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Question A lot of Mandates Are "Map Game" Oriented... But There Is One... That Defies Logic.

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As many know, I will randomly hop into VC's among our discords sometimes, and I recently found myself in a discussion with some roleplayers about Mandates. We got to talking the normal stuff, like map game, the balance of mandates, how Horcrux is actually super nutty but nobody's ever picked it. I was using the crowd to help me think about Mandates I haven't looked into or bothered to think about in probably half a year.

And then we got on the subject of this Mandate. I remember it was Srina who brought it up in Admin chat, and I remember I was very against it, because I'm usually always against OOC rules impacting roleplay. Like, it seems like an objective that the MFOs could introduce themselves, and not waste a Mandate on. But uh, to my surprise, the room of like 8-10 roleplayers I was speaking with (I think it was Mando VC with some GA/TSO chatters mixed in) was like, almost unanimously in favor of it, like it was a community darling of a Mandate.

So like...are roleplay oriented Mandates something we would want more of? And if so, do you have any suggestions as to what that might look like?

I'm currently opening the debate in Staff chambers for killing off a bunch of old Mandates that are either super powerful, got meta'd into suspension, or otherwise just don't fit anymore. After the list gets rebalanced/cleaned up, I'd be curious if we could inject new life into our Mandates with a batch of roleplay oriented mandates like this one, as I believe it's one of a kind on the list.

Just don't tell Srina that I have to concede that this was a popular winning idea, the Admins get absolutely intolerable when they win a debate against me.
 
I don't have any ideas (I don't really think about mandates most days) but this is a pretty cool trend if it picks up, and a pretty cool mandate (this one in particular) that gives a lot of cool angles for faction ideas.
 
I don't have any ideas (I don't really think about mandates most days) but this is a pretty cool trend if it picks up, and a pretty cool mandate (this one in particular) that gives a lot of cool angles for faction ideas.

yeah my angle would be more mandates that can give or assist Major Factions in defining their personality, roleplay-wise, while also giving them a feat IC. Right now some do that, but most do it via map game mechanics.
 
Is there any possibility to have two classifications of Mandates? Maybe one class of map mechanic mandates, and another of roleplay mechanic mandates? This is an ultra-specific problem admittedly, but there is a long list of very cool mandates, but due to map specific needs, I think a lot of them go underutilised even if the want to experiment is there.

Maybe allowing factions to choose a map mechanic mandate, and a roleplay mechanic mandate would allow for that flexibility?

(Oh and I am in support of more roleplay mechanic mandates, just at the same time feel like they will go underused for the reason laid out above).
 
yeah my angle would be more mandates that can give or assist Major Factions in defining their personality, roleplay-wise, while also giving them a feat IC. Right now some do that, but most do it via map game mechanics.
I really like the idea of mandates that lend to faction ideas that don't usually see large (prolonged) activity on chaos, this one in particular would be amazing for a droid or Yuuzhan Vong faction.
 
Is there any possibility to have two classifications of Mandates? Maybe one class of map mechanic mandates, and another of roleplay mechanic mandates? This is an ultra-specific problem admittedly, but there is a long list of very cool mandates, but due to map specific needs, I think a lot of them go underutilised even if the want to experiment is there.

Maybe allowing factions to choose a map mechanic mandate, and a roleplay mechanic mandate would allow for that flexibility?

(Oh and I am in support of more roleplay mechanic mandates, just at the same time feel like they will go underused for the reason laid out above).

Even if it adds some more bureaucracy, but this sounds like a very good idea. Despite the best efforts, those that aid the map-game's goals will most likely be picked over roleplay ones. So to have a split list where each Major can choose one from, one for map-game and one for RP purposes, could be a very intriguing and "unpredictable" addition for the PvP. It will probably also feature more rotation to "try it out" since everyone can still keep to the 'precious' hexes and how to best hold onto them.
 
Despite the best efforts, those that aid the map-game's goals will most likely be picked over roleplay ones.

I understand the logic says this is correct. I understand this is the popular take. I also understand my own logic says this is the correct take.

But my understanding of humans, of chaos, and roleplayers says this take is not as popular nor as correct as all of us think it is.
 
I definitely think it'd be cool, and that a lot of roleplayers would want it.

