Friday, October 25, 2019

Campaign Setup - The Price

The Star Trek: The Next Generation episode "The Price" would make a pretty good set-up for a campaign. I feel confident saying that because apparently the makers of Star Trek thought so too. This episode is a microcosm of the set-up that became the entire series Star Trek: Deep Space Nine, and a single unanswered question left lingering at the end of the episode is enough to launch a second entire series in Star Trek: Voyager.

In terms of ideas that have generative power, "The Price" might be the most fecund forty-five minutes of television ever put on the air.
 
 
 
You might not realize it if you watch the episode, because it appears to be all about a love triangle between Riker, Troi, and a boyfriend-of-the-week character named Ral. Ral is a freelance negotiator, and like Troi, he has empathic abilities that let him sense other people's emotions, and also like Troi, he uses his abilities to do better at his job. The character story here is all about Riker proving to himself that he can do Troi's new boyfriend's job better than he can, and Troi proving to herself that she uses her psychic powers more ethically than Ral does, and also kind of about Riker and Troi reaffirming that even though they're not dating right now, they still like each other better than either of them likes anyone else.

So that's whatever, but it's these negotiations, and what they're all negotiating for that are campaign gold. Because at it's heart, what you have here is a great prize that is controlled by a weak faction, three stronger factions competing to win an alliance with the weaklings and control of the prize, and the weak faction themselves trying to maintain some semblance of autonomy in the face of the others' territorial ambitions.

And just like in Tales of the Grotesque and Dungeoneque's recent post about using Dune as a campaign set-up, "The Price" presents a situation that you could reskin to match whatever campaign aesthetic you favor.


So the key elements of this set-up are:
 
 
The great prize - A location of great power to whoever controls it. In "The Price" it's the Barzan Wormhole, an unstable gateway to the far side of the galaxy. In Deep Space Nine, it's the Bajoran Wormhole, which is a stable gateway to the far side of the galaxy.

The prize can be anything valuable enough to be worth fighting over, and too tied to it's location to be feasibly relocated, so it could be an oasis, or an oil well, or the sole planetary source of Spice. Although I will note that if you want planar travel in your campaign, the precedent is already there.
 
 
 
The weak faction - The people indigenous to the place where the great prize is located. Notably, when I say that they're weak, I mean that they're too weak to militarily defend the prize from anyone who wants to take it by force, and too weak to economically exploit the prize for their own benefit. So they're in the market for a benefactor. It's sort of a shotgun marriage though, because they have to choose one of the stronger factions, because they'll invaded if they don't pick, and would probably be decimated if the stronger factions fought a war with each other over control of the prize.

In "The Price" the weak faction is the Barzans, an alien-of-the-week faction we've never heard of before and will never hear of again. In Deep Space Nine, it's the Bajorans, who we actually have heard of before, and who, you know, stick around for the entire series. The Bajorans are a pretty religious people. They have a theocratic government, believe in the importance of revelation and personal experiences with the divine, they oppose secular education and other non-religious public institutions, and oh yeah, their key representative on the show, "our hero," is a former terrorist who loves to tell stories about her "good old days" of waging terror. (The show plays a bit differently today than it did back before September 2001, is what I'm saying.)

Anyway, your weak faction can be deferential or defiant, but what's important is that they seemingly cannot hold onto the great prize without picking one of the stronger factions as an ally. They aren't exactly the protagonists of either show, but this faction wouldn't be a bad choice for your player characters to belong to. They're the belle of the ball, they have their pick of the litter, and who knows, maybe they can figure out a way to refuse all three suitors, or arrange shared custody, or find some other way to subvert the restrictions of the scenario to achieve a better outcome for their faction.
 
 

The distant empire - One of the strong factions, arguably the strongest of the three, but the great prize is at the very edge of their territory, and they're stretched a bit thin out here. So while they might win hands down closer to home, here they're forced to compete on much more even footing. The distance involved might be one of the only reasons why the weak faction isn't already a part of the empire, in fact. They represent the promise of civilization and the threat of assimilation. If the weak faction picks this ally, they'll be welcomed into the local pinnacle of culture and refinement, but at the potential cost of being forced to give up their cultural distinctiveness.

In both "The Price" and Deep Space Nine, this role is played by The Federation, who are the protagonists and "good guys" of both series. You could follow that lead and assign your player characters to this role. If your players take on the part of any of the stronger factions, the campaign becomes a mission to perform tasks that will impress the weak faction, and do espionage to subvert the other two strong factions. Part of me feels like the weak faction deserves to be given the agentic role in the campaign, but there might be more for your players to do if they're the ones wooing rather than the ones being wooed.

