Friday, February 26, 2010

Game Systems As Languages

In reading other blogs over the past couple days, I've come upon discussion of the 'language' of certain games and how it creates a sense of solidarity, a common ground, from gamer to gamer—even those of slightly different 'generations'. This is certainly the case in my experience, especially when you're talking about how gamers talk to each other. I personally don't have a lot of contact with gamers outside of my own circle of friends, but I did notice a bit of a disconnect the last time I went to a convention (last month) and had some people throw some d20isms at me, as if I knew what those things meant. It was a bit strange, especially when it was a setting that I was so intimately familiar with—Star Wars.

As other gamers put it, they really don't hold a 'grudge' against people who play other systems. I know I don't. Its just that I see so much good in the 'language' I was brought up with—like the D6 System for Star Wars—that I want to share it with other folks. And I am continually baffled when people reject it. But then, that's not the system they were 'brought up' with, so I have to understand where they're coming from, even if it is frustrating to me.

But then, I think I'm used to that kind of thing in other aspects of my life. Take my computer for instance—I am an Apple guy. I KNOW that PCs can do just about everything I want out of a computer and at half the price, and yet I still LOVE Apple. Is it logical? No. It is a 'gut feeling' kind of thing. Apple connected with me on a personal level, just as the Star Wars D6 system did. I KNOW the d20 system is workable—and like all systems is as good or bad as the people who run it MAKE it. And yet it doesn't feel right to me. It never connected and never will the same way WEG's game did.

Yeah, its part nostalgia, I totally have to admit that—but that doesn't make my feelings or my judgement 'wrong' as to the merits of the system. Anyway, its just a random thought I had and had to put down in writing.

Thursday, February 25, 2010

A New Galaxy

Whether or not I actually wind up running a campaign in it, the thought of expanding the scope of the Star Wars game to a new Galaxy is an intriguing one. I've already considered a lot of options I'd include in such a campaign, but one of the first things I want to nail down is the political situation of the new galaxy—or at least the region of it that the campaign would be set in.

Now, while I consider myself a creative person, the prospect of designing an entire Galaxy 'from scratch' is a daunting one—especially when there are just so many good ideas for alien species out there. The only problem I run into is the question of whether or not stealing ideas for races from other sources is too cheesy. Considering the fact I've done it before, I'm inclined to think that no, it isn't—at least not for me. I just hope my players would feel the same way. But then...isn't that the reason I bought so many sourcebooks for other games I had no intention of playing? Don't I always say that Star Wars is an all-inclusive setting? So...yeah, okay, maybe it won't turn out to be awkward. You'll no doubt recognize many of the names I've chosen—particularly if you've ever played the 'Master of Orion' game (though many of the details have been changed).

In any case, the races I'm thinking of including are as follows:

THE ALKARI
A race of humanoids evolved from avians (very similar in look to the Shi'ar of Marvel comics). They are an aggressive, expansionistic species with a large empire, maintained by their highly skilled fleet. Their empire is very multi-cultural, though—with many 'subject species' within, operating at varying levels of citizenship. The Alkari have their own school of Force users, directly opposed to those of the Elerian Confederacy (see below). The 'signature' power of this school of force is Pyrokinesis—the "Flame of the Alkari". I would see their Empire being rife with political intrigue—not only among the Alkari themselves, but their subject races, each vying for control or perhaps even independence. Some of the main subject species would include:

The Darlok
A race of lizard-like humanoids with shapeshifting abilities (very similar to the Marvel's Skrull in abilities, if not appearance). The Darlok are a sneaky race and many serve within the Alkari intelligence network. Their natural abilities make them wonderful spies. Unfortunately, they aren't entirely loyal to their Alkari masters...

The Bulrathi
A race of hulking, ursoid-humanoids known for their strength and ferocity in close-quarter battle. Units of Bulrathi serve as shock-troops in the Alkari Army. They are a proud race not entirely comfortable with serving 'under' another, thus they are always testing the Alkari's control. If they were a bit more tactically adept, they could be a very real threat to Alkari domination...

The Gnolam
A race of diminutive, rat-like humanoids known for their aggressive economic practices. They are traders and businessmen extraordinaire and serve in bureaucratic posts throughout the Alkari Empire. They aren't known for being particularly brave physically, but can be vicious indeed in their dealings with others. It is even thought that Gnolam politicians and businessmen are the true power behind the Alkari throne.