But I also think it's more likely that bigger factions are quicker to go with a RP-focused mandate than newer factions, for example. We've had a lot of new Majors this year, and the pattern with their mandates is pretty obvious. It's primarily about faster growth on the map to gain some territory, and I don't blame them for that. I'd have done the same. GE is the only exception I've seen thus far.

I think that can change if these RP mandates offer something really fun and fitting, though.
 
Then we have to brainstorm some cool ideas.

Speartip
"One cannot afford to neglect opportunity." - Sun Tzu
  • Strength: This Major Faction has based its military success on the application of shock and awe, deploying its forces swiftly to overwhelm the enemy where they are not.
    • This surprise attack forces the defender into a disadvantageous position, fighting outnumbered [narratively] and on the backfoot.
  • Weakness: This stratagem can only be used while the Mandate is active.

Righteous Crusaders
"God wills it." - Pope Urban II
  • Strength: This Major Faction is pursuing not mere conquest, but the annihilation of those that disagree with its beliefs.
    • The Major Faction may deploy a superweapon in an Invasion to eradicate populations, cities, civilisations etc. for the purpose of targeted genocide.
    • The superweapon has to be Admin-Approved.
    • This superweapon cannot destroy planets.
    • A superweapon can only be used once.
  • Weakness: A superweapon can only be used while the Mandate is active.

Betrayal
"You know nothing of honour." - Angron
  • Strength: Under the disguise of negotiations, diplomacy or even alliance, this Major Faction can betray its 'partner' to unleash a war.
    • The two Major Factions agree a mutual goal that is to be achieved, either a diplomatic summit, joint campaign or similar.
    • The attacking Major Faction secretly plans to undermine this by getting as close as possible to their target and then strike.
    • There has to be a summit/meeting/council objective where the leaders of both factions meet.
  • Weakness: This kind of war declaration can only be used while the Mandate is active.
    • This Mandate can only be used at the beginning of a faction war.

Decisive Battle
"I fear all we have done is to awaken a sleeping giant and fill him with a terrible resolve." - Isoroku Yamamoto
  • Strength: This Major Faction is trying to win the war in a single, decisive battle.
    • The attacking Major Faction pitches a substantial amount of its military forces against a single target that holds the majority of the enemy military or its most valuable strategic military assets.
    • If the attacking Faction wins, they will have a narrative advantage in military assets and spirit for the next X threads.
    • If the attacking Faction wins, the defender may not launch an invasion against the attacker Faction for at least a month (or two) to recover from the defeat.
  • Weakness: This stratagem can only be used while the Mandate is active.
    • If the defending Faction wins, they will have a narrative advantage in military assets and spirit for the next X threads.
    • If the defending Faction wins, the attacker may not launch another Invasion against the same Faction for at least month (or two) to recover from the defeat.
Enjoying military theme more than others, I went mostly with that. Pretty sure there are plenty of more rebel, smuggler and Force related themes out there that could be added.
 
I think that can change if these RP mandates offer something really fun and fitting, though.

Exactly this.

RP potential >= Hexes. RP mandates have a much lower floor for being low effort, so it's easier to be a bad mandate. But their upswing is also much higher than the potential of gaining hexes, so the tradeoff is exponential, I would really want to thinktank what a "group" of RP mandates should be and what their minimum impact should be for roleplay.
 
I'm all for it!

And now lemme push my luck - can we have both?

Can Mandates exist as effects that impact the Map Game, and then there's a second pool of "Traditions" that effect roleplay and factions can pick both?
 
The people always want more...But if we're worried it would be too broken, I get that. Mandates are already pretty darn powerful, so having access to TWO could easily push us into the realm of having "too much of a good thing" to work with. Just because we can doesn't mean we should.

__________________________

That being said, just devil's advocate spitballing, if we did go that route:

1.) I would just leave it as "Mandates" so they don't sound (even more) like Stellaris.
2.) Separate the Mandate section into two different categories/columns.
3.) Tell Factions they can pick one from each category/column, but keep everything else the same.

Boom, no addition to the "Rules" list, and it's a simple system.

The most difficult aspect would be generating more solid roleplay "mechanic-styled" mandates that will garner interest.
 

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