A key creative task here is to decide on some kind of incompatibility between the empire and the weak faction. Because they're the strongest, because they come bearing all the wonders and comforts of civilization, because they're offering equal-status membership alongside the other nations in their union, this faction seems to be making an offer that there's no good reason to refuse. So you need to make sure there is a good reason. In "The Price" it's not really clear, we've never met the Barzans before, and their ambassador just seems kind of wishy-washy. In Deep Space Nine, the Bajorans are religious where the Federation is secular, they worship "Prophets" that the Feds see as "wormhole aliens," and they just recently managed to kick out the previous occupying conqueror (via the aforementioned campaign of terror), which makes independence seem much more attractive than membership. In your campaign, the weaker faction might not want to give up their gods or their language, they might believe in different economic  or political arrangements, they might have different perspectives on gender or sexuality, or they might be a society of fish-people unsure about joining an empire of land-dwelling mammal-peoples. Or maybe they're more like the Roman Empire and "membership" isn't going to be on anything like equal standing. Whatever works for you.
 
 
 
The merchants - A second strong faction, they have a plan to use the prize to make money, and they're willing to cut the weak faction in for a small slice of the pie if they're granted control. Both the other two strong factions mostly seem to want to prevent each other from getting ahold of the prize, the empire might have some noble-sounding but probably-slow-moving plans to use it for the betterment of all humanity, but only the merchants really have a plan to really do something with the prize, and that something is going to make everyone involved very quickly very rich.

In "The Price" and Deep Space Nine, the Ferengi take on the role of the merchants. In "The Price" they aren't chosen pretty much just because they're the "bad guys" of the episode. In Deep Space Nine, they actually do get the chance to launch trading expeditions through the wormhole, and make a lot of money for themselves and the Bajorans when they do so, although later there are consequences.

The merchants offer the most economic benefit for the prize, but otherwise occupy a kind of middle-ground between the empire and the conquerors. They don't want a political union at all, just a contract that apparently maintains the weak faction's sovereignty and autonomy. Like the empire, they're offering a kind of equality, although they also inspire a kind of queasy feeling that things won't really be as equal as you're being promised. There's a sense that, like the conquerors, they're going to move in an make themselves at home. The real threat of the merchants is the threat of unrestrained capitalism, and all the ills that can accompany it - pollution and environmental destruction, the landscape is changed beyond recognition, foreign workers who speak a new language and practice new customs, foreign soldiers who commit crimes and behave as though they're above your laws, entertainments that you consider "vice" spring up to service the outsiders and some of your people get a taste for them, an influx of cash transforms your society by rewarding some of your people while impoverishing others, a simple increase in population and traffic turns your town into a city, you can't go "home" because that no longer exists.
 
 

The conquerors - The final strong faction. In "The Price" this part is played by the Chrysalians, another alien-of-the-week we've never seen before and will never see again. The Chrysalians are a bit of a cypher. We know they hired Troi's boyfriend-of-the-week to negotiate for them ... aaand that's about it. In Deep Space Nine, we get the Cardassians, a species of fascist reptile-people whose government appears to be modeled after 1984. They previously occupied Bajor and subjugated the Bajoran people, but never did much of anything with the prize while they held it. The threat of retaliation by the other two strong factions is the only thing preventing them from trying to reinvade.

Because of the major differences between the Chrysalians and the Cardassians, there's no single strong precedent for this faction, although since I named them "the conquerors" you can guess which model I recommend. I will say though, that I think this set-up will work better if they have a reputation for being conquerors elsewhere, but haven't actually the former occupying army who used to have their boots pressed against the weak faction's neck. There's not really much temptation to make an alliance with the conquerors if they previously conquered you - although it does pile on the pressure to ally with one of the other two.

The Chrysalian option makes this faction kind of a wildcard. Their promise and peril could be pretty much anything you want. If you do model them after the Cardasians, I would say that their promise is protection. They have a strong military and will use it to defend you. No one else is going to be allowed to hurt you anymore. The peril is that these people are unrepentant autocrats and their government is a tyranny. Before the ink is even dry on your agreement, you won't be allowed to say anything critical of the conquerors, and if you ever feel like the deal has been altered, you'd better pray they don't alter it further. While the empire and the merchants are both likely to seem a bit libertine compared to the weak faction, the conqueror's laws are going to be more restrictive, and probably something the weak faction enjoys is going to be made illegal. The conquerors also don't really want to use the great prize, they just want to have it, and to make sure no else has it.
 
