Campaign Idea: Building a Dyson Swarm

So I’ve been working on a sci fi setting for a GURPS game for a little while now.  My starting points were as follows:

  1. I want the game to be based around a single star.  It could be the solar system, or the players could have gone to another solar system on some kind of sleeper ship.  It doesn’t matter.
  2. A Dyson Swarm is slowly being built.
  3. This is all done with technology that is plausible given current scientific knowledge.

A key feature here is how much would go into a megaproject.  If you’ve ever read Red Mars, you have an idea of what I’m thinking.  Most, if not all, of the characters will be highly technically proficient individuals in specialized fields.  Some of these fields will be on the cutting edge of science and technology, so academia and the accompanying politics might come into play.  Being a hghly lucrative megaproject, it makes sense that economic interests would come into play.  National interests might come into play as the capacity to harness huge amounts of energy could be weaponized in some form.  More cultural and personal interests might also matter, as part of the swarm will be habitats intended for human habitation.  This can be for the spread of a culture or a religion, or to just getting a place for a person’s family to live in relative safety and happiness.  Finally, environmental redundancy might be a goal: creating a backup biospheres in space, just in case of a massive catastrophe on earth.

All the motivations will usually not be at odds with one another, because each motivation is served by the construction of the Dyson Swarm.  However, there will be small ways that they are in conflict with one another.  The GM can easily make these small conflicts of interest the main force of the game.

The result is a PVP intrigue game.  Lets look at the details of making the PvP work.

Keeping the PvP in Check

The force keeping the players united, in spite of acting at cross purposes, is that they all want to see the Dyson Swarm built.  Since routine job performance isn’t exactly exciting, the action in-game that represents this is technical, disaster-movie style problems that affect the players’ entire ship or the satelite they are currently working on.  While working on a satelite that will beam power somewhere, a bunch of stuff lights on fire.  We now have Towering Inferno…  IN SPACE!  The ship is decompressing due to massive damage to the hull.  This can be used as an analogue to a sinking ship, and create The Poseidon Adventure in Space.

The force that causes players to act against one another will be influence.  Each PC has influence within at least one organization.  This doesn’t mean that they’re people of rank and privilege (although they could be).  If there’s only one person on the ship who is a member of the Spacer’s Occupational Health and Safety Audit Commision, they would have influence within whatever bureaucracy oversees public and occupational safety within the setting.  It doesn’t matter if they are a low ranked book keeper who helps out with the occasional audit or if they are a high ranked executive director; they are the only person able to represent the organization’s interest on the ship, and the only person able to provide insider information to the organization about the ship and the dyson sphere.

The players will aim to involve crisis management techniques that support their organization over other players’ organizations.  They will aim to do their routine job-related tasks in ways that encourage certain types of satelites to be built over others.  In order for the ship to have some choice in what kind of satelite is built, the nature of their obligation to build things will need to be very broad.  Instead of being assigned “build a power satelite at these coordinates” it would need to be “build 10 satelites, at least 3 of which must be power satelites, but the rest may be your decision based on availability of materials and labour.”  In order for this kind of order to be reasonable, there needs to be some reason for high degrees of variance in the availability of material and labour.  If the process is so unpredictable as to constantly lead to disaster movie-like problems, then that will certainly cause a wide variety of unexpected uses of resources.

I figure there will be several ways for a player to “win” during a crisis:

  1. Be the person to overcome an immediate problem or the crisis as a whole.
  2. Supply a plan that is used to overcome the problem, while proving the value of the organization the character represents.

Suppose that one character is a Union Rep for the Spacers’ Union and is a “plasma containment technician” (ie. a blue collar trade of some kind dealing with fusion reactors and other exceedingly hot, very high energy, mechanical devices), and another character is a physicist who is strongly associated with Simultaneity Theory (a fictional theory about the nature of space-time that might lead to the development of faster than light travel).   The crisis is that a power distribution satelite is on fire, and shooting lasers all over the place.  Lets look at the possible combinations of how these characters could both “win.”

