Guidelines
- Any sufficiently complex system can be adequately approximated with a random table.
- Assume excessive competence given the slightest opportunity
- If in doubt: gun
Agenda
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Each player is a Minister of the Terrestrial Cabinet. They serve for life. No lighter sentence is permitted.
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Each player selects a Major Ministry:
- Minister of Defence (Commander-in-Chief)
- Minister of Science (Philosopher General)
- Minister of Industry (Supreme Comptroller)
- Minister of Finance (Treasurer)
- Minister of Intelligence (Agent 1)
Each Major Ministry comes with Responsibilities to fulfil and Resources to accomplish them with.
There are a selection of Subordinates you may want to speak with at some point, as well as some Related Minor Departments that you may need to liaise with... or take over.
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If all five Ministerial positions are filled, the Minister of Defence is also the Acting Prime Minister. They keep this role until challenged by any other Cabinet Member, who then becomes the Prime Minister. The Acting PM does not choose a Deputy Prime Minister.
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Review the events that lead to the removal of the entire previous Cabinet. Roll five Urgent Incidents, and five Former Cabinet Members.
Once the first Urgent Incident has been resolved, one of the Minor Ministries becomes freely available for the taking. Any player can take it, owing the rest of the Cabinet a moderate favour.
- Health
- Education
- Labour
- Environment
- Agriculture
- Mining
- Energy
- Internal Affairs
- Foreign Affairs
- Culture
- Transport
- Justice
- Communications
- Disaster Management
Minor Departments have far less power, resources and responsibilities compared to the Major Department, and can be freely traded between players.
Once three Urgent Incidents have been resolved, each player receives one Shadow Ministry at random and in secret. Duplicates are possible! And likely hilarious:
- Minister of Offence
- Minister of Mad Science
- Minister of Tyranny
- Minister of Corruption
- Minister of Assassination
Major Departments
Minister of Defence (Commander-in-Chief)
Responsibilities
- Shooting down rocks
- Keeping the warships in readiness
- Takes on the role of Acting Prime Minister when Cabinet is first filled
Resources
- Orbital Defence Installation (for shooting rocks with)
- Nuclear arsenal (a bit of an albatross)
- Mech suits! Hell yeah!
Subordinates
- General
- Admiral
- Air Marshal
- Police Commissioner
Related Departments: Disaster Management, Justice
Minister of Science (Philosopher General)
Responsibilities
- Defeat the Third Law of Thermodynamics
- FTL travel please, zoom and whoosh!
Resources
- Even Larger Hadron Collider
- Advanced Prediction System, add +2 to all "Time Until Incident" rolls
Subordinates
- Vice Chancellor of Pan-Continental University Conglomerate
Related Departments: Communications, Health
Minister of Industry (Supreme Comptroller)
Subordinates
- Senior Foreman of the Terrestrial Commission
Responsibilities
- Build everything, build it all, keep building
Resources
- LOTS
- Divert any development in any direction you wish
- You don't necessarily need to steal anything, lots can be done just be changing the priority list
Subordinates
- Vice Chancellor of Pan-Continental University Conglomerate
Related Departments: Mining, Energy, Transport
Minister of Finance (Treasurer)
Responsibilities
- Not running out of money
- Spending money
- Orbital trade and beyond, only the rarest and most expensive of goods are still produced Earth-side and make it to orbit
Resources
- Loads of money
- Never quite enough money
Subordinates
- Master of the Exchequer
- Assorted CEOs
Related Departments: Labour, Foreign Affairs
Minister of Intelligence (Agent 1)
A.K.A. The Director
Responsibilities
- Stop Terrorists
- If in doubt, find some terrorists, then stop them
Resources
- Orbital Pacification Laser. For shooting terrorists with.
- Secret Agents (many of them are already on missions as organised by the previous Minister)
- Extensive Surveillance Systems
Subordinates
- Agent 2 et. al.
- Specialist Agents with such skills as Inciting Violence, Discovering Blackmail, and Removing Evidence
Related Departments: Culture, Internal Affairs
Minor Departments
Health
- Doctors, hospitals, metabiotic supplies
Education
Labour
Environment
Seven natural wonders of the world:
- Mount Everest
- Great Barrier Reef
- Grand Canyon
- Aurora Borealis
- Harbour of Rio de Janeiro
- ParĂcutin Volcano
- Victoria Falls
- Ha Long Bay
Agriculture
- Nowadays mostly hydroponics and electro-grown algal vats, but some luxury goods are still grown in the sun
Mining
- Land-based is unpopular but cheap
- Orbital is awkward and expensive if you want land-based goods, but much better for creating warships
Energy
- Orbital solar collectors
- Ground-side Fusion Generator
- Lunar nuclear power plants (oh no, we keep having to send them enriched uranium...)
Internal Affairs
- Removing Spies from the other Ministries
- Reasonable leeway in accomplishing this goal
Foreign Affairs
- Ambassador to Mars, Jovian moons and Solar High Command
- Technically, if aliens ever show up, the Minister of Foreign Affairs is in charge?
Culture
- Propaganda!
Transport
- Hyperloop trains!
- Spaceships!
- Space elevators!