 
 
That's the main set-up, and as I said, it should work with whatever genre reskin you wanted to put over it. The campaign starts with the courtship with all the counter-espionage and corporate intrigue between strong factions you desire, in due course, the weak faction makes the decision and picks a partner. How they choose probably ultimately depends on what they want - do they want culture? do they want money? do they want to be powerful, or to feel protected by someone powerful? This alliance will be tested, and might endure, or it might fail, leading to a new alliance. The losing factions might attempt to seize the prize directly. And of course, the happy couple will want to use the prize to accomplish a goal.

You could also add a few extra complications if you wanted. The space station Deep Space Nine becomes the fortress. It turns out that to control the great prize, you really need to control the fortress. Long-term, holding the fort requires being on friendly terms with the natives of the weak faction, but short-term anything is possible. The Klingons could serve as the mercenary army. They're ostensibly allied with the empire, but a new warlord might give up fighting for pay and start fighting for conquest and/or the joy of fighting. They have a decent shot to capture the fortress no matter who's holding it, and the opportunity to recapture it might tip the balance of power. The Romulans could serve as the royal spies. A highly trained group of infiltrators and saboteurs, they're on friendly terms with the conquerors, but as with the mercenaries, their loyalties could shift.

And finally, there's my favorite faction, and a key reason to make the great prize a portal to somewhere - the people from the other side. These could be djinn- and ifriti-people who live at the bottom of the oasis, archaean natives of the deep hot biosphere at the bottom of the oil well, or my personal favorite, extra-planar entities from the other dimension the portal links to. Because the wonderful thing about making the prize a portal is that you get to go to the other side and see what's over there. It also means that the people from the other side can come to you, which is also exciting. In Deep Space Nine the people from the other side start out as just another faction, and eventually grow into an unstoppable army who seem impossible to defeat. They don't have to be that way in your campaign though. They just have to be interesting enough make the possibility of planar travel seem tempting rather than forbidding.
 
 
 
Planar travel, incidentally, is the answer to that lingering question, I mentioned in the very beginning, when I said that "The Price" also inspired Star Trek: Voyager. The Federation and the Ferengi both send crewed shuttlecrafts through the Barzan Wormhole to the far side of the galaxy. The far end of the wormhole turns out to be unstable, and the Feds barely make it back through in time. The Ferengi miss their chance, and are forced to try getting home the long way, a trip that will take 70 years at top speed. "What if a Federation crew got trapped by a one-way wormhole?" is the question that becomes Voyager.

I started thinking about campaign set-ups after reading Tales of the Grotesque and Dungeonesque's post about a faction-heavy set-up. Jack's two most recent publications, The Liberation of Wormwood and Dirge of Urazya are also campaign set-ups. Evlyn at Le Chaudron Chromatique has also written quite a few of these. Because what occurred to me is that a campaign set-up is different from a campaign setting. It's the same way that character motivations are different from character occupations.

A campaign setting is a world where adventures can take place. It's a lot of fun to imagine what those worlds might be like. But there's something missing when all you have is a campaign setting, and that missing piece will leave you saying "it's a nice place to visit, but I don't know what you'd do there." A campaign setting, by itself, is not enough. You don't just need characters, and a world, you need characters who have a place in the world and a goal that sends them out into it. Without that, all you have is a travel guide. The same setting, incidentally, can probably host many different campaigns, which are made different by their differing set-ups.

15 comments:

  1. Good choice. This setup has a lot of possibilities.

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    1. I was thinking it could even work as a "royal wedding" scenario, where the prince/princess of one faction needs to seal the alliance by marrying a member of one of the three royal houses.

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  2. With UltraViolet Grasslands on the mind, this works perfectly. The Lime nomads, insular and possessing their own distinct culture, have found an active portal in the steppe. The journey there is grueling and difficult. Representatives of the Violet City and their Cats ply the nomads with debauchery and inclusion in the chaotic politics of the Rainbowlands, all while complaining about the dreadful climate and the humiliation of having to deal with such backwards people.
    A Spectrum Satrap with designs to godhood and a personal army that worships it believes that the portal will lead to their ascension, and offers protection, as well as a place among the chosen.
    A motley of human merchants from far and wide salivate at the thought of what lies beyond, and have a dozen schemes between them to extract every possible cent.
    Add in a Porcelain Prince having tea in the parlors of every faction, slowly going haywire because of distance between bodies, and a rogue ultra hopping bodies with its own mysterious agenda.
    And what lies beyond the gate? Lings? Viles? Who knows.

