Factions, Culture, and Government

The basic world generator in the Traveller core rulebook includes tables for factions and cultural differences (pgs. 219-223). In rolling up my Foreven sector, I have not determined those particular elements. Because factions can change pretty rapidly as their power grows or diminishes, I will be rolling--again randomly--for these characteristics when the ship enters the system. I think this will be important because it can greatly affect the diplomatic efforts of the Imperium in its effort to sway the local government to ally with it should war break out. Perhaps the rulers in the primary government of the planet want to eliminate a faction before offering to sign a neutrality statement or mutual defense agreement? Perhaps the culture of the planet has elements anathema to the crew and diplomat and they need to find some way to "work around it." Or--perhaps one of the factions is willing to ally itself with the Imperium in the hopes of rising to power.

The nature of the faction--including its size--will determine its value in the diplomacy. Minor or lesser groups are unlikely to warrant much consideration (not guaranteed...but possibly). While a group with overwhelming popular support might have an important part to play. Additionally, with systems that are balkanized, the Imperium must figure out how to deal with the various power brokers, leading to interesting role-playing situations.

One final note, I'm thinking that the difficulty of swaying system allegiances will grow progressively worse as the border to the Zhodani Consulate nears--and is impossible within the Consulate proper. To help represent this in this referee-less game, diplomatic skill checks will increase from Easy (4+) to Formidable (14+). The proximity to the Sword Worlds Confederation, the Darrian Confederation, and the Aslan Hierate (or many others) will also affect the ease. We'll see how this plays out, but I think it makes sense.

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