Ethereal
Banned Member
Hello everyone,
I hope you take the time to read this thread at your leisure, as well as any replies.
I'd like to preface this by saying that everyone has a valid opinion and nobody's voice should be ignored. This website is a collaborative effort built by hundreds of people over decades.
To state my 'credentials', I'm one of the more veteran active members, I can trace my roots back to at least 2015 here, which by current standards is quite a long time to be active. I've seen a fair amount in those 7-8 years, a lot of friends come and go, a good amount of drama, the subsequent downfalls and improvements from how all that was handled.
So, please take this thread in the constructive spirit it is given in. I'd like this to not be so much a venting/rant thread (as threads of this nature have devolved to into the past), but one for retrospection, honesty and a safe place to advocate on what each of you think would make the Star Army an even better place to be.
I'd also like to request that this thread not be locked or archived, so that when similar questions or concerns inevitably come up into the future, as they so often have over the past decade, this thread can be pointed to and digested by those curious minds.
Introduction over, I'd like to list some topics for discussion. Some or all of these have been primary or compound issues that have been brought up in the past. A good number have been strongly held by people and caused a great many to leave the site over the years. These are not listed in any particular order, and this is done to not prioritise one over any others, as all are valid concerns.
1 - Scale beyond comprehension, scale beyond meaning.
While having ships, soldiers, planets and territory beyond measure can look good on paper, in practice it can detract from actual RP. If you have 10,000 ships fighting 10,000 ships, it sounds impressive, but the 1 ship in that battle with PCs becomes far less significant. Why not have 10 ships versus 10 ships? Or 1 ship versus 1 ship? There is nothing wrong with scarcity, the need to conserve resources or take resources into account during RP, rather than them being effectively unlimited.
The idea of having scarcity in setting breeds a lot of promising themes when it comes to roleplay. This is likely why plotships focused on disappearing off on their own, unsupported, are by far the most popular. Having PCs rely on each other for supplies, repairs, support and other such things to help them succeed IC is a very important aspect that is missing from most of the setting. If you're 1 of a fleet of 10,000, whether you fail as a ship, or as a character, means very little. If you're a single ship, or 1 of 10, each individual character's actions have immense impact on that battle. Extend this out to the implications of the battle, and character's actions have a real tangible effect on the narrative. If you lost 5 ships, maybe you don't have the ability to replace them for another month or two. How does this affect the situation the characters are in? Do they need to start rationing ammo and food? Set up a watch? Hide? Run? Can the officer handle it? Does the NCO need to keep up morale somehow? Having an army of billions only a day away negates a lot of what could be this very interesting and poignant RP for PCs to be put through.
2 - Rules for some, not for others.
This point has caused a lot of ruckus in the past. Yamatai, despite having far and away the most planets in the setting, apparently still does not comply with the rules surrounding fleets, resources and weapons. There have been times in the past where factions have been dismantled because they did not abide by these rules, while Yamatai itself did not abide by these rules. The usual explanation is that Yamatai had a huge amount of ships before the rules were put in place, and therefore it should keep a huge amount of ships even if this breaks the rules. It's up to you whether to agree with this premise or not. In terms of ships in particular, there are some irregularities with Yamatai having a far greater amount of capital ships than any other faction would be allowed. Personally, I believe there can be no meaningful standoff or confrontation between factions, as Yamatai will always win by means of not following the rules.
3 - Every character is a god.
Nekos are far and away the strongest of any race in the setting. A lot of stakes and ability to generate RP is lost due to their abundance in the factor of trillions. Psionics, magic, blood loss, suffocation, disease, toxins, starvation, sleep deprivation, overheating, chemicals, drugs, broken bones, forgetfulness, limb loss, organ loss, parasites and more are all entirely mitigated simply by being a Neko. Additionally, Nekos have super strength, super agility, can fly (even in space), have IR UV telescopic microscopic vision, have telepathy, are able to transmit data between each other's brains, sense electricity and even sometimes become invisible.
