Post by fiona on Dec 20, 2009 9:57:34 GMT -5
Pioneer: The New Terran Alliance
Three hundred years ago mankind took to the stars – teleportation technology allowed the great colony ships, the "Pioneers" to travel vast distances across the gulf of space in search of new planets.
The trip was one way.
Three hundred years passed with no word of Earth or the fate of the other Pioneers. After a while, even the robotic supply ships stopped coming. Some of the colonies flourished, made technological breakthroughs, and even began to build their own ships for seeking out the stars. Others fared less well, resorting to cannibalism or technological regression. For some Pioneers, extinction followed.
Three years ago, first contact was made.
An alliance of alien races brought together the leaders of the pioneer worlds, bringing with them trade and technology, but most importantly news of the greater galaxy. News of the horrors just beyond humanity's doorstep; the bloodthirsty Baizimaru, the unstoppable plague that is the Kedge, and most disturbing of all, the genetically engineered monsters that the humans left behind on Earth had become. Each world brokered deals, built up its forces, and uneasily began to look to the greater galaxy.
Today those leaders meet again. Alone, they are pawns upon a chessboard, ants among lions. Together, they would be a political force to rival any in the universe. Today, they meet in council to decide the future of both their own worlds, and that of the galaxy itself.
Pioneer is a political sci-fi larp where each player represents not only themselves, but a whole colony of people. This is the first major independent summit held by the leaders of New Terra. Everyone has their own agendas – you'll be trading for resources, trying to pass favourable laws, and, of course, making sure your world gets a big enough slice of the pie. Every different colony will have its own priorities, and, of course, you may have allies who will be pushing for their agendas too.
There will be pre-generated planets for play on the day but we'd REALLY like people to help create their own worlds before play. You needn't have been a player for the first Pioneer either, as there is loads of space for new worlds in New Terra. If you played the previous Pioneer, by all means you can play the same world, but you will need to generate your colony again using these new rules. If you want to play a new world, then that’s fine too.
Character / Colony Generation
Character and colony generation is really simple.
First you need to pick what your colony is specialized in:
Food Production
These colonies either set up massive hydroponics domes or simply had the fortune to land upon planets with breathable atmospheres capable of supporting agriculture. They tend to be very important trading partners for everybody, since a hungry population is a rebellious one.
Raw Materials
Whilst originally humanity sought out metals and radioactive isotopes for its industries, a lot of the technologies of today rely on exotic crystalline minerals or highly magnetic "lodestone." Some Pioneers are lucky enough to have these deposits, allowing them a powerful currency for trade.
Manufacturing
These worlds make things, from the smallest hairdryer to the largest interstellar liners, their factories churn out luxuries craved by all worlds, but they need food and raw materials to function.
Next you need to pick how your world is governed:
Democratic
Democratic governments have happy populations. These happy populations are also more than capable of removing an incompetent leader. Freedom of information leads to good environments for research.
• Good for: Technology
• Bad for: Warfare
Computer Controlled
The Computer decides everything. The computer knows all. The computer thinks it's best if you do not question it. The computer is nailed to the floor and is sending you to the summit in its place. The computers placed in charge of these colonies are generally well equipped for engineers and scientists, but rationing and provision for all tends to stifle mercantilism in their populaces.
• Good For: Technology
• Bad For: Trade
Military Dictatorship
With a powerful military these worlds are more than capable of protecting themselves from attack. Of course, you will have to shoot some revolutionaries every other year. You have a big army and fleet protecting the nation but military control of vital supplies has put a brake on trade.
• Good For: Warfare
• Bad For: Trade
Theocracy
Blind faith is incredibly useful in a populace, especially where that puts you in charge. Sadly it also tends to lead to a narrow-minded outlook on the galaxy. Any of the ancient earth religions could be in control of a colony nowadays. Theocracies, thanks to their population being utterly loyal, rarely have to justify their military endeavours.
• Good For: Warfare
• Bad For: Technology
Monarchy
A hereditary rule steeped in ritual and bureaucracy makes for a stable government. Sadly, whilst such stability is good for trade, it does tend to make it somewhat difficult to break with tradition.
• Good For: Trade
• Bad For: Technology
Corporate
Money makes these worlds go round, and it makes them go round WELL. Especially in regards to making more money. Shareholders tend to frown on gratuitous military operations, however.
• Good For: Trade
• Bad For: Warfare
Finally, you will need to pick a leadership style:
Charismatic
You're the leader through sheer force of personality. You've probably got a few extra allies and almost certainly a knack for reading people. Some people have even recently started showing signs of developing mild psychic powers.
Military
You're the leader because you can protect the people. Or protect yourself FROM the people, depending on your government type. You can lead your armies better than the next man/bug eyed alien, and probably kick their arse in a bar brawl too. It’s quite useful, given that trade meetings often devolve into fisticuffs.
Intelligent
You're the leader because you're smarter than everyone else. You understand alien technologies, medicine and the complexities of engineering. You're best placed to reap the benefits of alien trade.
Once you've chosen your colony specialisation, government and leadership style, you need to write a short background for your colony. You will need to describe your planet briefly, and describe how you became the leader. If you don’t want to write a background, or only have a couple of ideas, we’d be happy to flesh out your background for you.
Then you need to email all of this to pioneerlarp@gmail.com. We’ll then email you back with some questions regarding the last three years. Depending upon the choices you have made and your background, various aliens, allies or enemies may be contacting you. This will hopefully give you some things to consider once the summit commences. You will then receive a final character sheet including a list of your tradable assets and reputations with various factions. The sooner we receive your background, the more time we have to give you personalised stuff.
Pioneer will be running on the Friday of the spring term Sci-Fi Convention. We will start briefing at 7, aiming to start by 8. If you have any questions, please email us at pioneerlarp@gmail.com.
