pf:100 "Rise of the Mega-Corps" development

Shadow Shack's picture
Shadow Shack
June 25, 2009 - 7:06am

I'm thinking about renaming this game to "The Corporate Menace"...since the actual mega-corps are quite a ways off from this time frame (PGC doesn't officially become a mega-corp for another 63 years, and Streel Corporation doesn't hit that radar until after the first Sathar War).


Anyways, hit the DOCUMENTS section here. So far I've redefined computers and weaponry, and have begun the KH ravamps to reflect older pre-UPF technology.

There's also a Frontier Map to reflect the colonized worlds of this time frame. Scree-Fron, White Light, and Zebulon have yet to be discovered, not to mention Morgaine's World doesn't exist yet either. Populations are also lower.

Finally, here's a trio of NPCs for the game:

Lucifer Yurak , Robert "Razor" Kitridger , and Jonathan Streele III

The first one should be pretty obvious, establishing strong ties for future use in Zebulon (although he'll be significantly more bionically/cybernetically enhanced by then)

The second one is an ancestor to my original PC from way back when (Steven Knightrazor, and his second generation son that I also play in more "modern" games).

And the third one ought to be obvious as well. As you can surmise, Streele, Inc. is going to be the "good guys" business that will only be "corrupted" later as it emerges as a mega-corp (dropping the silent e in their name along the way). I've always treated Streel as a Japanese company model, so the asian-appearing CEO fits in well.



I'm also pretty stoked as this game will allow me to recycle a lot of my older "decks parallel" deck plans for the chemical driven atmospheric capable craft, which spend the bulk of their travel time in zero gravity so deck arrangement works better for such vessels. Some samples are listed in the pf:100 ships in the forum section here.

I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website
Comments:

Anonymous's picture
w00t (not verified)
June 25, 2009 - 11:25am
Sorry to get off topic but this just hit me with LIGHTNING.
I started a Galaxy Ranger website to document the entire GR universe.
ships, tech, characters, outlaws, planets, etc...

We need this for SF.

Using the Documents would be perfect so you can drill down topically.

You mention stuff I had no idea about that is probably buried in some obscure text box in a module. Undecided

Shadow Shack's picture
Shadow Shack
June 25, 2009 - 11:25pm
So far most of this has been spun from published material. Even though I question many entries in the Zeb timeline, so far I have kept true to it for the history end.

As for Streele Inc, I tried to explore the early days of a big business, a ground up build so to speak. PGC is already established as an interstellar business by this time but not quite a mega-corp yet (that happens in pf:37 in Zeb's). Somewhere along the line Streele/Streel has to go from honest and dedicated to ruthless and aggressive, but that's for later CEOs to decide rather than the founders. Or is it? John Streele III just might succumb to the pressures of the Mining Guild...

Yurak is merely my interpretation of the Star Devil. I have him as a cybernetic human who is over 200 years old with theorized Sathar ties in the main game, so this just defines him as a "human" before much of that conversion has been applied (but it has begun nonetheless). I feel it works, as he gets established in Truane's Star and can develope a foothold of operation by the time the Zebulon expeditions begin. Which happens in pf:61 in Zeb's, something I contest with every fiber in my core since the worms don't enter the Frontier until pf:3...moreso consiering how the Zeb timeline says Zebulon is settled almost immediately. Still, it works even if you want to go by the Zeb timeline. Win/win.

Re: Mining --- Since Truane's Star is pretty much a self-sufficient system (one planet is agricultural, the other rich in industry with a minor in resource mining), I opted to restrict surface mining on Pale's surface so as to turn the entire system into an open playing field. Cygnus Omicron 9 is mentioned in the player background in SF-0 and was expanded upon at SF.org forums, so I went with that general description of a station named after the gas giant planet which it occupies, and as such I use it as a source of ship fuel. Uninhabitable planets and the asteroid belt serve as mining resources, so it all works together to promote the self-serving and rapid growth of Truane's Star: resources come in from other local worlds/etc to Pale to be consumed for industrial production, which is traded with New pale's agro-goods. Everyone prospers without any outer-system help. Naturally, I'll develope a system brief (which is in the works).

The Mining Guild is something I threw in as an antagonist to the locals. Overseen by PGC, it adds clarity to why Streel (without the silent e) and PGC become such bitter rivals later on. PGC may not have bad intentions, but they too see profit to be made in this self-serving system and are willing to exploit it.

Perhaps the biggest undertaking here is defining chemical drives better. Since most (if not all) of this adventure will involve local system travel, the canon "250Cr x HS" for a load of fuel wasn't going to cut it. I had to define exactly how much fuel a ship could hold, and how much it would need for ADF:1 acceleration/deceleration for a voyage. So far I feel it's realistic (and rocket scientist member TerlObar seems to agree), the ship spends a few hours accelerating and a few days coasting, followed by the few hours of deceleration at the destination (and so far none of the possibilities I've tried permits jump velocity, even by consuming all the fuel with no deceleration at the other end). The one thing I retained was doubling the fuel for atmospheric take offs, hence the external tanks available for such craft. The ExTank supply is consumed during take off and the main tankage is used in space flight. Naturally any ExTank equipped craft docking/refueling at a station can use this extra supply for more acceleration. This opens up a new category in ship description: maximum safe velocity. Once that velocity is reached, there is exactly enough fuel remaining to decelerate back to zero. Exceed MSV and you won't be stopping at the other end. And all of this can carry over to modern game settings too.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Shadow Shack's picture
Shadow Shack
June 25, 2009 - 11:30pm

I started a System Brief for Truane's Star. I still need to flesh out the worlds some, but it's off the ground now. Found some decent pics too, and whipped up my own display map by canibalizing the Clarion map from SF:0 Warriors of White Light.


http://starfrontiers.us/node/3731

I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Rum Rogue's picture
Rum Rogue
June 29, 2009 - 5:56am
Shadow Shack wrote:

I started a System Brief for Truane's Star. I still need to flesh out the worlds some, but it's off the ground now. Found some decent pics too, and whipped up my own display map by canibalizing the Clarion map from SF:0 Warriors of White Light.


http://starfrontiers.us/node/3731



Looks good!!
Time flies when your having rum.

