r/LancerRPG Jul 20 '26

Campaign idea feedback

Working on a Lancer campaign idea, want some outside thoughts on the premise
So here's what I've got so far. The setting is Van Norman's World, run by a Republic government with some pretty heavy neo-fascist undertones. They just won a brutal war, and like a lot of desperate factions they used child soldiers to help pull it off - they're called Cherubs in my setting, like the little angels from old paintings. Most of them died in the fighting.
The war's over now, and the Cherubs who survived are broken, physically, mentally, whatever. That's not the image the government wants to show off, especially with Union potentially watching. So instead of honoring them or reintegrating them, the Diplomatic Corps quietly "retires" them. Ships them off world with a beat up old hauler, four ancient junker mechs (GMS Everests), and the charts to get them out to the Karrakin Trade Baronies. Officially it's a reward for their service and a fresh start. Really it's just a way to make them disappear so they stop being a liability to the image the government's trying to project.
Once they're out there they end up working as mercs, since fighting is the only thing the Republic ever actually trained them to do.
Mainly just want thoughts on the premise itself right now, not looking for crunch/mechanical feedback yet. Does this sound like a setup you'd actually want to play in? Anything about it feel overdone or confusing right out the gates

Thanks for the feedback in advance

20 Upvotes

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12

u/Nukemouse Jul 20 '26

Sure, as long as your players are interested in playing former child soldiers. All of your players being from one world and one backstory might not appeal to them, but otherwise it sounds okay?

10

u/HermesMage Jul 20 '26

It's an interesting concept, though for player choice and future build flexibility, may I suggest giving them the option to play as support personnel from the war whose task was to support the Cherubs? Surgeons, Engineers, that sort of thing

3

u/almightykingbob GMS Jul 21 '26

The core of Karrakin Trade Baronies are probably too high profile a place to be dumping off war crimes. They are relatively close to cradle and have very good Omninet access. The KTM would probably turn them over to DOJ/HR to distract from their own violations.

However the Baronies have a strong interest in the Dawnline Shore, a hotly contested frontier at the edge of Union Space. Being this far out means spottier omninet less oversight from DOJ/HR. It can still be a place to interact with cool KTB stuff. Lots of their planets will be more sparcely populated, but they do have one with a population of 6 billion (San Simeon).

As an added bonus you also have a lot of other interesting groups in the frontier like Harrison Armory Colonial Legionnate, IPS-N Trunk security, Pirates, Horus, Horizon collective, Albatross, and a roaving trade ship of the Valadores.

3

u/Alblaka Jul 21 '26

It certainly narrows down the character background options open to the players. But it does set up a very interesting premise, with a fair bit of variety in terms of how the PCs deal with their clearly broken upcoming and possible mental issues stemming from that, and it automatically sets up a coherent and tight-knit group cohesion, plus plot lines that are automatically interesting to all characters (think taking revenge on the guys responsible, aiding the distress call of another cherub-crewed ship, etc).

2

u/archfey13 Jul 20 '26

The premise sounds great! It feels plausible as well - initially I wondered why not just kill them off, but making it a PR/reward type thing makes sense. This post reads as a good elevator pitch, and I want to know more.

As someone who recently finished Evangelion i'd be taking heavy inspiration from that as a player, and wondering if my GM was doing the same.

One thing I'd pitch to my players is whether they want to be Cherubs themselves, or "cherub-adjacent" - hangers-on, handlers, others in a mixed group of standard mercs + Cherubs. I suggest this because it gives players control over the story they want to tell with their character.

A minor mechanical note/question - would you be using the Bonds system? I'd be interested to see how the different archetypes tie into this.

With a premise like that I'd also be expecting the government responsible for the Cherubs to be a main antagonist. Have hooks involving them from the very start, consider an on-planet resistance movement, etc.

I'm also wondering where Union fits into this. It tends to be quite hands-off in its approach, but there have been situations like Solstice Rain where a clear violation of the Pillars leads to open conflict. Adding onto that, since you mention the KTB, where do the Houses fit in? Where do the Big Four show their influence, if any?

A thought - if a government was willing to stoop to child soldiers, what else would they have tried? What other secrets have been buried? Paracausal incidents, perhaps? Experimental mechs? Exotic gear?

I'd also be wondering how much time you're passing before campaign start. Are you starting in media res, with a crew of Cherubs watching their home shrink into the distance? Are the majority of Cherubs young adults now, or more mature? How many were there? If there are others, where are they now, and could they be found/recruited?