I wouldn't change the setting of Mare Umbrae. It is at a timeframe/scenario that it is designed for.
Personally, I'd just reroute the lore, cut down the history from 10,000 to 1,000 (1,000 years is still plenty of time).
Some more changes that people would appreciate:
- Lords are not regionalized; as in, merchants are spread out, not lumped together, etc.
- More aliens. Theoretically infinite. All slaver lords can describe whatever for aliens on their planets.
There will always be chances new aliens will appear.
- More expansion. Colonialization, exploration etc.I'm mostly interested in reorganizing Mare Umbrae - with the obstacle being actual manpower, as we've all said.
But if you're interested in at least sitting down and talking about it, HB (and whoever else is interested), then I'd be very pleased even with just that.
Here's some ideas I've had:
- Reorganization of the class designations:- We actually had the Empire divide the aristocracy into de facto castes based on very specific grounds. Very strange.
I think we should loosen this, but still have a fine line. You sign up one type of lord, and that's what you get, bonuses and all.
However, we should not have them all concentrated in the same regions, and typically not aligned with each other as makeshift political factions.
I think we may also want to reexamine how the "Elder Lords" worked. Maybe we should focus on them having the most populous planets?
- Aliens, Aliens, Aliens:- We essentially had two specified alien species, and disallowed any alternatives. I realize the folly of this now.
Those who would have control of previously inhabited planets, ie Slaver Lords, should be able to make up the species that lived there, generally.
Also, more importantly, we should have "frontiers" all around us, and these far edges of the empire are where our Martial marchers should be.
New aliens can also appear, especially if exploring/colonizing.
- Exploration, Colonization, Expansion:- Pretty self explanatory. There should be some ways to expand the reach of humanity's habitat, to find new worlds and resources, etc.
- Technology and Innovation:- First, I'd consider establishing some simple lore ideas that make the "science" of this world seem more realistic; this makes the people imagining it and RPing it take it much more seriously, and stop making up random weapons and calling it science at their own convenience. A good example is the Gundam series' Minovsky Particle; they used real Nuclear theory and equations to help add legitimacy to all seemingly fantastical things of the Gundams (beam sabers, giant mechas, etc). All they had to do was make up a fictional catalyst - an "x" factor we have theoretically not yet discovered.
- Second, we need some clear ways to carry out technological advancement. I'm not really sure how to do this, as coming up with new technology might as well be making up random stuff through RP.
But I'd like if there was a way to "bring it down to Earth" so to speak, and out of the clouds of fantasy.
I was also thinking we could reexamine resources.
Things like Gas Giants could be good fuel sources, for example.
Resources should be much more important than they were, I feel.
- Lore Changes:- First, change the timeline to maybe 1,000 years or less since the relevant history of the 21st century or so.
- Second, maybe create some more concrete reasons why a select elite of people were able to establish themselves as feudal warlords with hereditary/familial inheritance and control for 1,000 years?
- Less cryptic stuff. I was purposely trying to be cryptic with the history of the empire, but now I feel the opposite way.@BF
The changes are decent (that's all I can say until I get something more tangible than just a few short descriptions) but it's going to require a pretty massive overhaul of the old MU rules as you will find them too limiting to be feasible with your changes. Below are a few of my thoughts on what you have said and what I know/learned from running GoT. Do keep in mind that I barely remember anything from the old MU so some of what I say may not make any sense at all.
Class System I think it would be best to just scrap the current system and redo everything regarding classes from the ground up but admittedly that is going to be difficult because I think that in order to do it properly you are going to need to create a new map of our little "galaxy" first. I do agree with spreading out the lords further away from each other, possibly with a little more randomization, as it's completely possible that as you colonize space, you will skip some planets first, maybe because of its climate, geography, hostile lifeforms etc, and colonize the easier planets before coming back to the skipped areas later on. From there, you can easily establish a few different older and possibly more populated areas here and there on the map with other planets in between like having a merchant planet in the middle of "elder" planet sections due to that one planet having the only connection between those two areas.
It would be something along the lines of having Terra surrounded by it's nearest populated areas and from there you can start branching out into little planet clusters per say. Each cluster could have one or a small group, say 2-3 planets, that were first colonized and are considered the "elder" planets using the old terminology followed by other planets that sprung up from these first elder planets kind of creating a lord and vassal system per say. You can then have in between these planet clusters another group of planets that server as gateways or nexuses that first sprung out from entrepreneurial men who saw the advantages from settling on those planets for profit.
