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Lords of Thunder around 990

Falkayn

SOC-13
I'm sure someone else has thought of this (Liam?), but what do you think would be required to move the old Lords of Thunder adventure into 990?

The main difference in time periods is that it was originally set during the Rebellion - that is not an issue in 990, but the Third Imperium is still busy elsewhere (i.e. with the Solomani War) so that is similiar.

The other difference is in the state of the Renkard Union. In LoT it has already been invaded by K'Kree, and that forms an important backdrop to the adventure, as well as potentially spawning a range of subplots. But I have no problem having the Renkard Union fall a century earlier. The future (1248) in this area is dominated by the Dominate (
file_21.gif
) anyway, foreshadowing that pre-Rebellion is fine for me.

[For that matter I'm not so sure that I care to do the Rebellion IMTU anyway. I've got little source material from that era, and I wouldn't mind pretty much ignoring it in-game.]
 
How long are you planning on running your campaign? The rebellion won't really effect the Gateway domain for what, 140 years? Almost all the action is elsewhere and the Domain is the last place to really get hit with Virus. (OK you might see a skirmish or two between 125 and 130 years in the furure and it might hit the TNS but it doesn't really effect Gateway until the coming of Virus. It isn't like running a campaign in 1103 and then deciding what to do with the FFW and then the Rebellion. I mean 15 years of a campaign is one thing but 100+ years?
Unless you intend to stick your players in Low Berths for extended periods of time.
(See "The Death of Sleep.")

Don't worry about the Rebellion, it is too far in the future.


Originally posted by Falkayn:
I'm sure someone else has thought of this (Liam?), but what do you think would be required to move the old Lords of Thunder adventure into 990?

The main difference in time periods is that it was originally set during the Rebellion - that is not an issue in 990, but the Third Imperium is still busy elsewhere (i.e. with the Solomani War) so that is similiar.

The other difference is in the state of the Renkard Union. In LoT it has already been invaded by K'Kree, and that forms an important backdrop to the adventure, as well as potentially spawning a range of subplots. But I have no problem having the Renkard Union fall a century earlier. The future (1248) in this area is dominated by the Dominate (
file_21.gif
) anyway, foreshadowing that pre-Rebellion is fine for me.

[For that matter I'm not so sure that I care to do the Rebellion IMTU anyway. I've got little source material from that era, and I wouldn't mind pretty much ignoring it in-game.]
 
Originally posted by Bhoins:
How long are you planning on running your campaign?
Good points you made, but my answer to this question covers them all. I'm thinking of implementing some version of the T4 Pocket Empires generation rules in the game - I don't know whether my player wants to do this yet, but he could end up building a star-spanning corporate empire (probably won't, but ...).
 
Then a little Rebellion is good for the soul. After all it makes for interesting gaming to have to deal with a spiralling down turn in the economic future of the company.
And without Rebellion how can you have recovery of TNE and 1248?
(After all if the Universe didn't Crash what is there to recover from?)
 
Originally posted by Falkayn:
I'm sure someone else has thought of this (Liam?), but what do you think would be required to move the old Lords of Thunder adventure into 990?

The main difference in time periods is that it was originally set during the Rebellion - that is not an issue in 990, but the Third Imperium is still busy elsewhere (i.e. with the Solomani War) so that is similiar.
I just got this the other day from Joe Fugate in the mail. I think some of the material could be used in 990 with no problem, like having Dr. Garwood as a Patron or the pirate encounters.

Mike
 
It would also have to account for why the Imperium is not actively wanting to go toe-to-toe with the Lords of Thunder themselves. As a splinter group from the main Two Thousands Worlds, active diplomacy would try to isolate them further. Perhaps, this is the reason for their militarism. Sort of, like a Japanese suicide cult, committed to being left alone until someone begins to meddle in their affairs.

Furthermore, the whole xenoarchelogist angle could be explored much more. Perhaps, adding a few baddies, like those jackboot imperial enthuasists. The Solomani War would also be a factor in diverting Imperial resources but at the same time giving more autonomy to the other pocket empires in The Drift.
 
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