Having most every NPC and PC be this godlike detracts from being able to put characters into interesting or dangerous situations because they almost always can win without even trying. There's no character development or lessons to be learned in such an event. Being vunerable, fallible or scared in a cold uncaring universe simply does not exist to them.
4 - Nobody dies, nobody fears.
If your character is not in danger of any physical, psychological, or other kinds of repercussions for their actions, how much harder is it to generate a sense of urgency and meaningfulness in their actions? Even in battle, protecting yourself or your comrades doesn't matter if ultimately they will never be harmed. Even if you lose, all you've lost is time and nothing more. In some sense, all you've done is gained back time on your lifespan.
While some players make their characters have shock from being ST'd and losing memories, this is if anything a very temporary and low stakes setback in 99% of cases. Relationships can be fixed with one night at the bar. The only real threat of death is old age, and that can be entirely mitigated by just moving into a newer body. While the concept of being immortal is interesting in of itself, when it is this abundant it becomes the norm, and then there is nothing new to explore. There also seems to be no issues that would stem from a huge immortal population. Massive overpopulation, lack of housing, political differences, reproductive restrictions, unrest and other problems would arise from it. Therefore, the most interesting parts of both individual and population immortality are never explored and instead in real terms simply only serve to prevent a character from exhibiting any kind of terror in the face of what would normally be a life-threatening situation.
5 - No stakes beyond the mundane.
As a compound of the above, existential issues like whether a character, ship, fleet, planet or sector fails or falls is a non-issue in setting. There's always more immortal gods immediately available to squash whatever the issue is. This safety net means that if you look, PCs approach many missions with very little emotion, not often shouting, sweating, crying, stressing, or otherwise being visibly invested in the matter at hand - it's just another day of many. While this can work well for a time, it can ultimately end up like a series without a finale. There's no big bad guy, no man behind the curtain pulling the strings, no hidden knife waiting to go into your back. Even if there was, you're an immortal gods amongst another trillion immortal gods, unless it threatens your civilization, is there actually any stakes?
If there is a rare existential threat that could be scary and interesting to explore the implications of, like the Kuvexians or the NMX, they are swiftly dealt with by a handy setting element or an instant tweak in Neko biology. As far as I know, Yamatai has never been at threat of imminent collapse from the outside, and dangerous events like the 3rd Battle of Nataria occurred only very shortly before the abrupt and instant end of the war. Rather than having a protracted war, with PCs clawing every victory to regain worlds bit by bit, just as the stakes were finally high, they were dropped to zero.
Strangely, there has never been a substantial internal threat in Yamatai. The UOC never had a shot and was squashed, then absorbed, if they could be considered Yamataian at all. In fact, there's a very uncanny lack of any kind of internal struggle in Yamatai at all. The best we have is some upstart space bears who will be squashed instantly. There's no contrary view to imperialism, despite the vast array of species, cultures and experiences. Even ex-UOC planets are quiet as the grave. There are no PCs or NPCs from families that have a bone to pick with the Empire serving in the SAOY.
There's no opposition party in the Senate (even from UOC planets) and no attempts by the Ketsurui to keep the masses on-side. There's no rivalries in the Ketsurui or anyone who is channeling their power internally. No Nekos who were jaded by events during their service from bad commanders, bad colleagues, or maybe sympathising with their enemies' viewpoint. Oftentimes, it feels like there should be some kind of existential threat peeking out from behind a curtain to scare Yamatai, or at least scare the PCs, but it never comes, and the finale never comes.
Perhaps it is time to bring Yamatai into alignment with the rules, or for someone to run a plot about rebellion. Maybe GMs will play into events where the STs are offline and see how PCs respond, or encourage people to change out their Nekos for non-god characters. It may be the case that the FMs agree to all decrease their fleets and armies by a factor of 90%, to give more agency to PCs and make their actions more visible to the narrative?
I'd like to hear any responses to these observations, feel free to speak your minds.
