The US Air Force is looking to replace the F-22 with a remote-piloted fighter craft (a UCAV) by 2030.  Here’s Boeing’s concept of the vehicle…

And here’s the solicitation sheet.

 

It’s pretty much always in the background in modern life, and a lot of people might turn to games to avoid it, but politics is a setting element that can greatly enhance your game’s flavor.

There are a few obvious genres and settings where politics is almost a necessity: Star Wars campaigns set during the Clone Wars is one that leaps immediately to mind, or any modern-day espionage or law enforcement game.  But political intrigue and machinations show up in Stargate, in Star Trek (and if you don’t look at the Federation as a monocultural bloc, can make for a very interesting story arc), as well as in historical settings.

Politics doesn’t just provide plots for the GM, but can give characters motivation.  An anarchist in a Victorian-period setting would have certain beliefs and goals, and this would lead to actions that could spawn adventures…is he honked off at the Austrian aristocracy?  the British empire?  Capitalists?  What would he do to make the world a better place:  is he a still on his ass and write manifesto type like Mazzini?  Or is he a throw the Austrians out of Italy type like Garibaldi?  Or is he the crazed lone gunman looking for a few minutes of fame by knifing a defenseless Empress Elizabeth of Austria?

Even those motives and actions could change over time — an anarchist from the late 19th Century is a lot different than one from the 18th Century, who is less likely to be a violent ideologue, and more of a Thoreau-esque man of letters, looking to avoid the entanglements of “modern” life or a woodman, exploring the wilderness of the Americas and trying to stay ahead of civilization.

As bad as the Star Wars prequels were, they did show that people can have a multiplicity of viewpoints on politics — how a government should be run, what it should do, and what the role of the individual is.  Westerns often had cowboys pitted against the robber baron or the grasping politician…but is that politician really just out for himself?  Perhaps, he honestly wants to create an oasis of civilization in the midst of the wild, and to do that, he needs to control adventurous, individualistic young men like your characters.  Or needs to hire guns like your players to help him in his quest to bring order to the chaos of the West.

Modern espionage campaigns should see politics as intrinsic to the missions they are on.  The characters are most likely working for a specific agency (or corporation, if it’s a cyberpunk-inspired campaign) and there is an institutional character to their agency, there are allegiances and antagonists in other agencies that you are friendly with.  Sometimes, for expediency, those friendlies might see it as advantageous to work against your group, and could provide a foil that is as simple as not getting your intel you need in time, to sending out a burn notice, to sending out another team to stop you forcedly.  (How many times has Jack Bauer’s own people tried to do him in?) There’s the motivations of the people that you are spying on, recruiting, or running as assets — these are tied up in their beliefs, and they are pressure points for the characters to influence their allies and enemies.

For medieval or fantasy settings, politics and the machinations of nations provides a more nuanced and interesting campaign for the players than an endless series of dungeon crawls.  The players can be real movers and shakers in these universes.  It gives the players something to shoot for beyond getting the next cool magic item or weapon.

Characters, like players or people in general, could find that their friendships and allegiances change as their politics beliefs collide.  An autocratic-leaning character like Anakin Skywalker is bound to run into trouble with a democrat like Obi-Wan Kenobi not just because it’s being pushed down your throat by a bad screenwriter who has written a couple of punks, but because their visions of society are radically different.  they work together, but their animosity grows as they find themselves diverging on what they believe, and how much they can trust each other.

Nothing says you have to go Star Trek on your players and hit them with a thinly-veiled allegory for [insert social issue here] each game session.  But adding a fleshed out political system, series of entities, and politically-driven conflicts can certainly help your campaigns, no matter the setting.

These are the old basestars and raiders, as portrayed in Razor.  There’s a paucity of information on the vessels, so I had to do a lot of guesswork for the stats.  The assumptions:  the basestar is originally a warship from one of the colonies’ forces, as were the raiders.  The size would suggest these were the truly heavy guns of the War-time period.  These vessels most likely use similar weaponry to the Colonials, and much of it might be retrofitted onto a battlestar, if the need should arise (like, say, the whole of the Colonies being wiped out.)  I assume that the control mechanisms of the basestar are most likely usable by humans, and the raiders almost certainly.  That doesn’t mean that they might not have been retrofitted with some of the biomechanical equipment from the Mk II Basestar at some point.

