Friday, November 2, 2012
Galactic End Game
Of course, there were no rules of game framework for any of that, but as a GM, I evolved a game about being a star cop into a giant game of stellar Axis and Allies. Or, in today's terminology, we created an end game.
One of the things I like about Stars Without Numbers is that it has the end game built in it right from the start. In creating sectors full of stars, a GM can set up interplanetary chess matches. Each entity is a faction, with stats and assets similar to a PC, and these groups battle for dominance. It's secret and behind the scenes as far as the players are concerned, but produces events that the PCs can become involved in.
When the PCs gain enough power and influence, they can from their own faction, step onto the galactic stage, and vie for power.
In previous Stars Without Number campaigns, I've kinda half-assed the faction game - paid lip services to it but just decided what was happening in interplanetary politics as if I was writing a novel. While that is a completely valid way to play, the faction system offers an interesting and simple game to play that can produce results outside of my comfort zone of creativity.
I really like that idea, and am implementing it for the Redshirts campaign. I don't know if the players will ever reach that level of power, but it's a game I can play with myself and generate new ideas with.
I'm also thinking of documenting the behind the curtains action on the blog here, if anyone is interested.