I hope you take the time to read this thread at your leisure, as well as any replies.
I'd like to preface this by saying that everyone has a valid opinion and nobody's voice should be ignored. This website is a collaborative effort built by hundreds of people over decades.
To state my 'credentials', I'm one of the more veteran active members, I can trace my roots back to at least 2015 here, which by current standards is quite a long time to be active. I've seen a fair amount in those 7-8 years, a lot of friends come and go, a good amount of drama, the subsequent downfalls and improvements from how all that was handled.
So, please take this thread in the constructive spirit it is given in. I'd like this to not be so much a venting/rant thread (as threads of this nature have devolved to into the past), but one for retrospection, honesty and a safe place to advocate on what each of you think would make the Star Army an even better place to be.
I'd also like to request that this thread not be locked or archived, so that when similar questions or concerns inevitably come up into the future, as they so often have over the past decade, this thread can be pointed to and digested by those curious minds.
Introduction over, I'd like to list some topics for discussion. Some or all of these have been primary or compound issues that have been brought up in the past. A good number have been strongly held by people and caused a great many to leave the site over the years. These are not listed in any particular order, and this is done to not prioritise one over any others, as all are valid concerns.
1 - Scale beyond comprehension, scale beyond meaning.
While having ships, soldiers, planets and territory beyond measure can look good on paper, in practice it can detract from actual RP. If you have 10,000 ships fighting 10,000 ships, it sounds impressive, but the 1 ship in that battle with PCs becomes far less significant. Why not have 10 ships versus 10 ships? Or 1 ship versus 1 ship? There is nothing wrong with scarcity, the need to conserve resources or take resources into account during RP, rather than them being effectively unlimited.
The idea of having scarcity in setting breeds a lot of promising themes when it comes to roleplay. This is likely why plotships focused on disappearing off on their own, unsupported, are by far the most popular. Having PCs rely on each other for supplies, repairs, support and other such things to help them succeed IC is a very important aspect that is missing from most of the setting. If you're 1 of a fleet of 10,000, whether you fail as a ship, or as a character, means very little. If you're a single ship, or 1 of 10, each individual character's actions have immense impact on that battle. Extend this out to the implications of the battle, and character's actions have a real tangible effect on the narrative. If you lost 5 ships, maybe you don't have the ability to replace them for another month or two. How does this affect the situation the characters are in? Do they need to start rationing ammo and food? Set up a watch? Hide? Run? Can the officer handle it? Does the NCO need to keep up morale somehow? Having an army of billions only a day away negates a lot of what could be this very interesting and poignant RP for PCs to be put through.
2 - Rules for some, not for others.
This point has caused a lot of ruckus in the past. Yamatai, despite having far and away the most planets in the setting, apparently still does not comply with the rules surrounding fleets, resources and weapons. There have been times in the past where factions have been dismantled because they did not abide by these rules, while Yamatai itself did not abide by these rules. The usual explanation is that Yamatai had a huge amount of ships before the rules were put in place, and therefore it should keep a huge amount of ships even if this breaks the rules. It's up to you whether to agree with this premise or not. In terms of ships in particular, there are some irregularities with Yamatai having a far greater amount of capital ships than any other faction would be allowed. Personally, I believe there can be no meaningful standoff or confrontation between factions, as Yamatai will always win by means of not following the rules.
3 - Every character is a god.
Nekos are far and away the strongest of any race in the setting. A lot of stakes and ability to generate RP is lost due to their abundance in the factor of trillions. Psionics, magic, blood loss, suffocation, disease, toxins, starvation, sleep deprivation, overheating, chemicals, drugs, broken bones, forgetfulness, limb loss, organ loss, parasites and more are all entirely mitigated simply by being a Neko. Additionally, Nekos have super strength, super agility, can fly (even in space), have IR UV telescopic microscopic vision, have telepathy, are able to transmit data between each other's brains, sense electricity and even sometimes become invisible.
