Showing posts with label Politics. Show all posts
Showing posts with label Politics. Show all posts

Friday, January 4, 2019

Generalized Politics - Domain Management

Quite some time ago, I released a commissioned GURPS work: the Orphans of the Stars (If you’re a patron, check it out. If you’re not, feel free to join us! Of course, this post should tackle most things without you needing that document to follow along, but it's a handy worked-example). The intent behind the design was to create a space opera political system in a rather specific, Dune-inspired setting, with extensive bio-tech and where genetically engineered nobles ruled planets.

Since then, I’ve had several people ask me for a more generalized version of the political system, especially in regards to lower-tech settings, such as fantasy worlds, so I offered it as a General Topic Patreon Poll option for January, and it won quite handily!

Before I dive too deeply into this post, I want to highlight what it is and what it isn’t. First, “politics” can have many meanings. People sometimes use it to mean the manipulation of mass populations to persuade them to your course (covered by the GURPS skill of Propaganda); some people use it to mean drama and the accumulation or destruction of influence in a courtly/governmental setting (covered by the GURPS skill of Politics); and sometimes, we mean the management of a population or a domain (covered by the GURPS skill of Administration). This post is primarily about the last, about administrating a domain. Politics as manipulation of courtly settings is mostly handled by GURPS SocialEngineering, and perhaps I’ll go into it more at a later date. It’s also more of a “player vs player,” social-combat sort of situation, which is fine, but Orphans of the Star was designed for cooperative play, where characters controlled different aspects of the government, sort of like playing Civilization except you each control one arm of the domain, instead of the whole of the domain yourself.


Tuesday, June 26, 2018

On the Demise of Star Wars

"You were the chosen one"? Or maybe "Strike me down
and I shall only become stronger."
Forgive the provocative title.  My part of the internet bubble churns with much rage at the current incarnation of Star Wars, and especially at Kathleen Kennedy, at whose feet the perceived "Ruined Forever!" has been laid.  There is much angst and schadenfreude over the failure of Solo, but Solo is the crux of what inspired me to write this, as it's the first Star Wars movie in a long time that wasn't an instant "yes," though not the first Star Wars product in a long time that I had looked forward to, and then changed my mind about.

Then I put this post on ice, because I hesitate to post anything that sounds remotely political in this day and age as discourse is getting extremely divisive and it's hard to please both sides (and there are sides here) when you say anything, and because I have better things I should be putting my attention towards (the next post is almost done, I promise!). But as news continues to evolve and the corporate narrative of "a few disgruntled trolls vs the Last Jedi" explodes to reveal that the Star Wars franchise is Not Okay, I wanted to get my two cents in, especially given how my blog seems to eat, drink and breath Star Wars.

I hope you forgive this opinion piece.

Thursday, June 8, 2017

Orphans of the Stars: Political Conflict

This will be my last "design notes" post for Orphans of the Stars.  I'm going to post the actual draft next week at this time and place, giving me a little extra time to work on Psi-Wars (the Alliance is coming along nicely, though it'll be a very different beast than what we see in Star Wars.  Stay tuned, my Psi-Wars faithful!).  It'll be available on Patreon for $5, as stated before.

Today, I look into the most important element of political gameplay, conflict, which allows you to defeat your opponents through war, espionage, subversion and economic sanction, which is just what everyone seems to really want when they talk about "political gameplay."  Most of this made it into the final cut, and more!  And even if you don't want sweeping, interstellar political contests, the ideas presented herein might still prove useful inspiration for your own political games.


Wednesday, June 7, 2017

Orphans of the Stars: Organizational Gameplay

We know what the overall themes of gameplay are now, but we need to know what the PCs, themselves, do with it.  The ruling noble might decree that the planet is to wage war upon a rival while also changing the ideology of the people, but what organizations wage war? Who changes the ideology of the people?  And how and when do the PCs improve their organizations?  How does all of this translate into, you know, something fun like an action scene or a dramatic seduction or a cunning infiltration?

Eventually, less of this material made it into the final draft because it turned out to be more complicated than necessary, but I present the whole thing for your consideration.

Tuesday, June 6, 2017

Orphan of the Stars: the Gameplay of Politics

After I had laid out my plans for the pieces of the game, I found it necessary to think my whow the game would play.  This turned into a three-part discussion, starting with high level politics, and I hoped to turn the game from a look at a bunch of stats and into a dynamic series of interesting choices that impacted the players and was impacted by them in turn (you know, gameplay).


Tuesday, May 30, 2017

Orphans of the Stars: Meditations on Politics

The first thing we chose to focus on, and what this series will devote all of its attention to, is politics.  I wrote the following post as a way of explaining the directions we could go, and how I saw politics. Eventually, it should be noted, that my client chose for extreme political systems, which means politics-as-wargame, which is what the final document looks at.


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