After reading the articles on Far Horizons, I got to thinking about the way the supplement seems to be going, characterized by this paragraph: "Meanwhile, [Far Horizons] also explores the concept of the Colonist’s homestead and how the Game Master can use a homestead to shape a campaign. Whether or not your campaign features a character with the Colonist career, the homestead is an idea that transcends a single class and can lend an immediate focus and urgency to your campaign."
Right now (or at least in the EotE games I've read about/been in), this isn't a focus for players & characters at all, Colonist or no. Everything I've seen has been very Firefly-esque: starship-based; operating outside the law; a small group against the galaxy. The concepts being teased in Far Horizons (FH) sound like they go against that grain.
Now, a career like Colonist can just be a background, and homesteads can be bases or sources of Obligation. The gear can be used by anyone, as can the vehicles and droids, no matter the campaign's focus. But what if we abandoned the Firefly model?
How would this sound to you: a game where the PCs are only a few of the people involved in an effort to colonize a newly-explored frontier world? The doctor isn't a ship's doctor, they're the doctor. The Marshal isn't some crew-member with a past in law-enforcement, they're the only law in town. The politico isn't a silver-tongued hanger-on who gets the ship out of tight spots, they're the deputy-mayor. The entrepreneur runs the general store, the entertainer actually entertains for part of his living, the scholar runs the local holo-paper.
In short, everyone has actual, vital connections to their colony and the people in it. Their livelihoods, maybe their families, are all tied to the success and/or survival of this small patch of tamed land on a (probably) hostil planet.
And it needn't just be Colonists (although that's how the idea germinated). Explorers would be ideal for this kind of campaign. Perhaps the colony is successful enough that it branches out onto the other two habitable worlds in the system, or the planet's moons. You're gonna need a fringer to get people & supplies back and forth! Maybe there's a political/religious rift that causes some colonists to split off and try to form their own colony further inland. You're going to need that scout for sure, and the big game hunter won't hurt. The trader is instrumental for getting good deals on supplies and trade goods from the rest of the galaxy, and can help the politico deal with native species. Found some scary old ruins? The archaelogist is there (hopefully)! And boy, that driver can sure drive!
I think the possibilities for adventures are exciting.
- Exploring new areas;
- Searching for lost colonists;
- Dealing with native species (sentient & otherwise);
- Defending against pirates who come raiding;
- Handling the Imperials, who want to establish a garrison;
- Dealing with the Rebellion, who want to set up a remote base;
- Pursuing slavers who've depopulated part of the colony;
- Re-establishing safe hyper-space routes when space-disaster cuts off trade;
- Negotiating new trade partners when your only supplier of medicine raises their prices;
- Others: internal political strife; natural disaster; murder mystery; etc.
What do you all think? Would this campaign be interesting to you?