Re: Things you'd like to know about Pan-Pacifica
Posted: Sun Aug 25, 2019 3:38 pm
I can see an assassin society like in John Wick arranged for the Triads/Yakuza etc.
- Who are the corporate/challengers to the current power structure? Social 24... and I mean really social 24, which I don't consider Tharkhold...
suggests that the high lord relies on complex mechanisms to maintain power
- Corporations with active "experimental psi programs", ala Akira. For inspiration, https://www.ranker.com/list/anime-about ... nker-anime.
- Secret hacker societies... the "freedom fighters"... cryptocurrency-like zero trust authentication schemes; secret societies without "leaders" that can't be broken by kidnapping and mind-reading the leaders, because the hacker-cliques spontaneously self organize
- psionic-social interaction. Psionic augmentation, psi-enabled encryption that can't be broken by tech 26 since the social axiom is too low
Spygear! Tech 24 stuff that helps against tharkhold, etc.
- Examples of Elite Kanawa Strike Squads... Again, Social 24... So, not Nile-empire villain teams, but nameless and ruthlessly deadly stormer teams that incorporate balanced skill sets and are used to eliminate threats
A working example of how Kanawa deals with a serious threat from another cosm, CE or otherwise... Eye-In-The-Sky drones with telescopic IR cameras that can track faces with a Find Skill of 15+ (yeah, you can hide against them, but not easily), that work hand-in-hand with elite hit teams and fire support drones with surface-to-air micro missiles
Examples of how you get in and out of Pan Pacifica without an invitation from Kanawa...
But above all:
What is the high lord/DD plotting to deal with their CE enemies (Delphi Council) and other high lords? PP should be ahead of all of the other realms in anticipating betrayal, and plotting to pre-emptively betray everyone else while blaming others for the strife... or even stirring up conflict among other high lords. I really want to see Social 24 in action.
One aspect that would really help is if players felt just as threatened in PP as they do in Cyberpapacy or Tharkhold... I do have some concern that Cyberpapacy goes so heavily into the concept of a theocratic surveillance state that it could take some wind out of PP's sails. PP may have less tech than Cyberpapacy, but they should be infinitely more competent. The way we've played it is that the Social axiom heavily limits sharing and efficient use of information because everything goes VERTICALLY and humans need to make religiously driven decisions to channel it back down... So, just because one parish/vicar/diocese/bishop/etc. has discovered that some group of storm knights is running amok in an area, doesn't mean that this information is shared. The bishops are all competing with each other, and suspicious of each other.
PP may not have the level of surveillance technology, but efficient dissemination of information should make that technology much more dangerous... I guess it may come down to this:
In Cyberpapacy, people FEEL like they are always under suspicion, and they are, but they are not always being watched in real time. Sure, video of their moves may be recorded all the time, but mostly that video sits in data vaults in storage, waiting for some priests to access it.
In PP, they should not FEEL like they are always being watched. The surveillance is "friendly". "Hit continue to accept Terms and Conditions. We only use your data to help improve our quality of service and customize our products to your ever-changing needs." The bellboy at the hotel who carried your luggage ended up being the master assassin who pulls the trigger on the sniper rifle when you make contact with your Delphi Council liason.
The risk with PP is that the sense of being "out-thunk" by Kanawa ends up paralyzing them with indecision. They feel like they are ALWAYS being outmaneuvered. It's like a game master who comes up with a plot the or she is so proud of that, when a PC figures out the real enemy ahead of time and tries to short-cut the plot, the GM just changes the plot so that the PCs are foiled no matter what they do. THis, also, kills player initiative... they being to think "well, who cares what I do?"
The beauty of TorgE is that there are ways of handling this that don't feel arbitrary... Basically, realm cards... For example, "Triple Cross", At some point in this act, information critical to the storm knights plan is leaked... gain X possibilities. Or "Decoy Plan", the actual plot of the adventure ends up being a decoy to some other plan in which the storm knights are a key player. Or Master Puppetter, an enemy of your enemy provides secret aid, but will demand a favor in the future.
I'm really looking forward to PP.