Technician

Physicist

Actions

1

1

The technician repairs things. The physicist interprets sensor readings to give warnings and clues about the spread of fire.

1

2

The technician repairs things on the satellite. The physicist models the ship to accurately predicts where the fire will spread next, demonstrating the general applicability of the Simultaneity Theory’s methods of analyzing situations.

2

1

The technician organizes the small crew on the burning satellite via union authority, and the physicist interprets sensor readings.

2

2

The small satellite crew repairs the ship and are organized through the union. They receive advanced warning from the physicist’s mathematically advanced models.

Stealing Credit and Increasing Intrigue

Lets suppose 2 players win with a “type 2” win.  Since part of the game is pvp intrigue, I want the players competing with each other for these “type 2” wins.  Only one organization will get most of the credit.  After all, a newspaper headline might read “Heroic Scientists Saves the Day with Cutting Edge Theory” or “Union Workers Band Together and Save Countless Lives.”  It probably won’t read “Heroic Scientists Saves the Day with Cutting Edge Theory and Union Workers Band Together and Save Countless Lives.”

To pull this off, players can manipulate the politics in three areas: on board the ship, within media pertaining to their professions (ie. journals), and the broader public media (ie. the news).  I will call these “Influence Domains.”  The goal will be to “spin” perception of the type 2 contributions so that only one player’s contributions are recognized within 3 Influence Domains.

We can also have a big reward for being the “hero of the day.”  This is the character who takes the most credit for “type 1” contributions.  It only includes the internal politics of the ship.

Building the Intrigue into an Action Economy Game

I’m going to say the default options for PCs during time between crises are as follows: Rest and Relaxation (R&R), Overtime, and Intrigue.  R&R is required for healing and to spend Bonus Points (ie. experience, for those of you who aren’t GURPS players), and can also manipulate internal politics.  Overtime allows the players to earn extra money, and can also manipulate professional politics/journals within only their field (because a construction worker cannot manipulate a journal about medicine by pulling extra hours, but might be able to manipulate perception about their own work).  Intrigue means the player is deliberately playing politics, and can manipulate any one of the 3 domains: internal politics, journals, or public media.

In between crises, players will have the opportunity to take 2 downtime actions.  Someone must be the only person with support in all 3 domains at the end of these 2 downtime actions to win.  Also, it is publicly available who has the support of whom.  Once a player has no support at all, another character can manipulate the politics within the ship to stop them from gaining support from this solution.  The combination of these rules is intended to prevent players from rapidly using intrigue to win immediately.  A particularly strong reaction against someone about to take all the credit might end up in them being “kicked out.”  The system of being able to kick people out is intended to slowly weed people out, in the event that everyone is playing very “defensively.”  In the event of a stalemate, players may end up forming secret alliances!  That sounds fun.

To determine if a character starts with the support of any of these organizations or public media, use Reaction Rolls.  It is highly plausible that a character will start with the support of their professional organization if the player impressed them,.  Depending on their rank and popularity within the ship, they might start with the support of the crew also.  Support of the broader media is hardest to gain.  This is all built into the relative costs of gaining reputation, and whether or not the bonus from Rank will apply: the smaller the affected group, the less it costs.  In the case of the ship (and only the ship), Rank will also have an effect.  In all cases, therefore, a simple reaction roll is all that’s necessary: a result of 11 or more means the players have support.

As the campaign goes on, players will often end up attempting to claim credit for multiple crises simultaneously.  Unfortunately, their action pool remains the same regardless.  If a character has made a type 2 solution to prevent a fire from destroying a satellite, and then also used a type 2 solution to prevent a poisonous gas leak from killing the residents of a habitation station, then there are currently 2 ongoing crisis resolutions the character can attempt to steal credit for.  The more type 2 solutions a character is currently attempting to claim, the more their actions will need to be divided up.  It may be more useful for a character to focus on just one at a time, which will make it easy for other characters to steal the credit on other missions.  Players may find it useful to negotiate “ceasfires” in order to gang up on someone who is about to win the credit for a pre-existing resolution.