Fiona and LoZ
Three hundred years ago mankind took to the stars – teleportation technology allowed the great colony ships, the "Pioneers" to travel vast distances across the gulf of space in search of new planets.
The trip was one way.
Three hundred years passed with no word of Earth or the fate of the other Pioneers. After a while, even the robotic supply ships stopped coming. Some of the colonies flourished, made technological breakthroughs, and even began to build their own ships for seeking out the stars. Others fared less well, resorting to cannibalism or technological regression. For some Pioneers, extinction followed.
Three years ago, first contact was made.
An alliance of alien races brought together the leaders of the pioneer worlds, bringing with them trade and technology, but most importantly news of the greater galaxy. News of the horrors just beyond humanity's doorstep; the bloodthirsty Baizimaru, the unstoppable plague that is the Kedge, and most disturbing of all, the genetically engineered monsters that the humans left behind on Earth had become. Each world brokered deals, built up its forces, and uneasily began to look to the greater galaxy.
Today those leaders meet again. Alone, they are pawns upon a chessboard, ants among lions. Together, they would be a political force to rival any in the universe. Today, they meet in council to decide the future of both their own worlds, and that of the galaxy itself.
Pioneer is a political sci-fi larp where each player represents not only themselves, but a whole colony of people. This is the first major independent summit held by the leaders of New Terra. Everyone has their own agendas – you'll be trading for resources, trying to pass favourable laws, and, of course, making sure your world gets a big enough slice of the pie. Every different colony will have its own priorities, and, of course, you may have allies who will be pushing for their agendas too.
There will be pre-generated planets for play on the day but we'd REALLY like people to help create their own worlds before play. You needn't have been a player for the first Pioneer either, as there is loads of space for new worlds in New Terra. If you played the previous Pioneer, by all means you can play the same world, but you will need to generate your colony again using these new rules. If you want to play a new world, then that’s fine too.
Character / Colony Generation
Character and colony generation is really simple.
First you need to pick what your colony is specialized in:
Food Production
These colonies either set up massive hydroponics domes or simply had the fortune to land upon planets with breathable atmospheres capable of supporting agriculture. They tend to be very important trading partners for everybody, since a hungry population is a rebellious one.
Raw Materials
Whilst originally humanity sought out metals and radioactive isotopes for its industries, a lot of the technologies of today rely on exotic crystalline minerals or highly magnetic "lodestone." Some Pioneers are lucky enough to have these deposits, allowing them a powerful currency for trade.
Manufacturing
These worlds make things, from the smallest hairdryer to the largest interstellar liners, their factories churn out luxuries craved by all worlds, but they need food and raw materials to function.
Next you need to pick how your world is governed:
Democratic
Democratic governments have happy populations. These happy populations are also more than capable of removing an incompetent leader. Freedom of information leads to good environments for research.
• Good for: Technology
• Bad for: Warfare
Computer Controlled
The Computer decides everything. The computer knows all. The computer thinks it's best if you do not question it. The computer is nailed to the floor and is sending you to the summit in its place. The computers placed in charge of these colonies are generally well equipped for engineers and scientists, but rationing and provision for all tends to stifle mercantilism in their populaces.
• Good For: Technology
• Bad For: Trade
Military Dictatorship
With a powerful military these worlds are more than capable of protecting themselves from attack. Of course, you will have to shoot some revolutionaries every other year. You have a big army and fleet protecting the nation but military control of vital supplies has put a brake on trade.
• Good For: Warfare
• Bad For: Trade
Theocracy
Blind faith is incredibly useful in a populace, especially where that puts you in charge. Sadly it also tends to lead to a narrow-minded outlook on the galaxy. Any of the ancient earth religions could be in control of a colony nowadays. Theocracies, thanks to their population being utterly loyal, rarely have to justify their military endeavours.
• Good For: Warfare
• Bad For: Technology
Monarchy
A hereditary rule steeped in ritual and bureaucracy makes for a stable government. Sadly, whilst such stability is good for trade, it does tend to make it somewhat difficult to break with tradition.
• Good For: Trade
• Bad For: Technology
Corporate
Money makes these worlds go round, and it makes them go round WELL. Especially in regards to making more money. Shareholders tend to frown on gratuitous military operations, however.
• Good For: Trade
• Bad For: Warfare
Finally, you will need to pick a leadership style:
Charismatic
You're the leader through sheer force of personality. You've probably got a few extra allies and almost certainly a knack for reading people. Some people have even recently started showing signs of developing mild psychic powers.
Military
You're the leader because you can protect the people. Or protect yourself FROM the people, depending on your government type. You can lead your armies better than the next man/bug eyed alien, and probably kick their arse in a bar brawl too. It’s quite useful, given that trade meetings often devolve into fisticuffs.
Intelligent
You're the leader because you're smarter than everyone else. You understand alien technologies, medicine and the complexities of engineering. You're best placed to reap the benefits of alien trade.
Once you've chosen your colony specialisation, government and leadership style, you need to write a short background for your colony. You will need to describe your planet briefly, and describe how you became the leader. If you don’t want to write a background, or only have a couple of ideas, we’d be happy to flesh out your background for you.
Then you need to email all of this to pioneerlarp@gmail.com. We’ll then email you back with some questions regarding the last three years. Depending upon the choices you have made and your background, various aliens, allies or enemies may be contacting you. This will hopefully give you some things to consider once the summit commences. You will then receive a final character sheet including a list of your tradable assets and reputations with various factions. The sooner we receive your background, the more time we have to give you personalised stuff.
Pioneer will be running on the Friday of the spring term Sci-Fi Convention. We will start briefing at 7, aiming to start by 8. If you have any questions, please email us at pioneerlarp@gmail.com.
Fiona and LoZ