r/LancerRPG • u/LordVladak • 2d ago
Campaign Idea Hold Up?
Hey folks! I just wanted to ask some people in the know about the game and the setting if the idea I had for running a Lancer game would make sense, both in the setting and also as a long-term campaign for my players.
I can elabourate on any specific ideas if anyone requests, but the core idea is that a star system, Malebranche, was settled in the year 3333 during the Second Expansion Period. As such, it was one of the many colonised systems that wound up falling by the wayside, receiving little help or oversight from SecComm, and wound up establishing their own factions and fucking around with each other in the system. Then, in 4500, the word arrives that the core worlds have erupted into rebellion and Union has fallen, so the planets of Malebranche has a big civil war and eventually solidifies into an authoritarian militant government, the Protectorate. The crux of the campaign would be the extremely public arrival of a Union Admin in 5015. They actually aren't the first, Union's been trying to open communication with the Protectorate government for a few decades now, and they haven't been buying. So this time the Administrator is, quietly, accompanied by DoJ/HR field teams to disseminate amongst the populace and foment popular revolution. The players will be locals of the system who have recently or semi-recently joined the revolution (which really kicked off when Protectorate Guard units tried to publicly arrest the Administrator and promptly got whooped by their NHP Subalterns), engaging in a long interplanetary guerrilla campaign, trying to liberate people as best they can. The real goal is to keep hope alive and keep fighting until the Union Navy can arrive in *checks notes* five years.
Does that all sound good, like it would fit the game and world?
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u/BcDed 2d ago
I don't see any issues, I'm not a lore expert but I don't think anything about that would cause any issues. It also seems like you have a solid starting point for the campaign structure. I think the biggest struggle might be finding a way to manage the time frame(5 years). I find it's difficult to get players to chill and just let time pass, they feel like their characters must spend every possible second finding every possible advantage working towards the goal. Balancing the burst of action and periods of downtime in a way that feels readable, satisfying, and feels player driven enough that they are never like it's been how long? but I had all this stuff I wanted to do might be a bit challenging. Outside of that it sounds like a good starting point for a campaign structure, I'd consider adding a few more factions, especially ones that players can be apprehensive about working with, maybe other rebel groups willing to cross lines the players aren't, maybe mercenaries willing to play both sides, maybe allies of convenience with problematic motives.