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SWCIC OOC :: View topic - Defections
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Evaders99



Joined: Jan 11, 2002
Posts: 3061
Location: USA

PostPosted: Thu Jan 12, 2006 11:22 pm Reply with quoteBack to top

Defections are a pretty big part of the Star Wars univers. They should be a part of roleplaying here, though perhaps not too prominent or often Smile

I want to make sure defection scenarios are fair, so this is what I'm thinking. Defections shouldn't be easy, but they should be roleplayed so players have a chance to do so. No group will automatically be allowed to execute defectors. Players must declare their intention to defect to a GM, within 3 days they must submit a defection plan. A defection scenario must be started by a GM within a week.


The defection scenario is basically tells how the character gets from where he is to where the other group is. Not only that, but the forces that are after him as he tries to leave. There will be risk - it won't be a "vanish into thin area and pop up into the new group" thing.

Players must submit a defection plan. That is, it must contain:
- where they start and what they are doing
- how they manage to leave from where they are, the steps they use to cover their tracks
- all locations they go from .. to where their final group stronghold is
- all players helping him - the player's allies (limit some number)
- their commanding officer from their group (playing against the defectors)
- any personal assets they plan on using in order to defect (that is, you cannot leave with a Star Destroyer) - players can only take what they bring with them

A player risks not only their assets, but all XP above their current level. That is, they could lose all the XP that would take them to the next level, but they will never lose a level. (Rules that you can't attempt to defect with 0 XP loss probably?)

The more resources a player puts into the plan, the more likely they will succeed. Also the more assets they retain. The further they run, the less chance that the opposing forces will find them. Also, the more XP they could regain for playing it out. A short plan will give little if anything.

Once the scenario starts, the player has a day to get off the planet they are on. And then the GM notifies their CO, who can bring in any forces on that planet to reign in the defector. (Though likely, they wouldn't want to use all their forces... less their planet remain defenseless). In order to keep this small and fair, they cannot bring in other forces at this point.

Each planet the player runs, he has to find a way to get off planet to the next destination. The opposing forces must track them down, planet to planet. The player can use his allies on the planet. The opposing forces can bring in any units at the planet.

If the player manages to get to rendezvous of the other group, they are successfully defected. If they cannot, they fail and the opposing forces capture them.

-----

Okay, so that's light on details. But I want to see how we can manage this so its both interesting and fair. Perhaps a limit on the number of times you can call for a defection scenario? I really want this to do this and have it personal, to the players that he is defecting from to the players that he is defecting to.

Anyway, feel free to discuss and suggest how we could do things

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Evaders99
SW:Rebellion Fans! Webmaster
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Fighting is terrible, but not as terrible as losing the will to fight.
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Rahde
Blue


Joined: Mar 21, 2004
Posts: 81
Location: Imperial Space

PostPosted: Fri Jan 13, 2006 12:37 am Reply with quoteBack to top

What about defections with starships? Example: Lieutenant Sunber is disguisted with the way the Empire has been running things. He is in command of a CR-90 Vengence and has been for the last six months. His crew know him well enough and he is by now able to weight their loyalty to the Empire, Captain or other, foreign powers.

Will it be allowed that our mighty Lieutenant can try to defect with a ship he commands? Especially if he plans the defection well (like pick up survivors of a pirate attack who happen to really be rebel operatives) and such?

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Evaders99



Joined: Jan 11, 2002
Posts: 3061
Location: USA

PostPosted: Fri Jan 13, 2006 9:34 am Reply with quoteBack to top

At this point, I don't think defections with ships would be feasible. My thoughts would be that if you're on an unauthorized run, you'd be caught fairly quickly. Besides, it would remove the hassle of transfer assets between groups.

Perhaps we can develop rules for this later, when there are actually more members to make defections more interesting

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Evaders99
SW:Rebellion Fans! Webmaster
Star Wars roleplaying community! Administrator

Fighting is terrible, but not as terrible as losing the will to fight.
- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.
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the_mask
MGCO


Joined: Feb 06, 2002
Posts: 4495
Location: being myself and several others at the same time

PostPosted: Fri Jan 13, 2006 6:17 pm Reply with quoteBack to top

Mhmm, sounds good to me.

Just one idea, that I wanted to add. I can't exactly remember when, but I've been talking about this with CC a while ago and she had the idea of bringing in a moderator of that MG, that wasn't affected by the defection.
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SyberJedi
Ultraviolet


Joined: Oct 17, 2003
Posts: 299
Location: Within the Force.

PostPosted: Fri Jan 13, 2006 6:38 pm Reply with quoteBack to top

I really like the idea Evaders. I think it would work. It would certainly be a lot more fun than the defection I did back in SWC, that's for certain. I also like the idea that Mask posted too, about a neutral party GM modding it.

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Evaders99



Joined: Jan 11, 2002
Posts: 3061
Location: USA

PostPosted: Sat Jan 14, 2006 1:35 am Reply with quoteBack to top

The intricate details of the actual scenario I leave to the moderators to decide on.. I frankly don't know enough to GM such.
But I think an independent GM should handle it, if possible.

At least one moderator from each group should be designated as an official person for defections. They should always be ready to handle one that comes to them or pass it to someone else they can trust

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Evaders99
SW:Rebellion Fans! Webmaster
Star Wars roleplaying community! Administrator

Fighting is terrible, but not as terrible as losing the will to fight.
- SW:Rebellion Network - Evaders Squadron Coding -

The cake is a lie.
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Draco Creed
Violet


Joined: Jun 13, 2004
Posts: 156

PostPosted: Sat Jan 14, 2006 5:48 pm Reply with quoteBack to top

I agree with Uliq and Rahde, but remember certain groups also have fail-safe that make defections hard to do.
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RoxManedeen
Indigo


Joined: Jul 03, 2007
Posts: 119

PostPosted: Tue Aug 14, 2007 2:04 am Reply with quoteBack to top

alright if there is not recent things to add here, otherwise I request it be locked, unless otherwise,

Thanks, the Management

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