J. L. Brown
Emperor Mongoose
Mongoose Traveller 1e had a supplement (#12: Dynasties) with a way for players to take on roles in 'dynasties' -- governments, corporations, religions, and similar entities. The minimum basic time for anything to get done on this scale was ~1 month, with some things taking years or decades. It seemed a little smaller-scale than the T4: Pocket Empires rules, and there are a dozen or so examples of various entities at the back of the book.
This is great, but I rapidly ran into a couple issues; has anyone dealt with these before?
p4 'Creating the Dynasty':
There are three methods discussed; 1} roll 2d6 for each of the eight (Cleverness (Cvr); Greed (Grd); Loyalty (Lty); Militarism (Mil); Popularity (Pop); Scheming (Sch); Tenacity (Tcy); and Tradition (Tra) ) characteristics; 2} point buy; 3} determine the base characteristics & pool of additional 'build points' by deriving these values from the skills, attributes, etc of the 'founding' characters. Great, except method 3 is not described or detailed in any way at all.
p49 'Aptitude checks'
This seems very weird to me; an Empire-Spanning MegaCorp with millions of employees cannot both perform research in the Spinward Marches and wage a Trade War in the Glimmerdrift Reaches? Has this ever been amended or updated or houseruled to allow more than a single 'Aptitude' at a time -- perhaps based on the Characteristics, Traits, or Aptitudes of the dynasty?
And every dynasty has five Traits: 'Culture', 'Fiscal Defense', 'Fleet', 'Technology', and 'Territorial Defense' -- plus some levels in the 30 'Aptitudes':
Acquisition, Bureaucracy, Conquest, Economics, Entertain, Expression, Hostility, Illicit, Intel, Maintenance, Politics, Posturing, Propaganda, Public Relations, Recruit, Research, Sabotage, Security, Tactical, and Tutelage.
How all of this -- and the effects of clashes between dynasties, which is kind of the whole point of this entire supllement -- translates 'Morale', 'Populace', and 'Wealth' into 'systems owned' and 'credits available' (or even 'Resource Units') -- is never made clear. How does this work?
I have been spending a lot of time trying to get a deep understanding of the Trojan Reach for a planned Pirates of Drinax campaign, and I want a rule-set that can allow the players to continue with the rebuilt Kingdom of Drinax after 'Finale' (if they are successful) is finished. T4's 'Pocket Empires' and 1e 'Dynasties' both promise that, but in both cases I am struggling to understand how to apply them to the various Aslan Clans, the Third Imperium, the Florian League, the Kingdom of Drinax, GeDeCo, all the little independent systems, and etc. Has anybody tried to (or better: successfully built a) model this in the 'Dynasties' rules?
This is great, but I rapidly ran into a couple issues; has anyone dealt with these before?
p4 'Creating the Dynasty':
There are three methods discussed; 1} roll 2d6 for each of the eight (Cleverness (Cvr); Greed (Grd); Loyalty (Lty); Militarism (Mil); Popularity (Pop); Scheming (Sch); Tenacity (Tcy); and Tradition (Tra) ) characteristics; 2} point buy; 3} determine the base characteristics & pool of additional 'build points' by deriving these values from the skills, attributes, etc of the 'founding' characters. Great, except method 3 is not described or detailed in any way at all.
p49 'Aptitude checks'
Every Aptitude check also has a Time Duration attached to it. Unless otherwise stated in the action’s description, an average Aptitude check takes 2d6 Months to undertake. During this period of time the Dynasty is considered too focussed on this action to undertake another. While it does not mean that the Dynasty is sitting idly by, it does mean – in game terms – that only one Aptitude check can be performed at a time.
This seems very weird to me; an Empire-Spanning MegaCorp with millions of employees cannot both perform research in the Spinward Marches and wage a Trade War in the Glimmerdrift Reaches? Has this ever been amended or updated or houseruled to allow more than a single 'Aptitude' at a time -- perhaps based on the Characteristics, Traits, or Aptitudes of the dynasty?
And every dynasty has five Traits: 'Culture', 'Fiscal Defense', 'Fleet', 'Technology', and 'Territorial Defense' -- plus some levels in the 30 'Aptitudes':
Acquisition, Bureaucracy, Conquest, Economics, Entertain, Expression, Hostility, Illicit, Intel, Maintenance, Politics, Posturing, Propaganda, Public Relations, Recruit, Research, Sabotage, Security, Tactical, and Tutelage.
How all of this -- and the effects of clashes between dynasties, which is kind of the whole point of this entire supllement -- translates 'Morale', 'Populace', and 'Wealth' into 'systems owned' and 'credits available' (or even 'Resource Units') -- is never made clear. How does this work?
I have been spending a lot of time trying to get a deep understanding of the Trojan Reach for a planned Pirates of Drinax campaign, and I want a rule-set that can allow the players to continue with the rebuilt Kingdom of Drinax after 'Finale' (if they are successful) is finished. T4's 'Pocket Empires' and 1e 'Dynasties' both promise that, but in both cases I am struggling to understand how to apply them to the various Aslan Clans, the Third Imperium, the Florian League, the Kingdom of Drinax, GeDeCo, all the little independent systems, and etc. Has anybody tried to (or better: successfully built a) model this in the 'Dynasties' rules?
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