Speculating about playing other forces (II): RENEGADES


So, with all those Companies accumulating Damnation points and eventually crossing the line, why not play as the bad guys?


The short answer is "the rules state that any corrupted company is retired from the game and becomes a threat" so forget about it. 

But...

Obviously, that is to keep all players in the same side but what if the whole Order goes corrupt and all players are in the other side? Wouldn't be interesting to join them in their one-go trip to hell?  In my previous post we discussed about the necessary changes  in the game to play with other Dominion factions. In this one we will do the same but with Renegade Space Knights (ominous music in). 

The first part should be define the in-universe Darkness a bit further as this will determine the behaviour of the renegades. You can use your regular Dominion as setting but need to answer the following:

  1. What's the nature of the Darkness?
  2. What does the Darkness seek?
  3. What power gives to its followers?
  4. What dangers does it expose you to? 

1) is a question already included in the universe creation. 2) gives an objective to the evil players. Does the Darkness looks for the same as them? Or they are trying just to take advantage of its power? 3) will be helpful to determine the fictional effect of being corrupt as well as the way of represent those evil powers. 4) is a way of limiting the use of Darkness as is a dangerous force that should better be left alone. 

Once we know if the Darkness is a pantheon of evil gods or an alien parasite, if it looks for the destruction of humankind or just enslaving all intelligent life, if if gives you dark magic or psychic powers at the price of your immortal soul or turning your blood into parasite waste, we can start fiddling with all the rest.

SPACE MASTER OBJECTIVES

In a regular game of SSK, the premise is: the Dominion is in danger and the Space Knights must protect it.  For a game using enemies of the Dominion the first thing to do is to think of what are their motivations, what is at stake and the kind of game we want to play. Let's focus on Renegade Space Knights and leave the aliens on one side for the moment. We assume they have crossed a line and now they pursue their own plans as the rest of the Dominion tries to hunt them down. A constant quest for power seems in place (as possibly that is what turned them evil) with a strong component of survival horror (they have to survive in a hostile galaxy and steal or plunder for resources). 

With this in mind, let's modify the original objectives. To make things clearer, we will rename the Renegade "Companies" as Renegade "Hosts":

Put the Dominion in constant danger

It could be re-interpreted and just let the Hosts be the ones causing trouble but that is a player objective, not SM's. The Space Master must put the Hosts in constant danger as they are facing a whole galaxy of aliens plus their former allies who now hate them. The Hosts are going to be dealing a lot with the Darkness (whatever it is in your game) for good and for bad. And they are going to have trouble finding new recruits, ammunition, food and fuel because they won't be welcome in many places. So, let's make some changes:

Put the Hosts in constant danger. 

This way, it's not about the greater good but for selfish benefit. The players will look for power and booty for themselves and nobody else.

Immerse players in the chaos of war.

 There is going to be war but more localised than in a regular game of SSK. After all, the Hosts won't be part of a much bigger Dominion but a little nuisance trying its best to make it burn and fall. As we mentioned before, it's all about the loot. So that would end as:

Immerse players in a quest for survival, power and loot.

Play to see what happens.

This one doesn't need changes and stays the same.


SPACE MASTER PRINCIPLES

These remain quite unchanged. One of the main feats of a grimdark environment is that is not easy to tell apart the good from the bad so most of the principles work the same.

  • Show a gloomy and dark environment with humankind on the verge of collapse.
  • Target companies, not players.
  • Ask questions. Use the answers.
  • Be a fan of the Order Hosts.
  • Don't say the name of your moves.
  • Change the scale from the galaxy to the individual.
  • Draw maps.

SPACE MASTER MOVES

As with principles, the SM moves remain the same with minor changes. 

  • Announce imminent danger.
  • Deal damage.
  • Consume their resources.
  • Separate the Companies Hosts.
  • Use their corruption against them.
  • Enter news from other fronts. New orders arrive.
  • Make an enemy move.
  • Give them an opportunity at a cost.
  • Show the consequences and ask.
  • Advance a countdown.
  • After each move, ask: "What are you going to do?"

GLORY AND DAMNATION

These two need to be changed. Many moves in the original game make you mark one or the other. Glory is a measure of the performance of a Space Knight Company and is in relation with the opinion of others about it: if the company fights relentless against overwhelming enemy forces in front of witnesses, its reputation will grow. Damnation reflects the corruption of the Company that can give strange powers but make it change side on the long term. None of those work well on an all-evil host.

Glory, could keep its role as "resource for progress and improvement" (experience points in most games, so to speak) would need to be earned in a different way.  Damnation is not a new thing for corrupted space knights and it's logical to think that they are going to get more and more corrupted as they follow their quests and at some point they will cross a line that will end up destroying them.

Let's fuse these two together as a single thing and rename it INFAMY. The main way to earn it will be through the evil version of the move "Space Chronicles" whose questions should be something like "Is the Darkness now a bit closer to its final victory?", "Have you increased your personal power at the expense of others?" and "Have you done anything necessary to survive?".  These might need some changes but should keep the evil guys evil enough. The advancements would stay similar but once they get enough advancements, they achieve their final goal (thr fall of the Dominion? ).

And enough for today. Next time, basic moves for renegade hosts. 

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Comments

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I am so excited about this! 

Are we going to see soon an expansion about playing the bad guys?


Death to the false Dominion!

Possibly. Maybe. I don´t know. Not soon, anyway. In the future. XDD This is just some speculation that helps me put my ideas in order. 

I have ideas for new types of forces and a few other projects going on and I like creating things for SSK because, in the end, it keeps the game alive and I enjoy it a lot (it´s the reason why I do this). I have other lines of games asking for new material (Necroworlda´s expanded rules is one, but In the Mutant Moor has been forgotten for a long time and needs some stuff as well and Otaidokan has had such a warm welcome that I am considering writing things for it as well).

Anyway, as SSK is my flagship game, I will probably follow a pattern of "SSK release"/"other game´s release". So, the next one will possibly be for SSK.