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#1 | |
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Join Date: Dec 2006
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Why is an interstellar group bothering with conquest; with no FTL and no FTL coms they would have known that the place there were going was inhabited LONG before they got there, and should have steered away (doubly so when they could not identify any signatures of how those people travel interstellar distances, assumption should have been: They have technology way in excess of us, run). Why is interplanetary communication difficult, or even travel for that matter: Once you have enough energy to open a doorway to another world making that doorway stay open for years is cheap. Interplanetary comms is a multi-century spell to make one seashell talk to another seashell- with no FTL this would be a radical advantage that the mage-world has over the tech world. With sub-FTL drives being SO SLOW, why aren't they TL10 by the time they arrive Proposed scenario and time-line In any case, I am going to fill in my own details, and propose a timeline scenario where I think you will have the effect you wish to achieve. The invaders are a violent and xenophobic offshoot of a generally more peaceful society that has moved to slowly expanding through space colonizing asteroids, building space stations, and slowly changing from being gravity well inhabiting bipeds to 4 armed zero gravity space people. The invaders stayed in their planetary gravity well, the concept of vat grown food abhorrent, the liked to see and interact with the animals and plants that they killed and ate. Unfortunately for them, their wasteful (compared to vat grown food, high orbit skyscraper living, etc) lifestyles were coming to an end as the space traveling, genetically modified, vat-food eating majority were going to turn their home planet into a nature preserve and forbid anyone from living on its surface full time. They took some pretty experimental tech (full gravitation rotation, long distance, generational ships) and left for the nearest sun with a roughly equal gravity and solar cycle. On route they would notice that it was inhabited- but by that point its too late, their experimental ships are degrading, their space farms have been slowly loosing biomass the entire trip, they won't be able to go anywhere else without giving up their belief- they can't even turn around and go home, since there is no home to go to- so they spend the remainder of the trip preparing themselves for conquest. Meanwhile in mage land- scrys reveal something horrible coming, invaders from the stars. The many chiefs meet and discuss, and they decide that a great truce must be called to deal with the invaders- all agree except the outermost world. Many lives are sacrificed to scry and understand the invaders. When the invaders arrive it is an absolute slaughter, they are not even in weapons range before their people are going mad, attacking one another, none of their weapons work, luck itself has been perverted to the point that murphys law seems absolute. Losses were over 80% in mere days as the full might of prepared mages came raining down on the invaders. Then the remaining generation ships became scrywalled, and scrywalled nukes hit major population centres on all worlds, all worlds save the outermost. With the prepared spells spent, major population centres in shambles, and the generation ships protected from all but the most powerful scrys they were able to slowly turn the tides literally bombarding anywhere people gathered until the scattered remains had no choice but to surrender. In truth the outermost world had established parley with the invaders, and they have come to an agreement, details to be determined during the course of the game (was the outermost world just greedy, have the invaders been completely co-opted, now just puppets of the outermost, are they allies for some strange unified purpose?) |
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#2 | ||||||||
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Join Date: Dec 2008
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That said, I'd be perfectly fine with having magic use a different scale than this. If I need to say Path skills over 15 require UB and are extremely rare or if I need to have several people with Path skills of 25 to get the results I want, I can do that. In terms of which paths, I'd say that the distribution of paths is pretty even. Quote:
As for grimoires, what I do know is that when I set the campaign (about 50-70 years after the war), I want good grimoires to be rarified: say similar rarity to equivalent places of power above. That said, a lot of grimoires would have been destroyed in the war or afterwards (magic has been illegalized since) and so there could have been many more during the war. Quote:
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I do like the suggestion of having them get scrywalls given to them by defectors, though. I might use that. Last edited by dfinlay; 11-06-2015 at 04:47 PM. |
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#3 | |
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Join Date: Jun 2013
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Of course, nothing says that's the way it has to work in your setting, or that leadership had the foresight to set up such a legion. |
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#4 | ||||||
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Join Date: Dec 2008
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Much of the early part of this is incompatible with my timeline and campaign premise, above, but I'll comment on the rest. Quote:
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#5 |
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Join Date: Dec 2006
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One of the major things you need to address if your not going for a scenario like my own (IE- their reasons for needing a planet are entirely self-imposed) is why they are bothering with a populated system.
