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05:39, 17th May 2024 (GMT+0)

PILLARS.

Posted by The GMFor group 0
The GM
GM, 3 posts
Fri 14 Oct 2022
at 00:43
  • msg #1

PILLARS

THE WAY:
the connections between people are what surround us and give us strength. the galaxy is never silent; it is alive and humming with energy that you can feel if you pay attention.
when channeled correctly, The Way can turn dominions into empires and revolts into revolutions. but be careful, for concentrated power can be dangerous for anyone who dares
come near.

Choose two things that The Way wants:
solidarity, difficult choices, balance, intense bonds and uncontainable emotions, solitary training, enlightenment, revelation, unity with those who came before.

Moves:
• invoke awe, and gain a token.
• reveal an old secret or new truth to someone, and give them a token.
• create an unexpected connection between people, and give them a token.

• make The Way feel ancient and enigmatic.
• explore both the small ways The Way pervades everyday life and the large ways people can wield it.
• ask compelling questions and build on the answers.





THE REGIME:
sometimes it feels like there’s no escape from its gravity. the regime is an intergalactic superpower that uses its might to control the galaxy with fear, lies, propaganda, and alienation.

the only way the regime can perpetuate itself is with constant aggression, advancement of weaponry, and violence, and we know that it will eventually collapse under its own weight.

however, until then it continues to cause death and destruction across the galaxy.


Choose two things that The Regime wants:
untold destruction, unquestioned supremacy, military expansion, an end to the nova, hierarchy and order, dominion over The Way, restoration of an old order.

Moves:
• foreshadow a larger threat, and gain a token.
• put someone in immediate danger, and give them a token.
• intercept information or supplies, and give a token to whom you’ve taken that stuff from.


• show the power The Regime wields, but remember that it is not absolute.
• show the humanity of individuals within The Regime, and how that humanity is subsumed by the demands of The Regime.
• ask compelling questions and build on the answers.



THE LIBERATION:
there are many in the galaxy who are not willing to go down without a fight. the liberation are your comrades in arms, the people of the galaxy who are actively resisting and fighting back against The Regime.

no revolution is perfect; it is made of people, who are prone to disagreement and distrust. but that, many say, is what separates them from The Regime: working together, towards a better future for the galaxy.


Choose two things that The Liberation wants:
retaliatory violence, long-shot missions, hope renewed, military strategy, imagination of a better world, ideological discourse, working together.


Moves:
• complicate someone’s vision of freedom, and gain a token.
• offer help and solidarity, with or without a cost. if they accept, give them a token.
• introduce dangerous plans and ask others to participate. if they do, give them a token.
• ask “what does a better world look like to you?” and give them a token if they answer.


• be the love the characters must fight to protect.
• make decisions about ideology and strategy, and be interested in them.
• ask compelling questions and build on the answers.




SCUM AND VILLAINY:
ya know, criminals.

Choose two things that the Scum and Villainy wants:
uncomfortable bargains, understanding, the jackpot, secrecy, strings to pull, escape from this livelihood, fresh blood, enough credits to get through the week.

Moves:
• offer help or information at a cost. if they pay, give them a token.
• introduce or invite a betrayal, and gain a token.
• get someone involved in a dangerous scheme, and give them a token.
• complicate someone’s worldview, and gain a token.


• create smugglers, thieves, mercenaries, and conmen with their own needs, agendas, and perspectives.
• make decisions about the politics and structure of the criminal underworld, and force the characters to interact with them.
• ask compelling questions and build on the answers.


The Rhymes of History:
--It is said that those who cannot remember the past are doomed to repeat it. And doesn’t it seem like there’s a pattern, a connection, a narrative? From a certain point of view, at least?
--Look closely, tilt your head, connect the dots, match the pattern. Listen well to the poet who sings you the song. Of course it rhymes. Look at who’s singing.

Choose 2 desires:
reverberations of the distant past, war for the heart of the galaxy, dramatic irony, the new crushed by the old, grudges held, destiny fulfilled, balance at terrible expense, hidden puppet strings, tragedy reckoned with, repetition in unexpected places, epic struggle, quiet collapse, hands cut off, side stories and flashbacks, to have never been “past” at all

Moves:
• Draw a parallel to myth, legend, or history, and gain a token
• Ask “what does this remind you of?” and give them a token when they answer
• Reintroduce trouble from their past and give them a token
• Throw the weight of history on them and challenge them to meet it; give them a token if they do


Always try to:
• Make decisions about legends and connections through time, and make the characters confront them
• Look for other interpretations and perspectives, and give them weight and consideration
• Ask questions about their past and build on the answers




you also play THE VOID:
--the empty void, the darkness of space, it calls to every living thing.
--Those feelings that haunt and drive: greed, anger, despair, jealousy, pride.
--You may guard against them, but they encroach, they seep in.

Choose 2 Desires:
power, greed, temptations, betrayal, despair that threatens to swallow, righteous vengeance, fueling hatred, horrific revelations, megalomania

Moves:
• haunt someone with their past, and gain a token
• create doubt over someone’s intentions, and give them a token
• ask, “will you give into your darker urges?” and give a token if they do

Tips:
• show undertones of doubt in every living heart
• show problems that seem insurmountable
• ask compelling questions and build on the answers




you also play THE STARS:

--the light of stars, shining beacons that call the soul.
--they ask for and promise peace, judgement, humility, and acceptance.
--always there, always shining, even when you lose sight of their brightness.

Choose 2 Desires:
peace, justice, selflessness, service, humility, life in the present, acceptance of what is, deference to higher powers

Moves:
• give orders from a respected authority, and gain a token
• require a sacrifice to continue on a path, and give a token if they make it
• ask, “will you delay taking action?” and give a token if they do

Tips:
• build quiet moments that linger
• show how small things, easily overlooked, play an integral part
• ask compelling questions and build on the answers




You also play The Living Galaxy
--Wherever there is the space between, there is life. The galaxy is full of wondrous and terrifying creatures that can be an unexpected ally, foe, or force of nature. Life flourishes everywhere, from the depths of space to the coldest moons, the surface of the hottest sun and below the waves of planets covered in water.
--Even when sentient beings have covered planets in glass and steel, life persists, evolves, and flourishes. Yet, life is always in danger. People would exploit it, harvest it, and seek to bend it to their will.

Choose 2 desires:
resisting exploitation, peaceful moments, reclaim battlefields & other dead places, balance, survival


Moves:
• present unexpected damage to the natural world, and give a token to who caused it
• introduce a dangerous beast and ask someone what makes it beautiful. If they answer, give
them a token.
• show life in an unexpected way or place, and gain a token


Tips:
• create cute and/or imposing creatures, parts of an ecosystem or foreign, with simple needs
but complex problems.
• make the galaxy’s life feel both ubiquitous and wonderful
• ask compelling questions and build on the answers
This message was last edited by the GM at 00:46, Fri 14 Oct 2022.
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