MKI BASESTAR

DIMENSIONS:  Diameter: 2500′   Draught: 625′   Decks: 30  Crew: 5000 Cylons (about 1000 tasked for raider duty)

ATTRIBUTES:  Agility d4, Strength d12+d4, Vitality d8, Alertness d10, Intelligence d10, Willpower d10

SECONDARY ATTRIBUTES:  Life Points 24, Initiative d4+d10, Armor 5W, 5S, Speed 4 [SL/JC]

SKILLS:  Heavy Weapons [d4], Mechanical Engineering [d4], Perception [d6], Pilot [d4]

TRAITS:  Formidable Presence [d4]; Memorable [d4], Seen Better Days [d4] (Only in a campaign set around the Fall)

ARMAMENT: Heavy Skirmish Range Point Defense System [d12W Vehicle-scale], 80 Medium Capital Range Missile Systems [d12, Spacecraft-scale], 16 Heavy Capital-Range Railguns [d12+d4 Spacecraft-Scale], Nuclear Long-DRADIS range Missile Systems [d12+d8, Spacecraft-scale]

AUXILIARY CRAFT:  320 Raiders, 50 Heavy Raiders, various smaller craft

EARLY PERIOD RAIDER

DIMENSIONS (Estimated): Length: 28′   Beam: 18′   Draught: 10′   Scale: Vehicle   Crew: 3

ATTRIBUTES: Agility d6, Strength d8, Vitality d8   Alertness: d8   Intelligence: d6   Willpower: d6

SECONDARY ATRRIBUTES: Life Points 16,   Armor: 1W, 2S, Initiative d6+d8   Speed: 7 [SL]

TRAITS:Formidable Presence [d4]; Memorable [d4]

SKILLS:Heavy Weapons [d4], Mechanical engineering [d4], Perception [d6], Pilot [d4]

ARMAMENTS: 2 30mm MEC-A4 Cannons [d8W Skirmish-range, Vehicle-scale], 4 Thunderbolt Missiles [d12 Capital-range, Vehicle-scale] or 2 Trident Antiship missiles [d6 Capital-range, Spacecraft-scale]

The man cave is complete…well, we’ll probably be adding a pair of chairs and small table…

And facing the kitchen…

It’s all Vishnu Approved

It’s been terribly busy this month, between getting the new house ready and moving, and getting things set for my next hurdle in the dissertation nonsense, but things are starting to calm down and I can finally punch out a few posts on ideas that have been churning about for the last few weeks.

There should be a couple of Setting the Scene posts on the use of religion, politics, and other hot topics in your campaigns.  I’m hoping to have a few ideas to post on the Serenity / Firefly and Battlestar Galactica settings ready to go soon, as well.

Last night was a fantastic concert at Santa Ana Casino — the Bare Naked Ladies were playing, and while I missed Steven Page with them, it was a superb show!

Attended a birthday party cum Halloween party this afternoon/evening.  A good time was had by all…

This was followed by my rectifying some deficiencies in the girlfriend’s cultural education: I showed her Alien this evening.  It still works…even when they kinda know what’s coming.

Well — we’re into the new house in the foothills of Albuquerque’s Sandia Mountains. Lovely, airy place with a hot tub I desperately need to clean and get Ph balanced so I can use it. We got movers for this time around, but after two weeks of working on the place, and moving a fair amount prior to the movers this week, I woke up this morning barely able to bend over from back pain.

I guess I’m not that young, anymore…

Fired up a new Serenity campaign with the new girlfriend and a brand-new player out of Santa Fe (hi, Paul!)  The basic premise is a sort of A-Team/Burn Notice/Leverage meets the ‘Verse mash-up, with the characters taking on weekly jobs/helping the unfortunate while steering clear of the Alliance and finding out why the McGuffin (in this case played by the GF) was scrubbed from the Cortex records and has mysterious villains chasing her.