The concept that their home system is an absolute mess is a perfectly good reason to go out, but why bother making landfall ever again, genetic engineering can get rid of those pesky legs and replace them with another set of useful arms, beef up bone structures, and restore the damages from the rigors of space travel (which they'd need to do to have generational ships anyway); and asteroids would be a better source of raw materials than a planet. A planet(s) that has life would actually be a detriment to colonization, because now there are factors that you aren't prepared for (IE that that life is likely incompatible with your own, and even if compatible you are not going to have resistance for the local diseases, which resources and time are going to have to be spent immunizing the colonists against). It's far easier to colonize the vastness of space and extract your required materials from abundant asteroids then deal with silly (and expensive to escape) gravity wells. 'lack of fuel' is generally confusing as well- what possible fuel could a culture advanced enough to build generational ships need that can't be extracted and refined on their generational ships from stellar dust clouds and the limitless electricity that comes form solar extraction and atomic reactors. Even our TL-8 society today uses predominantly hydrogen derived rocket fuels with the exception of booster rockets, which are really only needed if you are going to be leaving gravity wells. Generational ships are going to want something super high-efficiency like ion drives (which already exist at TL8), and are really reaction-mass ignorant (IE the mass itself could just be water- the big important factor is electricity to drive the mass)- hence I went with their 'need' to be on a planet (or even being near a star for that matter) being entirely self-imposed. If you can build generational ships and are late TL9 you can do just fine (and arguably do better) with nothing more than raw materials, which will be easier to access from completely unpopulated asteroids. If they don't have the technology for extraction from asteroids, then they don't have the technology for extraction on planets- if they don't have the space (IE all the extraction tech is in the storage bays) then they could easier build a dome on an asteroid to run the technology then try to safely get it planet-side and set up there. If they don't have the tech to build some domes to start extraction- how were they going to do it on what were presumably hostile planets without atmosphere and life? Or even better how ARE they going to do it for planets that likely have INCOMPATIBLE atmosphere and life. Basically for advanced societies- once you can get off planet long term, there's not too many reasons (at least non self-imposed reasons) to NEED to go back, and you'd have to be downright evil to put those self-imposed reasons above the value of an indigenous also space faring society. When I mention experimental technology breaking down- I literally mean experimental technology that is not needed in space (IE maintaining actual farms in a traditional sense rather than say, solar grown seaweed farms that then get broken down in to requisite materials and 3d printed into a variety of dishes); it is pretty conceivable that right now in TL8 we could (if cost were no issue) put a permanent self-sufficient colony on the moon or mars (it would be risky because we have not experimented with it, but a generational ship HAS experimented with it, and perfected it, by nature of being a generational ship). Again without selfish, and downright evil, reasons motivating them, it would seem strange to me that the majority of those on the generational ships even WANT to make planetfall for any reason more then raw exploration (which would encourage interaction rather than conquest); while I am sure that most people on the ships would want more space, and their may be real reasons why they want to get closer to another sun (more solar power so that they can take reactors offline- that can be achieved by space stations and asteroid/moon colonies. So I think you need to spend some time really pondering the 'why bother with the inhabited worlds, and why not just view the habited world as a 'pit stop', or why not just colonize the planetoids that the mage society won't touch (due to toxic or no atmosphere) Last edited by starslayer; 11-06-2015 at 09:14 PM. |
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#6 | ||
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#7 |
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Join Date: Jan 2013
Location: Lafayette, COlorado
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When I use magic dependent societies, I like to use the alternate TL advancement rules. so for example, if you have a group of people that only use mundane technologies up to TL 2, but use boatloads of magic in order to
*Support a post scarcity society *Cure any and all diseases *Teleport intergalactic distances *etc, etc, etc. Then they're more or less TL 12. Thus, they come in at TL 2 +10. As for the war, it would depend largely on how "Organizationally Advanced" the magic people are. If they're basically organized into tribes that can't support much in the way of population & specialization (there aren't many of them & more or less everyone has to spend a bunch of time gathering they're own food) then they're probably screwed. Alternatively, if they organize into cities of millions and support a diverse class of specialists, they'd have much more of a chance. Also how centralized are they? If every tribe is independent they probably won't even be able to put up any resistance. The invaders will be able to just chew through them one at a time, even occasionally allying with a rival tribe if necessary. You should probably consult the records of colonial Africa and India in order to get an idea of how this will probably go. Just give the defenders better capabilities. |
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#8 | |
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Join Date: Dec 2006
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I have further problem with your proposed conquest though: Somehow the invaders have enough technology on hand to subjugate MULTIPLE worlds, capture and exterminate ALL the mages (except perhaps a sole traitor tribe), figure out how magic works and develop countermeasures and establish themselves as the ruling body across an entire planetary system- but they fear AI, aren't prone to research, are hidebound, and don't have the tech to even keep their ships in operational order? Once again, this is surmountable, but it involves making the invaders evil (and I mean that in the most genuine sense of the word- in that they are putting their own petty belief system above the rights and lives of an entire indigenous people; full on space Nazis ). |
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#9 |
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Join Date: Jan 2013
Location: Lafayette, COlorado
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I think it was implied that the mage people had regressed from their space-crossing world-terraforming days. How that happened, I have no idea. Maybe all of that took place under the rule of one king taking advantage of a super high magic astrological event, and when that ended his empire collapsed?
As for magic being used to hold the invaders off, remember that they need to raise the energy to target the invaders, which is pretty expensive. With low populations, mass sacrifices can only get you so far, especially as you can only sacrifice one person per ritual by RAW. And even more so when you consider the fact that your people probably aren't willing to make that many sacrifices. |
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#10 | |
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Join Date: Oct 2015
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How about putting the ship on autopilot? Put the well-dwelling colonists into hibernation, and thaw them out on approach. Now, you have colonists who remember living on a planet and want to live on another one, and because the autopilot can't make such complex executive decisions, don't know about the "natives" until they're already on approach. Take a page from Honor Harrington. Maybe the TL9 ones are on a slowship, and they were beaten to their dutifully registered destination by claim-jumpers, who have now managed to get three or four generations in on "their" planet, or even in the ground on "their" planet, if you want to make the slowship journey long enough. Possibly, they were given a ride to a new world, again per HH, and the Graysons, or the ST:TNG episode, "Up The Long Ladder", by smugglers, to a place where they could get away from Demon Technology, (the magic was an unexpected bonus.) Naturally, the squatters are not going to be welcoming to these long-heralded new arrivals, and will want to take them out of the sky before they can land with their Demon Supertech. |
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| Tags |
| ritual path magic, tech levels, warfare, worldbuilding |
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