THE ELERIANS
The Elerian Confederacy is one of the chief rivals of the Alkari Empire. The Elerians themselves are a near-human race, blue-skinned and usually fair-haired (resembling the Kree race from Marvel comics). They are highly advanced both technologically and intellectually. They also utilize a form of low-level telapathy to aide in communication among themselves. Most Elerians are scholars, statesmen, scientists or artisans, but they cultivate an elite military group among themselves—soldiers talented in the Force and making use of a style that seems particular to their species—Cryokinesis. These soldiers are supported by highly advanced military technology as well as 'auxiliary' troops provided by other races. The Elerians are a largely matriarchal society. Like the Alkari, there are many other races operating within Elerian space, each with a voice in their planetary assembly. These races are:

The Mutzachans
A race of diminutive, hairless humanoids with enlarged and elongated skulls. Though few in number, the Mutzachans efforts in science have greatly aided the Elerian developments. Some have also shown great Force aptitude.

The Mrrshan
A race of feline-humanoids, the Mrrshan are a semi-nomadic (gypsy) race of individual family clans—traveling in their makeshift fleets throughout Elerian space. They are an odd mixture of warlike-barbarian and pleasure-seeking hedonists, alternately making their living by either hiring themselves out as mercenaries or entertaining in large-scale, impromptu fairs. Though not an 'official' member of the Elerian Confederacy, the Mrrshan are becoming a vital part of its military, serving as scouts and commandos.

THE SILICOIDS
A race of large, silicon-based, rock-like humanoids with a slow-moving culture that is particularly 'alien' to most species. They mostly seem to want to be left alone, but often come into conflict with other powers in their constant search for worlds with mineral wealth—which is necessary to them as a food source and means of reproduction. They are seemingly quite primitive, technologically, and yet they are able to create giant, asteroid-like starships and crystal-based weaponry. Despite being incredibly resilient, the Silicoids are slowly being edged out by other species in terms of territory and power.

THE KLACKON BROOD
A race of xenophobic insectoids. The Klackon are less technologically advanced than either the Alkari or Elerians, but make up for this with sheer numbers, industrial output and fanatic loyalty to the 'brood mothers' who rule their race. The Klackon have several highly developed 'hive worlds' supported by stripping the resources of many more 'colony' planets. It is in the search for more resources that the Klackon run into conflicts with other races—often resulting in sharp and brutal invasions by the insectoids.

THE PHENTARI
Though small in number, the Phentari have a large reputation as highly intelligent and ruthless killers—in fact, they are admitted cannibals, having no qualms feeding on their own or any other race. They come from aquatic stock, vaguely resembling bipedal squids—though they are seldom seen outside of their environmental suits. Nobody knows exactly where their homeworld is—and rumor has it they actually destroyed it in a civil war. The race is scattered now among the various powers of the Empire, its members often taking positions in the underworld as assassins, bounty-hunters or criminal masterminds. Some of the race have exhibited extraordinary mental powers—the ability to control or even 'fry' the minds of other species. (For you D&D folks...picture something like a cross between a Mindflayer and Kuo-Toa)

THE SSAKKRA
A fast-breeding race of ferociously powerful lizard-men. Thankfully for the other species in the galaxy, the Ssakkra are technologically primitive—barely above stone-age on their home planet. Unfortunately, other species (the Alkari in particular) have taken Ssakkra from their home planet and trained them as soldiers to use in interstellar conflict. Though primitive, the Ssakra are not stupid. Some have already gained their independence (in one way or another) and can now be found working in the underworld of various species. There is even rumor of a Ssakkra Pirate Lord operating his own ship. Were the race as a whole capable of space travel, it is possible they could colonize and out-breed other species within a few generations, thus, their expansion off-world is a touchy subject.

THE PHALANX
An 'artificial' species, the Phalanx are actually sentient programs capable of inhabiting mobile mechanical 'frames' in order to interact with their environment. Nobody is quite certain who created the phalanx, though it is surmised that they rose up and destroyed whoever it was long ago. For the most part, the Phalanx are reclusive—refusing contact with other species. Nobody knows what their goals may be, but they do not seem particularly expansionist. They are, however, quite able to defend themselves if pressed—fielding ships and weapons the equal of anything else in the galaxy.

THE YUUZHAN VONG
Yep. The same ones from the novels—only a bit different. I see these as being the 'big baddies' of this Galaxy, slowly working to conquer all 'lesser' races—thus providing the catalyst for a lot of conflict in a campaign setting. While I may have had problems with the novels that these guys came from, I do like the concept of an entire species who's technology is based upon organics—this sets them apart from almost every species and in particular, I can see them having major problems with the Silicoids and the Phalanx, both of which are 'non-living' in their eyes.