It all starts in a trash dump on Beaumonde, where CAROLE MCKENNA waves up, battered, bruised, dressed only in combat fatigue pants a black tank top, boots with a knife, and possessing a few hundred in Alliance script and a bottle of meds for what she doesn’t know.  She doesn’t know much actually — she’s suffering from amnesia.

What she learns — her father is a research manager for the Osiris Information Management Corporation — a software/hardware company contracted with Alliance military, and her mother is Dr. Miranda Tien, is a doctor working at the Advanced Evolutions Laboratory in a restricted island archipelago on Osiris.  Her birth records, however, gone.  Her military records, gone (she finds out she worked a special forces group doing psyops during the war and was a major), her life after she was critically injured in the final days of the war, gone.

She also, it seems, “hears” machines — she has a Cortex connection in her head that lets her access computers wirelessly.  She also seems to heal quickly (not supernaturally so, but fast!)

CAROLE MCKENNA

Ht: 5’6″  Wt: 125 lbs.   Hair: Auburn   Eyes: Blue  Distinguishing marks:  Very faint scar from pubis to sternum (someone opened her up.)

ATTRIBUTES:  Agility d8, Strength d8, Vitality d8, Alertness d10, Intelligence d8, Willpower d8

Secondary Attributes: Life Points 16, Initiative d8+d10, Endurance 2d8, Resistance 2d8

SKILLS:  Athletics d6, Discipline d6, Guns d6, Heavy Weapons d4, Influence d4, Knowledge d4, Linguist d2, Melee Combat d6, Perception d6, Planetary Vehicles d4, Survival d6, Tech Engineering d6, Unarmed Combat d6 (Capoeira d8)

ASSETS:  Allure d4, Athlete d4, Blastomere Implants d8 (doubles healing rate and gives a 1S armor), Cybernetic Implants d8 (gives +1 step to alertness, Total Recall asset, and +d4 to Tech Engineering tests involving computers), Highly Educated d4

COMPLICATIONS: Amnesia d8, Branded d8, Deadly Enemy d4, Illness, NIRS d6 (causes palsy if she doesn’t take myocephrin once/day), Traumatic Flashbacks d4 (flashes of memory, more than nightmares; due to malfunctions in her cybercortex.)

Playing her “Sam Axe in Space” (mixed with a bit of Treat Williams’ character from Deep Rising is Daniel Finnegan, former Alliance specops pilot and general layabout since the war.  He’s from Paquin — in our ‘Verse a sort of space Ireland with lots of travelers/pikers.  He was a cop, a contract pilot, then a conscripted officer in the war.  He’s been hanging out on Persephone where he makes a bit of cash off of his fast-courier boat Tough Luck and romancing war widows.

MAJOR DANIEL FINNEGAN (AFM, ret.)

Ht: 6’2″   Wt: 210 lbs.  Hair: Black (graying)   Eyes: Blue

ATTRIBUTES:  Agility d6, Strength d8, Vitality d8, Alertness d10, Intelligence d8, Willpower d10

Secondary Attributes: Life Points 20, Initiative d6+d10, Endurance: d8+d10, Resistance 2d8

SKILLS: Animal Handling d4, Athletics d6, Covert d6, Craft d4, Discipline d4, Guns d6, Heavy Weapons d6, Influence d6 (Seduction d8), Linguist d2, Mechanical Engineering d4, Melee Combat d4, Perception d6, Pilot d6 (Gunship d8), Planetary Vehicles d6, Survival d4, Technical Engineering d6, Unarmed Combat d6

ASSETS: Friends in Low Places d4, Friends in High Places d4, Military Rank d4, Smooth Talker d4, Tough d4

COMPLICATIONS:  Credo d4, Hooked (Alcohol) d4, Loyal d4, Wiseass d4