There you have the basis of the elder lords and the merchants and all you would need to do is then create more clusters that get farther outward that can turn into the border worlds, slaver areas (being the original homeworlds of the aliens).
To give a little more interaction, you in theory want each cluster to have one overlord, similar to an LP that rules over that particular cluster who has a particular alignment, givign each area a lord and vassal situation that give more RP opportunists than just a Emperor to vassal situation which was the biggest bane of the old MU.
Aliens
I don't have much to say here except that there need to be some limitations. Regulating human-human interactions will be difficult enough. Something along the lines of each alien race being approved by a moderator first and discussed by the mod team is more than enough just to prevent confusion.
Exploration
We had a plan for exploration and colonization of new areas. It might be a good idea to take a look at that as I don't remember what it was. It probably needs to be fleshed out by a lot.
Technology
Tech advancements need to come in either of two forms: small changes that provide reasonable bonuses that can be easily be kept tracked of or big (and difficult to acquire/accomplish) that also can be kept track of. It won't work anyway as as we are still restricted to the mechanics that we have under our control.
Resources and Bonuses
This needs to be redesigned completely as they are rather boring bonuses for the most part. Integrating them with how a particular planet is can be interesting but it might be difficult to keep track of.
Along these lines, trading may need to be revamped in the process but how to do that I don't know.
Military Matters
Units on the whole need a revamping as they are somewhat generic and boring and don't really mater as the points are always the same in the end. In addition, you would need to roll some tests battles to see if the rules even make sense.
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Lore
There's not much to say here except that we just need a stronger basis than what the old MU offered. We had so little to work on that it wasn't that interesting.
I was thinking we could simply have the characters choose their "lord type", then have them choose a place on the map for it (with some restrictions of course; the marchers or whatever replaces them should always be near the border. Marchers from earlier eras would be farther in, and would have evolved into different kinds of lords, for example.The traditional elite-type fellows have to be within a certain reach of Earth, and so on, and/or other specifications)
Yeah, middle-ground lords would be good. There was no ducal rank to sit between our counts and emperors.
However, I wonder if we could do it somewhat differently from GoT, as GoT has the problem of isolating the minor lords into their own regional "kingdoms" under the uber-powerful LPsMy idea for a military system will slightly diverge away from the tradition levy system that we use in GoT in favor of a manpower system that somewhat resembles the manpower system in the Europa Universalis series.
Each planet (or planet system depending on how the players choose to portray themselves) starts with an initial manpower allotment and that planet gains a specific amount of manpower per year up to a specific point (say 125% of the initial number as an example).
-- In addition to this, each planet will have a certain amount of soldiers that serve as a standing army and navy for that system durign peace time.
-- If that planet wants to levy more men for a military campaign, then those soldiers will come out from the manpower allotment and have a recruitment cost (rped as the cost to train, outfit, and mobilize and equip those men) with a yearly upkeep cost (maintenance) assigned to them.
-- All losses that are suffered in battle, including losses to the free upkeep troops, can only be replaced if you have the manpower to do so but will have no additional economic cost (in order not to complicate things).
-- We can then create a list of units that have a specific manpower and economic cost with varying points values (to make easiest to calculate) in battle, with their own pros versus cons of course.
Now this may be easier to understand with a rough example:
Planet: Terra
Basic Manpower: 1,000,000
Manpower Recovery Rate: 10,000 (10% of basic)
Maximum Manpower Resting Level: 1,500,000 (150% of basic
Standing Military Allotment: 500,000 total manpower with total value in upkeep not exceeding 200,000 in worth. (This is split between both the army and navy and is up the player to decide his allotment)
-- Army: 125,000 men with cost of 100,000 = 5 legions
-- Navy: 375,000 men with cost of 100,000 = 50 ships
Standing Army Point Values:
-- Army:
---- Offense: 1,000 points
---- Defense: 5,000 points
-- Navy:
---- Offense: 5,000 points
---- Defense: 3,000 points
Note: Numbers are being pulled out randomly.
From there, you can then integrate tech bonuses into increasing offensive/defensive points or something similar without making it overly complicated with all numbers easily workable into an excel calculator to make all the math really simple.