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    1. Nice! Yeah, you could have more than three factions. I love the detail of the snobbery of the Violet representatives, and the inclusion of a malfunctioning Porcelain hivemind.

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    2. I concur, this is a very good example.

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    3. Thank you! UVG is excellent inspiration. Might write it up as a full blog post.

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  3. A very nice analysis and good distinction between setup vs setting. I tend to work on what I call a campaign premise: the players are mercenaries, or Imperial scouts and its an exploration campaign, or traders, or friends who get dragged into explorations of the unknown - that sort of thing. This then tends to imply other things without necessarily explicitly identifying them. By also considering and describing the setting and the setup as distinctly different concepts you can ensure those three bits all get tied together properly, identify any problem bits, bits to drop, bits to include - and thus have something that is more internally consistent and more completely sketched out before you run your game or campaign.

    For me this has been a great post, because for me the middle bit, the setup, is where I’ve not often succeeded as well as I might. I tend to be inspired by a premise, or a setting, and not realise that sometimes the implied setups that are lurking in the back of my mind from my other efforts may need to be re-examined and tweaked. It could be as simple as realising that a Traveller based SF campaign inspired by real world news, TV/Flim/fiction etc won’t work in Traveller as written because communication is limited to the speed of travel, for example. Thus to me the consideration that you’d need to allow FTL radio that was faster than jump or warp drive is a ‘setup’ consideration. But FTL ‘radio’ is built into the star trek setting, so if that was your target setting and rules set originally, you would perhaps not need to contemplate ‘setup’ explicitly.

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    1. I might need to post about set-ups again later, so it's not just an afterthought at the end. But writing this sort of gelled something for me.

      I've definitely been guilty of "setting with no set-up" before.

      The classic "you all meet in a bar and hope an adventure drops in your lap" suffers from exactly this problem. So does the classic complaint about sandbox campaigns - that you just get dropped on the map and told "go make your own adventure."

      In both cases, you have a setting (maybe even a really cool setting) but no particular guidance about how to adventure there. Rumors probably also help?

      I think you're also making a separate point, which is that certain set-ups REQUIRE the existence of supporting setting details. I guess a classic example of that is whatever within-fiction excuse justifies megadungeon restocking and reshaping.

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    2. I don’t think of set up as an after thought at all. I think setting, premise, and set up are three key related and overlapping concepts that are often covered by a campaign pitch or module, but not often explicitly - and I think each are worth addressing separately so that you can identify the specific requirements for what you have in mind.

      The set-up you’ve analyzed though is pretty good, because as you’ve observed it can be re-skinned in a lot of ways. I’d not have thought, prior to reading this, of doing something like re-skinning UVG - but your post and some of the other comments have made me think that UVG could be re-skined quite well. The most I would do would perhaps be to do it in an RQ2-ish mode, but I think I can see that it could in fact be made into an SF game of quite unusual scope and breadth.

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    3. Oh yes, I'm certainly guilty of starting sandbox games way too open. I need to be firmer with the opening scenarios (while also not taking away from their open-ended nature).

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    4. Allistair, I didn't mean that set-ups are an afterthought, I just meant that " a general discussion of the idea of set-ups" is an afterthought in this post, which is 95% about one specific set-up.

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  4. This is both an excellent set up and an excellent analysis of DS9, thank you. The distinction between setting and set-up is interesting and important. Some may say "railroading!" but no. The situation is dynamic, not static. The PCs can still decide how to act in this moving situation.

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    1. Thanks, Ancalagon!

      I can see your point, that maybe a fear of railroading is what has led us (collectively) to avoid writing robust campaign-setups. We're trying to avoid robbing our players of the ability to make their own decisions - but we risk depriving them of a context where they have enough information to make meaningful decisions.

      Like I said, I think I've been guilty of this without realizing what I was doing.

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  5. Ooooh, I like this idea. I kinda want to take it a step further, though, and mechanically model this out. I'm picturing a triangle with the Prize in the middle, the three forces at each point. You lay all of their strengths and weaknesses on the table. When one gets pushed, the others react. Prepare a list of minor scenarios that can occur for for all factions when one gets pressured.

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