@sixregrets said in IRL Space Trucking begins?:
The title of this thread made me want a small scale MUSH with players of the crew of a spacefaring freighter. But very much not Firefly.
I mentioned it a couple of times but Coriolis would be good for this, I’d be interested in collaborating with interested folks.
Pitch, pros for a small-scale Coriolis-like mush:
-
The game is intended for a group that operates one ship together. The mechanics for upgrading/making ships are easy to use, the combat is designed for more than piloting and gunnery. It seems complex but its easy once folks get the hang of it. Its balanced (not that every ship is equal in pure combat so much as the same amount of slots on the same class to make whatever players want).
-
Its set in a cluster of systems in a distant galaxy (more on this in cons). A few have some details, 6 or so, out of 36. There are rules to give a system some details, its intended to only develop as the group plays, so every campaign should be different. It’s a few pages to roll up some ideas and go from there.
-
Its full of shadowrun like corporations trying to dominate things, giving players sources to do various runs from/for/etc. From hauling and such to mercenary and rogue-like work.
-
Above the entities are 6-8 orgs trying to rule the entire cluster of systems, they’re interesting but in cons, this is where the game breaks down for me.
-
It uses a karma system, players use karma, GM gets bad karma to make stuff happen. It ties into the mystic parts of the game, there are minor ‘abilities’ that don’t affect the mechanics too much other than this balance. GM can do things that net the players karma in reverse. Its not bad so much as with a pool of karma, the DM can introduce a roadblock along the way; ship breaks down between two planets in a system, someone chasing the group catches up, an NPC that is owed money shows up at the market with armed thugs.
Cons, or what I’d remove or ignore:
-
The intended meta-campaign from the company itself involves high level save the world stuff. There are other systems, ones the people in this system came from, that were in a war, but portals between those systems and this are closed. But not really, there are natural space portals through the place between space in gas planets. One system found a mystical way to open one and are coming through there to control the campaign set system. Another system has kept a portal open and is amassing an armada to take over the campaign set system. – I’d lock out these other systems and just focus on the developing system the game is originally set in as there is tons to explore as a singular ship crew.
-
The setup of the largest ‘secret’ orgs is half and half with me. I like that they are there, its feels like dune (one controls corporations, one controls free traders, one controls conservative faithful, another controls liberal faithful). There is direct opposition between pairs of these, and then 4 and 4 are on a bigger scale alliance vs alliance. There is plenty to play with, but like the super meta of entire galactic systems, it’s a bet much meta for a small ship crew. I’d keep them for flavor as NPC entities and hurdles for PCs rather than have PCs get embroiled in direct conflict between these super orgs. It was good in Dune, but doesn’t sound appealing to me as a MU, I think most Dune Mu*s had a nice focus more on is the houses and their politics than say Ix vs Tleilaxu or something (because the books have it play out over 5K years or so, just in the originals, his son adds the pre5K+ years, books make the span better than a Mush).
-
Time scale: the system is like 400 years old at best. 1000 Years ago people are only on earth when they discover portals built by a lost civilization in space. They explore these and make the 1st Horizon, the original cluster of stars with earth at its center (this is the group staging the armada for takeover). They finally find another portal to a distance second cluster of systems, the 2nd Horizon (these are the mystics using gas giants to infiltrate other systems), and then 400 years ago this system is discovered (called the 3rd Horizon). They come to escape an ongoing war between 1st and 2nd Horizon, the portal wars destroy portals between worlds, then all the groups seeking freedom go to their own systems in 3rd Horizon and its sort of a dark ages for 300 years (population is low to begin, loss from conflict and folks just try to settle their planets mostly, but the big orgs are growing). The only thing that changes all this is that 80 years ago an ark ship arrives (cause just before earth found the portal they launched a bunch to help with overcrowding and destruction of earth). They somehow have industry and better tech than the current inhabitants of 3rd Horizon, so organize quickly (they form one side of the secret org alliance, the liberal ones, vs they current conservative ones), they start opening contact between all the systems.
Tl;dr I like the game system and mechanics with the basic flavor theme, some of the higher level meta theme seems to fall apart for me, but could be altered while still keeping a lot of the original flavor of space truckers dealing with corporations and large-scale multi-star system groups (missions between the groups, just regular space trucking and hauling while dealing with the various rules and groups and trying to avoid their politics, whatever).
No interest in doing this on my own, my days for trying are done. If folks are interested in collaborating on something for small-scale, I'd be open for discussions, I have ideas for possibilities of a joint effort (such as mutual involving for various storyteller-like folks to alternate running PrPs and such).