Anyway, these are just my initial thoughts on the matter. Is good for me to put them down in writing so I can come back to them later.

Tuesday, February 23, 2010

In praise of D6


I know I'm in the Minority here, and I know my gaming tastes aren't the 'norm', especially when it comes to other game systems and settings, but in flipping through the Star Wars D6 rulebook (the revised, 2nd edition one), I came across something that again affirmed why it is I love this system so much. It was in the introduction section of the book, essentially laying out what the basics of the game are from a players perspective. It is probably one of the best and most direct explanations of what role-playing is and really captures the mood of the Star Wars system in particular:

"You'll be playing a character—a person who lives in the Star Wars universe. While playing, you pretend to be that character.

There is no board to move tokens on. Instead, one of your friends will be the gamemaster. The gamemaster acts as a storyteller and referee, describing each scene to you and the other players. Now imagine how your character would react to the situation. Then, tell the gamemaster what your character is going to do.

When you describe what your character does, the gamemaster will tell you when to roll the dice, and tell you what happens as a result of how well (or poorly) you roll.

In a way, you, the other players and the gamemaster are creating your own Star Wars movie with your characters as the star!

Winning. There are no winners and losers. Having fun is what counts.

Cooperate. If the characters are to stand any chance of succeeding in their adventures, you and the other players have to work together.

Be True to the Movies. Remember, you're playing Star Wars! Be heroes. Use snappy one-liners. And above all else, have fun!

Become Your Character. Don't be afraid to ham it up a little! Speak like your character and adopt his mannerisms in your movements and actions. You can act out scenes—for example, if you're a gambler, you could have fun trying to con the other characters. However, never act out scenes that could be considered threatening or dangerous.

Use Your Imagination. Your character can do whatever you can imagine someone in that situation doing. If you can imagine it in the real world (or the Star Wars universe), it can happen in the game!

Keep Things Moving. Don't worry about the rules. Simply tell the gamemaster what you want your character to do, ad he'll tell you what to roll and when."

-- Star Wars Core Rulebook, Second Edition, Revised and Expanded


Is this very basic? Yes! And that is the point. There was a very conscious effort in this game to make it accessible to new players—people who have never played ANY roleplaying game before. In this age of seeming 'decline' in tabletop gaming, it is important to make a game easy to learn. Now, as far as the individual points of this excerpt go...

Winning. Yeah, this is pretty much the standard line in all RPGs, even if it does sound more like the coddling 'everyone is a winner!' politically-correct line that some people try to force. But it's true in an RPG. You 'Win' by having fun. That is the goal of the game (and I don't want to get into the whole 'Tyranny of Fun' thing again, so I'll move on).

Cooperate. Yes. As much as some people think that 'party conflict' is fun, it is ultimately disruptive to running a campaign—especially a Star Wars campaign that is supposed to be heroic (see below). Inner-party tension? That can be fun, as long as it is in-character. But when every game session turns into one character trying to kill the other? Well...that isn't Star Wars.

Be True to the Movies. Hell yes. This is one of the main reasons I can't even fathom trying to run an 'evil' Star Wars campaign—because the movies are about HEROES and GOOD triumphing over evil. This is a personal bias of mine, to be sure, but...well, there it is. The reason I wanted to play Star Wars is to be a big, damn hero. Not to explore the depths of depravity of the Sith. That's just not my bag, baby. Not the type of campaign I'd run.

Become Your Character. To me, this is kind of the point of Roleplaying. Creating and playing a character role. If you aren't doing this, then you're just playing a wargame. Again, not the type of game I want to run. On the flip side, I don't much care for 'costumes' or 'LARPing', so...there is a limit.

Use Your Imagination. Of all the 'core' aspects of the game, this is one of the trickiest. On the one hand, you want your players to dream up heroic things to do. On the other hand, they'll occasionally come up with something that you (as a GM) would just deem...impossible—or something the stats of their character just couldn't support. While I agree with the free-thinking aspect of this, I would make a point of telling my players to temper their imagination with a dose of realistic expectation based upon their current stats and skills. But then again, when you throw Force Points into the mix...well, things are a lot more possible then. Oh, and as a GM, if a player attempted something I thought was outside of their ability to do, I would first TELL them that, out of character, before allowing them to go through with it—especially with new players. You don't want to frustrate people by saying. "Sure, you can do anything!" then have them roll and fail miserably all the time. Sends the wrong message.

