on a crusade to rid the solar system of Earther domination... only to replace it with its own. It has been more then a century since Luna's domes fought and won the moon's independence from Earth and Luna has been quick to adopt Earth's unsavory tactics rather quickly. The only difference being that Luna makes sure to cover it under the shroud of anti-colonialist rhetoric. Luna needs the water, resources and most importantly, the people to fill its thin population ranks under the vast domes, so whether by a Lunar or an Earther master, exploitation will continue.
In the outdated Cold War I analogy of First, Second and Third worlds, Mars is somewhere between the second and third. A major battleground between the two factions, Mars is in the process of being terraformed to support human life, much to Luna's jealousy. But Mars is also plagued by some heavy proxy wars and inter-factional fighting. A small cog in the large machine that is the cold war raging between the old and new worlds.
The stations and habitats that dot the outer planets, here is where the main exploitation happens, as Earther and Lunar fleets patrol and threaten each other in the Kuiper belt, the miners and unlucky sods that are born and live here suffer and die fighting to recover water, fuel, materials and all sorts of resources for the hyperpowers. You will find no mercy or god here.
The general history is outlined above, but obviously I want more. Here is how this is going to work, this is like 300 years in the future or so, so the history of this world is radically different from our own. That said, I expect semi-realistic developments of nations and ideologies. The history is going to be open, so i expect players who want to play to send me submissions, complete with a map (if you care about your territories or are based on earth) via PM.
I want very short, one paragraph (no more then 4-5 sentences) run-downs of what you want your nation to generally be, see the below description:
Area description or Map: [Only if you have very specific requirements and/or are based on earth]
Status: [Allied to the Earther Hyperpower, the Lunar Hyperpower, or neutral]
Power level: [Hyperpower (only two), Superpower (Secondary to the Hyperpower in alliance, around 3-4), Great Power (Space Forces, Considerable political and economic authority), Regional Power (What it says on the tin. May have a small space force), Others (unless based entirely in space, or some weird configuration, no space forces). ]
Summary: [VERY SHORT)
From there on out, once I have enough players, I will populate the world with NPC who will be given short descriptions and make the map[s]. You can send more the one nation/idea my way, limited to three in case I reject your first ones.
The game will be a little different then what you are used to, there won't be turns, a certain amount of real-life time will correspond to a certain amount of in-game time [for example, a week IRL will be 6 months in-game]. Any discussions with NPCs, Secret Activities or wars go through me via plans sent to me via PM, everything else is left to the discretion of the player. I will post events every day to direct the flow of the game, but the player will mostly decide on what happens with his nation/faction internally through the use of events or newspaper reports. In order to avoid one player just being super powerful and avoiding negative consistences for his actions, I will monitor those closely and if I believe a player isn't presenting his faction with enough difficulties I will be throwing events at him that will be much worse then what the player could come up for his faction. This will be taxing on the players, make no mistake, you have to thread a fine line between having suitable and hard to solve issues and not presenting your enemies with an opening which to exploit. If y'all do it properly, it should make for a dynamic and interesting game. I will make sure to be lobbing events at a regular basis. Events can be player triggered (via secret activities] or just natural.
That means that stats will also be limited, outside of a general representation of your nation's power, size of forces, resources at your disposal and so on. So you can, theoretically, do an unlimited amount of things, but I trust you will know not to punch above your weight or overextend yourself. In case you do though, I will make sure pay dearly for that.
Since this is Molly's first attempt at such a game (we have had other experiments, but not enough) I will help guide the players in case any questions pop-up, but I will not be nearly as forgiving as I have been in other games. [nervous flashbacks to space-col].
Post interest here, don't post your factions here.