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.
 
the Son of the Sword
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.
 
the Son of the Sword
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.
 
the Son of the Sword
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.
 

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