Keep Things Moving. HELL YES. This is the reason I prefer D6 to any other system—the emphasis on speed and simplicity. It is especially true in a cinematic setting like Star Wars—known for its fast-paced action scenes and story-progression. You don't want to get bogged down in a full-scale tactical simulation every time you get into battle. Of course, the higher in level you get with Star Wars, the more dice are involved—and the slower things go. But there are solutions to that, too.

Anyway, these are just my thoughts on the matter and my gushing again at how much D6 rocks as a system for me and my gaming style.


Monday, February 22, 2010

RANT: Role Playing

Once again, I delve into kindof-not-Star Wars territory. This is about video games in general, brought on about comments I've read online about Mass Effect and Mass Effect 2. Both of these games have been generally classified as RPGs (Role Playing Games). And yet so many posts are criticizing them (and in particular, ME2) for not being that...pointing out that because there are limited numbers of 'skill trees' and an abbreviated 'inventory system', Mass Effect 2 can not be termed an RPG.

To me, an RPG is just that... a ROLE PLAYING Game. Where you take on the ROLE of a character and PLAY him (or her) through a GAME. To me a ROLE is all about character and the choices you make defining them. Is your guy a jerk? Does he make the galaxy and those around him miserable? Is he a great guy? Does he help out everyone and leave them all with warm fuzzies? It is these interactions with the people and the environment around your character that defines a ROLE. By this definition, I think ME2 qualifies—in spades.

Since when does a freaking inventory—a list of crap your character carries—define a genre. Maybe it's a matter of semantics. Maybe inventories and skill lists are the defining thing most people require in their RPG. Fine. Whatever. So call ME2 a 'Story Shooter' or a 'Cinematic Actioner'...but honestly, I think that heavy inventory games should be the ones changing their names to something more descriptive of what they are—"Inventory Managment Simulation".

To a lesser extent, this also applies to skills. People are commenting on the 'drastic limitation' of skills from ME1 to ME2. Oh come on. Do you really need individual skills for First Aid and Medicine and Electronics and Decryption. I for one was glad that computer hacking and security bypasses could be done by your main character—not requiring you to ALWAYS have a tech expert with you in all situations for forfeit even a CHANCE of opening something. And again, skills do not define a ROLE nearly as much as the choices that character makes. They are a means to an end, nothing more.

And for those people out there who think that the 'story' aspect in RPGs need to be less of a 'straight line'...again I say, give me a break. The ME games are like playing within a movie. That is the appeal of them for me. To turn it into something like Fallout 3, where you wander from place to place shooting things and taking their stuff greatly reduces the dramatic impact of a story. Again, if THAT is what defines an RPG to folks, then I'm glad ME2 isn't one and maybe it should change its name. I could care less if I am 'railroaded' down a specific chain of events, as long as I get to make the story along the way suit me and my own aesthetic tastes—to feel as if the hero of the story is making the decisions 'I would make'. That is what immerses me.

Creative Ownership

This is just something I had been thinking about in regards to creating something for the public. A lot of people believe that George Lucas no longer 'cares' about the universe he created with Star Wars—that he is now just 'cashing in' on his creation without thought for how it is perceived by others. Every new thing he introduces into the established 'canon' of his setting seems to tick someone off (myself included in some instances). The same has been said about other creative minds—for instance, about George Romero and his zombie movies. Again, here is a case where a director pretty much created a genre and a 'universe' for it to live within. As with Star Wars, people grew up with this setting and come to expect certain things from it. And so when a director returns to it with more ideas, he is bound to alienate fans who have really internalized things.

Even though I am occasionally a disgruntled fanboy, I can really see where as a creator it is a fine line between listening to your fans and listening to your own ideas. In most cases (and especially, it seems, in the case of Lucas and Romero) the creator simply ignores (or has to ignore) the cries of his fans and just do what they want to do. I understand that, even though it frustrates me. It has to be frustrating for the creator as well. You have people clamoring for more and when you give it to them, they are suddenly all over you about how it isn't as they imagined it would be.