- Also roads and bridges
Justice
- Judiciary appointments
- Can decline to press charges, on anyone
Communications
- Handles the internet, as well as the outernet
- Broadband satellite constellation ringing the equator
- Cyber-security, spam and fraud
Disaster Recovery
- Emergency vessels for land, sea and air (not so much space)
Shadow Departments
Minister of Offence
- Interdiction Fleet, experimental antimatter anti-alien warships, positioned on the other side of the Sun and the dark side of the Moon
Other options
-
Bodyguard/assistant that is a cool killer robot
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Chekov's Bomb: You can retroactively place an explosive anywhere you can see, once
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Sub-machine gun with infinite ammo
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Whenever you reach into any unseen space, you always find a magazine or grenade
-
The only person with an auto-aiming missile barrage pistol in the room...?not as cool as MoA
Minister of Mad Science
- Wormholes, time-machines, giant explosives. Sometimes, you are absolutely sure which of the three you were planning on making
- Personal Teleportation Device, which includes buttons like "Home", "Office", "Safety", "Secret Lair"
Minister of Tyranny
- Slave labour, mind control, commands
- Optional surgical brain splicing with a mind control node extracted from a deep sea squid
Minister of Corruption
- "Nope, I stole that already"
- Key cards and access codes to every other Department
- Book of override passwords
- Book of blackmail material
Minister of Assassination
- Can kill people with finger guns
Leadership
The Machine
The DM is "The Machine", the process that delivers the news to the Cabinet, and distributes orders from the Cabinet to a dizzying array of underlings and sub-branches. It will follow orders from any Ministers, but conflicting orders will end poorly. If there is a Prime Minister, it will preferentially follow their orders. It is incredibly competent in the execution of orders (or at least, the DM should be as competent as possible)
By default, the Machine will execute instructions in the most effective and efficient manner possible, without burning bridges or using any irreplaceable resources. Quietly using existing power structures is the best method. It will however, expedite instructions if it is explicitly told to do so.
The goal of the Machine is to be both effective and efficient now, and when executing future instructions.
Prime Minister
Once the new Terrestrial Cabinet is filled, the Minister of Defence becomes the Acting Prime Minister. The PM, Acting or otherwise, has final say over the commands given to The Machine, and is generally in charge. However, if the Prime Minister does not follow what the other Ministers require of them, they should be voted out and/or killed.
The Acting Prime Minister holds office only until any other Minister challenges them, at which point the role of Prime Minister transfers to them.
The first duty of the Prime Minister is to select a Deputy Prime Minister. If the Prime Minister resigns, is voted out or killed, the Deputy immediately becomes Prime Minister. Be Warned.
Any Minister can call for a vote of No Confidence at any time, requiring only one other Minister to agree for the Prime Minister to be removed from office. Unless, of course, changes have been made to the situation, in which case permanent solutions must be found.
Holding the position of Prime Minister For Life usually results in that term being rather short.
Non-Ministerial Entities
Uncivil Service
If (when) the Prime Minister or any Ministers actively work against their responsibilities, they are immediately killed by members of the Uncivil Service. The Uncivil Service is managed by Solar High Command for this purpose only.
Uncivil Service members will stand there and watch you get assassinated by your own people. That's just active democracy at work.
The official motto of the Uncivil Service is "The Wages of Treason Is Death", while the unofficial motto adds "The Wages of Incompetence Is Cash"
Corporations
Are like hirelings?
Acquiring More Ministries
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Step 1: Have the current Minister step down or be fired
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Step 2: Be the obvious candidate for that position
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Only one Major Ministry at a time?
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Handled by The Machine, or maybe you have to persuade the Deputy Minister (NPC)?
Ways Ministers might be selected
- The current Deputy Minister is promoted
- Meritocratic pick from Department
- Random pick from Department
- Worldwide random lottery
- By cash auction
- Democratic popular vote
- Selected by The Machine
- Nominated by all current members
Memoranda
Former Cabinet Members
Described as (roll twice):
- Debauched
- Paranoiac
- Idealist
- Belligerent
- Grasping
- Vengeful
- Petty
- Escapist
- Junkie
- Desperate
- Slacker
- Philanthropic
- Exploratory
- Daredevil
- Traditional
- Gamer
- Gambler
- Sadist
- Misanthrope
- Draconian
- Anarchist
- Spendthrift
- Tyrant
- Gentle
- Harmonious
- Superfluous
- Wanton
- Deadly
- Friendless
- Stone-cold
- Always Smiling
- Absent
- Connected
- Delightful
- Child-like
- Sedate
- Ridiculous
- Vicious
- Sagacious
- Methusalean
- Hesitant
- Unyielding
- Musical
- Grieving
- Lackadaisical
- vibrant
- Cowardly
- Subtle
- Obsessed
- Criminal
- Alien
- Augmented
- Adolescent
Urgent Incident
Location | Source | Type | |
---|---|---|---|
1 | Oceanic | Biological | Opportunity |
2 | Coastal | Ecological | Oversight |
3 | Rural | Geological | Accident |
4 | Wilderness | Industrial | Incident |
5 | Suburban | Social | Rebellion |
6 | Downtown | Moral | Dissent |
7 | Metropolitan | Political | Calamity |
8 | Underground | Internal | Catastrophe |
9 | Atmospheric | Economic | Upheaval |
10 | Orbital | Military | Decay |
11 | Lunar | Orbital | Transformation |
12 | Internet | Weird | Fiasco |
// Inland
Time Until Incident
- Already Happened
- In Progress
- Commencing
- Pending
- Signs Suggest
- Predictors Indicate
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