Length of downtime will affect how much money a player gets from Overtime and the maximum complexity of skill they can learn in the R&R.  As such, it is important for the GM to vary the amount of time between crises to entice players to take Overtime or use R&R.  If a player is consistently stealing all the credit and has a large surplus of Bonus Points, a lengthy downtime will encourage them to spend an action on R&R and give the other players a chance to steal credit in other areas.  The GM should aim to use the length of downtime to keep the PVP competitive.  This will be most useful for ensuring that one player doesn’t get really far ahead; it won’t be useful for helping a player who falls behind get back in.

Campaign Progression:  History in the Making

I figure what might be fun is if this campaign is tied broadly to humanity and its relationship to space.  The campaign would start with a minimal space industry: some asteroid mining, some manufacturing in space, a scientific installation or two, and maybe a small amount of space tourism.  As the campaign goes on, important events can occur like planetary colonizations, terreforming, launching interstellar probes, and eventually end with a colony ship leaving for another star system.  Building towards each milestone will represent a discrete portion of the game.

Exactly what human beings choose to do might vary based on the beliefs of characters and the organizations they represent.  For example, an environmentalist organization that wants to create backup biospheres in space, they may want to create artificial, earth-like environments in space, but be ethically opposed to genetically engineering all the plants needed to terreform a planet.  Conversely, a nation that seeks glory or a character seeking to alleviate population pressure may want to terreform a planet in order to settle it as quickly as possible.

To keep the story neat and tidy, the various requirements for these projects should require the Dyson Swarm in obvious ways.  For example, beam-powered propulsion might be the norm.  As such, expanding the power infrastructure of the Dyson Swarm might contribute directly to being able to ship people around the solar system with ease.  I think beam powered propulsion is the best explanation for most of these space exploration/exploitation milestones.  The only notable exception I can think of is for the advancement of pure science, which may instead benefit from a variety of observation outposts, research centers, and communication relays.

A key point of the campaign, and probably the first milestone, will be when the PCs expand the dyson swarm to a point where multiple ships can be supported.  The PCs will now have a ship to compete with, which can be fun.  Depending on how the PCs interact with their competition, it can lead to the PCs having allied and enemy ships.  Maybe there will even be space pirates, if that fits the tone of the game.  This also implies, without actually saying, that the process of developing space industry is one of exponential growth.  This implication is largely necessary if the players are ever to complete the Dyson Swarm.

A good question for each PC to answer would be “Why is space important?”  An example would be “Human beings need more energy and raw materials to run machines, as the alternative is to expect people to spend more time doing backbreaking labour.”  Another example would be “Energy-beaming satelites has obvious potential for weaponization, so I must ensure that my country has at least a few of them under its control.”  This can help the GM prepare the milestones they wish to use.  The first example might inspire some terrestrial mega-structure as a milestone, like an Orbital Ring or Launch Loop.  The second example might use the first war in space as a milestone.  It is certainly a less optimistic milestone, for sure.

My Inspiration

As I mentioned before, I’ve been mulling over this campaign idea for quite some time.  My original idea was much more “modest.”  Instead of building a Dyson Swarm, the players are at an L5 Bernal Sphere.  They do a similar job, but it’s a bit more “zoomed in.”  They would build and maintain every step along successful asteroid mining, for example.  The milestone that ends the whole campaign might be similarly more modest, such as a mars colonization mission.  Such a campaign would play similarly, and by virtue of being more modest can also be far more plausible.  The greater attention to detail might available in such a campaign might also be good for “Hard Sci Fi” nerds.

Anyway, what inspired me to share this idea was learning about “lightcraft” and wireless power transmission.  I figured trying to build a Dyson Swarm might facilitate a story that includes these technologies more prominently, just because harnessing energy is the main reason to build a Dyson Swarm in the first place.  http://en.wikipedia.org/wiki/Lightcraft

 

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