The only way around 'fan clamor', it seems, would be to hit the public with a setting all at once, and then duck out, never to revisit. I mean, you didn't really hear people complaining about how the Star Wars universe had changed from Episode IV to Episode VI because it was all NEW at that point—people hadn't had a chance to set their own conceptions in stone yet. But you throw a couple decades of 'living with' the movies and then try something new? Bam. You got problems. The real question, in regards to Star Wars, is whether or not they should have just left it alone and not told the prequels. On a bad day, I'm inclined to say they shouldn't have. But on most days, I can see a lot to enjoy about the prequels, and I'm glad they did it.

So...what does all this mean? Heck if I know. On the one hand, I wish directors like Lucas (and even Romero) would really listen to what their fans are wanting. I would hope that they realize that their creations have gone beyond just being 'their vision'—they've become part of society and part of the lives of the fans themselves. On the other hand, fans are often stupid (myself included) and if listened to could lead a franchise down horrible paths. I mean, if we (as fans) were that smart and creative..why didn't WE come up with Star Wars and do it ourselves?

Gah. It's a dilemma. But it would still be nice if directors at least seemed to take fan opinions (or a consensus thereof) into account, even if it's only a little here or there. Hrm...or maybe not, otherwise Episodes I thru III would have been all about Mandalorians... but wait.. they were, weren't they? I mean.. II and III anyway...

Tuesday, February 16, 2010

Shades of Grey


While Star Wars is, on the whole, a very black and white setting, I find myself greatly enjoying the introduction of shades of grey into it. It is strange that this should happen right around the time that Mass Effect 2 came out, since that is what I consider one of the great strengths of the game. And yes, this is another ME2 related post, so sue me.

In Mass Effect 2, the moral choices you are presented with are really quite compelling—mainly because for many there is no one 'right' answer. There are very few situations where one decision is clearly 'good' and the other 'evil' (as is the case with so many other games of this sort). You aren't talking of the difference between a heroic paladin and a mustache-twirling villain. For instance...

[SPOILERS]



At one point, you have to decide between either killing millions of a hostile race or essentially brainwashing them to your side. Both choices are questionable morally and I found it an interesting exploration into my own way of thinking. Just how idealistic are my thought processes? In-game and 'in character', I tend to be very idealistic. But taking a step back, I find myself very much 'nagged' by pragmatic solutions to problems—things that may not 'feel' right, but would 'solve the problem'. It is a tribute to the writers of the game that they can make such compelling arguments for BOTH sides of an issue. Indeed, at the climax of the game, I found myself in a very 'real' quandry. The illusive man (played by Martin Sheen) nearly swayed me to his pragmatic cause, even though it felt wrong morally. I am very interested to see how this decision will impact the next game. In the end, it did come down to idealism on my part. As Commander Sheperd put it: "We're going to win this war. And we're not going to do it at the expense of my race's soul." (or something to that effect). While it feels good to support that kind of idealism in a game, it really gets me thinking what I'd do in 'real life' if faced with such moral choices. Would love to think I'd be as noble, but...you never know.

But what does this have to do with Star Wars? Well, I'll tell you! The whole idea of a 'pragmatic' secret society trying to save the Galaxy "whatever the cost" is now central to my current campaign. And believe it or not, I came up with the idea BEFORE ME2 came out! No, really, I did! Corewatch (the name of the shadowy figure in charge of this secret society) presented my PCs with a very similar 'grey' choice. With the superweapons he has at his disposal, he stands a real chance of making an impact in the war against the Nagai. And yet, such practices are VERY questionable morally. I was glad to see my players react thoughtfully, even if they DID ultimately go with the 'good' choice and condemning the use of bio-warfare and other things. Honestly, I wasn't entirely sure how they'd react. I mean, there was some compelling evidence on Corewatch's side...but in the end, they went with what 'feels right', rather than what the 'numbers support'.

This kind of grey area isn't something I like to inject into Star Wars ALL the time—because as I've said many times before, Star Wars is NOT a 'gritty' setting. I like the start contrasts of good and evil on the whole, but it's fun to switch things up from time to time.

Monday, February 15, 2010

The Future of Star Wars

In my talking about 'Controlling the Universe'—and in my own divergence from canon, I have lately been considering what MY Star Wars galaxy is gong to look like in its future. I have already decided that I will not be 'rehashing' all the cliches of the setting again. I do not see the Republic falling after 40 years and chaos reigning thereafter. Rather, I see the start of another 'Golden Age' of the Republic, a rebuilding of all that has been lost during the war and a return to consolidation, expansion and exploration.

This, of course, goes directly against established canon. And more so, it seems to go against the central theme of the setting Star WARS. Without a 'War'...is it really still the same game? Well, my answer to this is—there will always be wars. But in the future I see, they would be limited in scope. There would still be friction with the Empire and the Sith. Various corporate and independent powers could still cause trouble.

