Star Wars Roleplay: Chaos

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Suggestion I Am Once Again Asking

To bring back rebellions.

I just think they're neat.

In addition to the old valid targets of recalled factions and the 3rd dominion of any major in a month, proposal to bring on a third valid target: a planet which the minor faction has completed x number of faction threads on (cannot be a capital hex or adjacent).

If minor wins any of these targets they get to take the target and two adjacent hexes from the targeted major faction and go major. The minor can additionally neutralize two hexes adjacent to their new cloud, if the major faction has not been recalled, that can not be reclaimed by the targeted faction for 30 days.

I can think of quite a few scenarios where factions start minor, want to go major, but it doesn't make a whole lotta sense to go major in neutral space:
-A new confederacy breaking off from a faction
-A crime syndicate revolving around certain planets a major faction currently owns
-Maybe any rebellion??

this has nothing to do with me watching Andor and dying for a major resistance storyline.
 
My only suggestion would maybe be one other faction hex and an adjacent neutral hex. Avoid grinding away a month's progress in a single thread, while still hitting said faction and their potential direction of growth.

Otherwise, me like Star Wars. Rebellions feel like a mainstay of the series.
 
Rebellions still exist via the Mandate, any active minor can pop that Mandate, yoink three target hexes from a major of their choice, and ball out.

They just get hexes?

Like.... No story needed?

EDIT: They'll probably be writing stories for activity, lemme rephrase.

Can you just write a bunch of insular stories, snag that mandate, and claim three hexes?
 
To bring back rebellions.

I just think they're neat.

In addition to the old valid targets of recalled factions and the 3rd dominion of any major in a month, proposal to bring on a third valid target: a planet which the minor faction has completed x number of faction threads on (cannot be a capital hex or adjacent).

If minor wins any of these targets they get to take the target and two adjacent hexes from the targeted major faction and go major. The minor can additionally neutralize two hexes adjacent to their new cloud, if the major faction has not been recalled, that can not be reclaimed by the targeted faction for 30 days.

I can think of quite a few scenarios where factions start minor, want to go major, but it doesn't make a whole lotta sense to go major in neutral space:
-A new confederacy breaking off from a faction
-A crime syndicate revolving around certain planets a major faction currently owns
-Maybe any rebellion??

this has nothing to do with me watching Andor and dying for a major resistance storyline.
They just get hexes?

Like.... No story needed?
They still technically exist.

20. Rebellion
"To steal from the Empire, you just walk in like you belong." -Cassian Andor
  • Neutral: This Mandate may only be chosen by a newly established Major Faction as its first Mandate, and must be announced during its Major Faction application.
  • Strength: This Major Faction may choose three connected hexes a Major Faction owns as it's starting location, with one as its Major Faction Capital.
  • Weakness: This Mandate may only target Major Factions that occupy 12 or more hexes.
It's just that no one has tried yet.
 
Kyric Kyric - Yeah man, Mandate #20 - go major and yoink.
They still technically exist.

20. Rebellion
"To steal from the Empire, you just walk in like you belong." -Cassian Andor
  • Neutral: This Mandate may only be chosen by a newly established Major Faction as its first Mandate, and must be announced during its Major Faction application.
  • Strength: This Major Faction may choose three connected hexes a Major Faction owns as it's starting location, with one as its Major Faction Capital.
  • Weakness: This Mandate may only target Major Factions that occupy 12 or more hexes.
It's just that no one has tried yet.

Thank you for the expedient responses!

That feels like an easy way to get the job done.

Has anyone employed this in play? If so, what was the overall reaction? Does this draw ire from others or is it typically viewed positively?
 
this has nothing to do with me watching Andor and dying for a major resistance storyline.

LOL - Facts homie!

The old Rebellion Mechanic was fun under certain circumstances, though I missed quite a bit of that era. What I do know from staring at rule-sets till my eyes bleed is that it got mad messy. I'm not sure how to word it, but they were always mechanically a little...Out of place?

That feels like an easy way to get the job done.

Agreed!

With Rebellions being included as an optional mandate, it feels much more streamlined in my opinion. It can be easily edited/updated by the Staff if needed, and it's trimmed down without awkward addendums. Rebel RP is definitely an option with it, and it lets a faction join the map with a bang.

This is a good suggestion to have made....Other people may not have been aware of the mandate either (they've grown in number), so it's cool to draw some attention back to it.
 
but they were always mechanically a little...Out of place?

Mechanically, the Major Faction Owners started a meta of rolling alts and rolling minor factions to institute proxy wars.

This was bad for RP, simply put. Incredibly anti-RP. Thats the cost of letting minor factions on the map. Its always been a “sympathetic weak mindsets that idealize unrealized potential” vs “driving personalities who will actually seize advantages and establish new metas”. The latter ends up in the MFO crowd anyways, and they also ended up being the only ones seizing the opportunities Rebellions brought. The former is idealistic only, and therefore not strong enough to put ideas into action. Therefore they dwell in the OOC primarily, asking for things they never intend to utilize.

But I dont think either side ever really has a good finger on the pulse of “whats good for RP for the whole of the community”. The only ones who do either specialize in it (Staff, me) or arent interested in managing it, only partaking.
 
If its not obvious to you why it was bad for RP, its because the driving personalities that invested in the new metas (and defending them) no longer had time to invest in older metas and roleplay as a consequence of focusing on rebellions and minor factions that might rebel.

Rebellions instantly became a singular focus with no safety net, pause button, or delay. Even worse, it took the roleplay focus off longstanding factions and placed it on smaller shortlived half-assed ideas. Its not good for membership nor member retainment.

Its not good for member retainment because it resets story investment quite often, which gives players plenty of time and opportunity to go “yeah, im not interested in what everyone is doing, time to find another community or hobby.”
 

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