Having most every NPC and PC be this godlike detracts from being able to put characters into interesting or dangerous situations because they almost always can win without even trying. There's no character development or lessons to be learned in such an event. Being vunerable, fallible or scared in a cold uncaring universe simply does not exist to them.
4 - Nobody dies, nobody fears.
If your character is not in danger of any physical, psychological, or other kinds of repercussions for their actions, how much harder is it to generate a sense of urgency and meaningfulness in their actions? Even in battle, protecting yourself or your comrades doesn't matter if ultimately they will never be harmed. Even if you lose, all you've lost is time and nothing more. In some sense, all you've done is gained back time on your lifespan.
While some players make their characters have shock from being ST'd and losing memories, this is if anything a very temporary and low stakes setback in 99% of cases. Relationships can be fixed with one night at the bar. The only real threat of death is old age, and that can be entirely mitigated by just moving into a newer body. While the concept of being immortal is interesting in of itself, when it is this abundant it becomes the norm, and then there is nothing new to explore. There also seems to be no issues that would stem from a huge immortal population. Massive overpopulation, lack of housing, political differences, reproductive restrictions, unrest and other problems would arise from it. Therefore, the most interesting parts of both individual and population immortality are never explored and instead in real terms simply only serve to prevent a character from exhibiting any kind of terror in the face of what would normally be a life-threatening situation.
5 - No stakes beyond the mundane.
As a compound of the above, existential issues like whether a character, ship, fleet, planet or sector fails or falls is a non-issue in setting. There's always more immortal gods immediately available to squash whatever the issue is. This safety net means that if you look, PCs approach many missions with very little emotion, not often shouting, sweating, crying, stressing, or otherwise being visibly invested in the matter at hand - it's just another day of many. While this can work well for a time, it can ultimately end up like a series without a finale. There's no big bad guy, no man behind the curtain pulling the strings, no hidden knife waiting to go into your back. Even if there was, you're an immortal gods amongst another trillion immortal gods, unless it threatens your civilization, is there actually any stakes?
If there is a rare existential threat that could be scary and interesting to explore the implications of, like the Kuvexians or the NMX, they are swiftly dealt with by a handy setting element or an instant tweak in Neko biology. As far as I know, Yamatai has never been at threat of imminent collapse from the outside, and dangerous events like the 3rd Battle of Nataria occurred only very shortly before the abrupt and instant end of the war. Rather than having a protracted war, with PCs clawing every victory to regain worlds bit by bit, just as the stakes were finally high, they were dropped to zero.
Strangely, there has never been a substantial internal threat in Yamatai. The UOC never had a shot and was squashed, then absorbed, if they could be considered Yamataian at all. In fact, there's a very uncanny lack of any kind of internal struggle in Yamatai at all. The best we have is some upstart space bears who will be squashed instantly. There's no contrary view to imperialism, despite the vast array of species, cultures and experiences. Even ex-UOC planets are quiet as the grave. There are no PCs or NPCs from families that have a bone to pick with the Empire serving in the SAOY.
There's no opposition party in the Senate (even from UOC planets) and no attempts by the Ketsurui to keep the masses on-side. There's no rivalries in the Ketsurui or anyone who is channeling their power internally. No Nekos who were jaded by events during their service from bad commanders, bad colleagues, or maybe sympathising with their enemies' viewpoint. Oftentimes, it feels like there should be some kind of existential threat peeking out from behind a curtain to scare Yamatai, or at least scare the PCs, but it never comes, and the finale never comes.
Perhaps it is time to bring Yamatai into alignment with the rules, or for someone to run a plot about rebellion. Maybe GMs will play into events where the STs are offline and see how PCs respond, or encourage people to change out their Nekos for non-god characters. It may be the case that the FMs agree to all decrease their fleets and armies by a factor of 90%, to give more agency to PCs and make their actions more visible to the narrative?
I'd like to hear any responses to these observations, feel free to speak your minds.
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