But honestly, I am getting a little sick of the constant titanic-scale combat being waged through the galaxy. First the movie trilogies, then the Ssi'Ruuk invasion (Aliens from the boonies), then the Thrawn invasion (Imperial remnants), then the Dark Empire invasion (Imperial Remnants), then the Yevethan Invasion (Aliens from the boonies), then the Vong invasion (more Aliens from the boonies), then the Swarm War (more aliens from the boonies) then another Republic civil war, then a Sith invasion... gah. By that time, the economy of the galaxy, not to mention it's infrastructure, should be shot to hell. And also, as you can see from the above, things start to get repetitive.

So, what is the answer for me and my own campaign? How can I have a 'Golden Age', while still maintaining a 'Star Wars' setting. The lower-scale conflict thing mentioned above is a good start. This ensures there is still danger and intrigue going on, even if folks aren't out blowing up entire planets. Spy and diplomatic work will be paramount—establishing and maintaining peace across an entire galaxy will be very tricky indeed. Threats can still be of a very high-level, but the 'war' against them will largely be waged in shadow. This is especially true of such threats as the Sith—who will be a constant menace to the Republic and its Jedi guardians.

I also see the emphasis of the setting going from war to exploration—opening up all sorts of opportunities for people to face unknown challenges. I would hesitate to swing too far into the 'Star Trek' aspect of something like this—because the genres are VERY distinct from eachother. But in all honesty, an Exploration campaign in Star Wars is very workable—just look at the Darkstryder campaign. The idea behind it is largely exploration (even if they did gum up the works a bit by forcing a specific plot-line).

It was this exploration aspect that really got me thinking. In my game, it has been established that there /IS/ intergalactic travel. My main villain race, the Nagai, are from another galaxy, having crossed over from their own to conquer the Republic. The Republic itself has experimental trans-galactic technology as well—in the form of a 'Star Gate' (though at the time of writing this, they have only just been testing it). If you throw this into the mix, then you could easily expand the scope of Star Wars by opening up a new 'frontier' in a new Galaxy. Imagine exploration teams in this new place, encountering new races and governments—and threats. There are all kinds of political ramifications of this, especially if there were some new 'bad guy' organization in this new place. Does the Republic stand by and let peace-loving races be overrun? Does it ally itself and risk (another) intergalactic war?

Well, it is Star WARS, so, yes, I imagine that would happen. And this time, it would be DIFFERENT from rehashing the same old stuff. From a GM viewpoint, its like having my cake and eating it too. I mean, on the one hand, I have a relatively stable Galactic Republic, able to exist, grow and heal the wounds of decades of war and turmoil. But on the other, I have a 'brand new Galaxy' that may very well be on the verge of its own titanic scale war. New enemies, new power structures, new dynamics. Plenty of room for small groups of explorer/soldiers to make a big impact and become heroes on a Galactic Scale. And all in a way that doesn't follow the tired thread of '...another alien race invades' or 'the empire/sith rise...again'.

What could some of the powers in this New Galaxy look like?

Well, why not new Force User traditions—completely unaffected by the Jedi/Sith thing.

Imperial Renegades? Maybe a rogue Imperial faction/fleet tries to carve out a corner of this new galaxy for itself—providing some familiar faces, but in unexpected places.

The Vong? I hated the novels, but I loved the concept of the race. What's to stop them from being the 'big baddies' of THIS Galaxy?

A gagillion new Alien species and governments. I picture a much less unified Galaxy, with lots of smaller 'empires' (and races), rather than one galaxy-spanning organization.

Corporate Exploiters. Big corps from the Star Wars Galaxy trying to exploit new markets—often at the expense of safety and ethics.

These are just a few things off the top of my head, but I know I could easily add to this list. The prospect of it excites me. In fact, on the way back from South Dakota, Steve2 and I talked a lot about this—and even the prospect of starting a 'new' campaign—playing the sons and daughters (or other 'descendants') of the original Vermillion campaign characters. Just push the timeline ahead 20 years or so and there you are.

Of course, this wouldn't come at the expense of the 'old' campaign. Nobody is ready to give that up, I don't think. I'm certainly not. But I think it would be a fun and interesting addition to the story we've created thus far. I had meant to email the guys with this first, but hell, I'll post it here and email them later and see what they think about a 'new campaign'...and about the idea in general.