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Started by JohnK, February 06, 2004, 03:07:40 PM
Quote from: JSDiamondThe setting is a *not* bleak space opera, sci-fi western, future where everything went dazzlingly well. Infact, so well, that core space is over crowded and becoming the grand central station of the universe (yes, even with the hobos and smell of pee).
QuoteSo, instead of there NEEDING to be a reason to adventure, it's a law according to the League of Allied Worlds that all young adults depart League Space and 'sow their oats' or whatever you want to call it, for four Earth-standard years elsewhere, before returning to claim full Leaguecitizenship. The only exceptions are those who go into law enforcement or the military. And even they can expect some cruddy posts out on some frontier world.
Quote[...]Their settings are already much like our own modern world and so inventing a reason to 'adventure' always feels a bit artificial. Unless it's a 'grim, gritty, dark future with dudes in long leather coats' and so on. That's fine, everyone role-plays according to their own priorities, but I wanted to avoid that as an Orbit player's*starting* point.
QuoteI rather like the idea of a positive or somewhat optimistic view of the universe, although I think the original STAR TREK's attitude was a bit too positive. What this raises is the question of exactly how do the various inhabitants of the ORBIT universe and the League Worlds view the universe and their place in it. I don't mean necessarily from a philosophical view, but from the pov of everyday life and the things one has to do to live in the LoAW.
QuoteDoes this mean that there are no careers or occupations that do not require going walkabout?
QuoteDoes the universe of ORBIT have an overall story arc of some sort, or is this left very much up to the players and the GM? Furthermore, is there a "dark side" to the universe of the game, or is that something that doesn't fit well with the somewhat positive nature and approach to the game?
Quote from: JSDiamondAs the default youth character leaving on Wandershen it's the end of parental supervision, it's the fear of the unknown, it's the thrill of discovering who you are for yourself. In short, it's each of us at one time in our lives.
QuoteAs to the pov, League citizenship represents a coming of age achievement. Characters know that they will be able to follow their true calling and work in a job they really enjoy. The League grants this opportunity because it's such an immense collaboration of different civilizations.
QuoteAnd if I might be so bold, it's the ideal libertarian government body. So even though the League is you know, 'THE LEAGUE' daily life isn't some 1984 bureaucratic nightmare. Though it's not Star Trek's 'everything (and everyone) has its place' Federation either. But the chaos of so many different life forms living and working together is more colorful puzzle, than problem to overcome. Seriously, if you're a League citizen, deep down you believe that you're a squirrel and the galaxy is your nut.
Quote from: JohnKDoes this mean that there are no careers or occupations that do not require going walkabout?
QuoteExactly. Everyone goes (except for military and law enforcement).
Quote from: JohnKDoes the universe of ORBIT have an overall story arc of some sort, or is this left very much up to the players and the GM? Furthermore, is there a "dark side" to the universe of the game, or is that something that doesn't fit well with the somewhat positive nature and approach to the game?
QuoteThere is no story arc. But there are a few dark and awful things lurking out on the Frontier and a some sinister things going on within the League itself. From the standpoint of a youthful life form on Wandershen the galaxy is one big adventure waiting to happen. On the other hand, from a veteran Marshal's viewpoint it's not all guitars and hot rods out there.The dark stuff fits in fine. But your default starting point (even from the Player's perspective) is one of the Wandershen mind set. That was by design. I wanted player pov and character pov to mesh, to really put players in the game setting. The dark stuff they might discover later on, but they would do so at the same time their character discovered it.
QuoteI assume that there's all kinds of political and economic games going on under the surface?
QuoteJust makes me wonder if every character has a true calling, though...
QuoteSo there are absolutely no exceptions to this (wandershen) rule?
Quote from: JSDiamondExactly correct. But almost all of the inside stuff is for the GM to know. So as not to be a spoiler for the players.
Quote from: JSDiamondThat's the other side of the coin --not all characters want League citizenship, some are no doubt looking at this as an "I'm outta' here!" on the League's nickle. And I mention that in the book.
Quote from: JSDiamondVery few. Arach that don't leave the hive don't go, because they will never leave their homeworld. Those (of any race) who are training to go into League service don't go either, they are placed immediately into their League jobs. Though usually posted outside of League Space anyway and at the crappiest backwater assignments. Of course there are also the 'endowments' granted by the wealthier families to various local, planetary or occasionally system-wide social and political causes that ensure that their children may continue being groomed in the family businesses, politics, etc. But for the other 99% of the population, if you were born in League Space (to citizen parents) then you gotta' get going, sometime between your 16th and 20th birthdays.
QuoteI assume there are specific reasons for the fact that some planets don't want League membership, or am I mistaking "citizenship" for "membership"?
QuoteThe intrigue should not be known by the players, to be honest, as it spoils their enjoyment of the game down the line.
QuoteHmm...is it possible for a character to be born in League Space, but not be a citizen? Would that make them exempt from the rule?
Quote from: JSDiamond'Membership' is correct. Many more worlds (like present-day Earth with multiple nations, as well as further advanced planetary governments) have opted to not join for their own reasons. Many of these worlds are within the spacial (?) borders of what is known as League Space. But the League doesn't go around conquering worlds. League membership is an offer. Some civilizations cannot (or do not) want to commit resources necessary for being a working member of a galaxy spanning multilateral governing body. Some don't like the League. Some civilizations are so alien that perhaps they see no common goal to be accomplished. Some may simply need more time to decide. The reasons are varied.
Quote from: JSDiamondAs a matter of fact I designed the layout of book that way. It always bugged me that a person would start a new character and no matter what their background was, they would have a working knowledge of *everything* about their race, or civilization. Though this is no fault of the player since all that obscure info was right there in the race description to begin with. That info just shouldn't have been there.
Quote from: JSDiamondYes. Being from a non-League member world they would be exempt since League laws only apply to League governed worlds. All of this is mentioned straight away in the sidebar on page 1 which gives a brief overview of what typical and non-typical Orbit characters are like (for the purpose of generating them).
QuoteDoes it (the League) at times exert influence to bring the worlds into the fold, or are they very much "you don't want to join, that's fine" about things? I mean, the intra-League politics and maneuverings must be there, too...
QuoteI think that every race should have something the players don't know about, since humanity is a good example of this. Many of the folks you meet in your daily life have no idea about some of the stuff that's in the background of the human race and homo sapiens.
Quotehow detailed does the book get about League politics and social structure, hierarchies, demographics, and that sort of thing?