Im a government employee, I dont goof-off. I constructively abuse my time.

Shadow Shack's picture
Shadow Shack
June 29, 2009 - 12:46pm
Thanks! I'm going to try and flesh out at least one of the worlds on my days off, but I have a full plate this week so we'll see.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Shadow Shack's picture
Shadow Shack
February 12, 2010 - 1:26am

So I'm looking for plot hooks, now that I've lept back into this one.

1> players will be natural born citizens of Pale or New Pale, be it from family members residing there before them or sons/daughters of off-world migrant workers who arrived to discover their wealth in the rich self-sustained economy in Truane's Star. 

2> Streele, Inc. is the good guys (re: they're a long ways away from becoming a mega-corp, but well established and respected in the local worlds). Ultimately players will be interacting with them in some way or another.

3> The Mining Guild - as I mentioned this is overseen by (not yet a mega-corp) Pan Galactic. I think for the game itself, this should not be public knowledge. In fact, it should probably be something the players stumble upon during the course of the game. The Guild is established to be a thorn in Truane's economy, taxing any and all mineral based business via an extensive network and presence of space craft that exceeds any Pale/New Pale militant collections.

4> The Grand Finale - this will be the first corporate war in recorded Frontier history, staged by Streele, Inc. against the tyranical presence of PGC attempting to thwart their economy. Streele evetually says enough is enough and declares war against PGC via the Mining Guild.
_______________________

"How to Get There".

1> Player Characters - as mentioned, they're citizens of Pale or New Pale. I think they should be somewhat established for this campaign scenario, meaning a fair array of AD skills and one LVL:1 KH skill.

2> Modules - I'm thinking three, it worked for the published SF mega-adventures. SF/PF:100-1 would open up with the history and dump players right into the early parts of this game, serving aboard a system ship of some sort with the goal of earning a Streele Inc charter via a series of several AD and KH scenarios. SF/PF:100-2 would pit the party against the Mining Guild, and after several harassing encounters their bosses at Streele will have them investigate this authoritative Guild (leaning more toward AD skills on planetary surfaces or aboard orbital stations). SF/PF:100-3 would have the party serve as ambassadors to Streele on both worlds and gather enough support for an uprising against the Mining Guild, with the grand daddy ending of an epic KH boardgame space battle.
_______________________
_______________________


So that begets the questions as to "scenarios".

Here's what I have so far, in no particular chronological order:

Working under Kitridger - perhaps this is how the players enter the game, working aboard the system ship "Aquilian Starling" running various independant missions.

Smuggling - sooner or later the party will need to get something past the Mining Guild.

A survey mission - an environmentalist will have his/her opportunity to shine here as the group hunts for a valuable vein of ore.

A recon mission - again a chance for the environmentalist(s) to shine, this one leads a spy mission against the Mining Guild on a planetary surface (not Pale or New Pale, this would entail activity on an uninhabited TS world). 

Pirates - as mentioned the Star Devil is in his infancy, he could be a respected ship captain who thwarts both MG and TS vessels alike. Perhaps he even gets recruited by Streele Inc to work against the Guild, or is captured and forced to do the same.

Acquiring their own ship - not sure yet how this should work out, but they'll need one for the final episode. Suffice it to say once the party gets in good with Streele, they'll be working aboard a variety of vessels, possibly "leasing to own" or even capturing an enemy vessel.

Blockade Running - preferably with their own vessel, but as the Mining Guild gets more and more aggressive, they may eventually shut down Pale and New Pale from the outside systems.

An interstellar run - the players will need to man a scout ship and take a fact-finding mission to Prenglar, possibly posing as double agents to gain the confidence of a PGC operative.

Cygnus Omicron IX - might as well define this one with a scenario. Perhaps having overtaken and boarded a Mining Guild ship in deep space, they stop here to analyze it?


Well, that's about enough for two modules...need some more filler.

I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

Anonymous's picture
w00t (not verified)
February 12, 2010 - 12:08pm
I like it.

Are you using the same gear, equipment, robots, vehicles and ships in AD/KH or will you have lower-tech models of each?



Shadow Shack's picture
Shadow Shack
February 12, 2010 - 3:08pm
I started a list in the Documents section for those fields but haven't got around to fully compiling it...I definitely didn't want to have modern spec equipment, and even thought about internal combustion engines (or at least hybrid fuel/electric) for the vehicles for better performance/considerably lower range. Ditto on the bots, electrical but the parabattery won't last as long.
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

jedion357's picture
jedion357
August 19, 2011 - 11:24am
Any progress on the module? I was just reviewing/evaluating this project for inclusion in the 30th, anniversary issue of the SFman.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

Shadow Shack's picture
Shadow Shack
August 19, 2011 - 11:31am
Haven't gained any traction with this. I got a lot of back burners lit at the moment LOL
I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website