The year is 2206, and the evidence for an alien presence in the solar system is getting harder and harder to deny. Strange radio signals with no astronomical explanation are being detected with more frequency, and even amateur astronomers are seeing comet-like objects in the night sky with no history in star charts. As of now, no governmental organization has discussed the possibility of alien life in the solar system but as the evidence mounts, healthy skepticism begins to look a lot like denial.
The silence on behalf of the people in charge might be because of rumors of aliens on Earth, using a vast array of camouflaging techniques to breach high security governmental and military installations. Right now, there is no evidence of them breaking into anywhere sensitive, nor is there any known motive. The presence of aliens on Earth is unknown to the general public.
Why are they here, and what are they doing? What do they want, and what are they willing to do to get it?
___
This game takes place on Earth in our solar system, but the geopolitical landscape can look different. Each player represents a nation with space-faring capacities. (Nation can be interpreted generously, if you want to be a megacorp or university with enough influence and resources to be a player on the global stage, go ahead.) Manned missions to the moon, landing robots on rocky bodies, establishing manned bases in orbit of terrestrial planets and large moons, and putting probes in orbit around planets are within reach of any of the powers.
Each turn, you can describe what action you're doing. Each turn will last about a month in game time. Any checks/rolls to be made will be made by me behind the scenes: you won't know the numerical outcome of the roll, but I will describe the in-game outcome.
___
Nation Creation:
You will be playing as an organization with the capacity to interact with the aliens i.e. has a space program. This is probably going to be a country, but it doesn't have to be.
You will also define the borders, name, and recent history of your nation. This is mostly aesthetic, but if you border another player's nation that may influence your relations to each other. Any area on the globe that is not run by a player nation will be run by minor (NPC) nations, who may or may not have their own role to play in the story.
You must choose two traits for your country to excel in, and one for them to do poorly in. Use this in tandem with your background to give your country more flavor. If attempt something your country does well, you will get a bonus to your roll. If you attempt something your country does poorly, you get a malus.
The traits are:
- Militaristic: Projecting force across the planet and, when the technology becomes available, in space.
- Clandestine: Sending, intercepting, and decoding intelligence within a nation, from other nations, and from the aliens.
- Diplomatic: Negotiation, particularly with minor nations and - perhaps - the alien, if such a thing is even possible.
- Industrial: Manufacturing, particularly space tech such as satellites and telescopes, for quality and quantity.
- Scientific: Researching and developing new tech, as well as integrating discovered foreign/alien tech for your purposes.
- Economic: Access to material wealth or rare resources, or else means to acquire them reliably.
___
Example Nation:
Name: The United Kingdom of Texarkana
Area: Modern Day Texas, Arkansas, Oklahoma, Louisiana
History: After decades of petty squabbling and skirmishing between nobles, a series strategically planned marriages brought the various polities and fiefdoms of these four former states under one banner.
(Feel free to elaborate into your history as much or as little as you wish).
Traits:
- Diplomatic, Clandestine, not Economic
Looking for 4-6 players, but if things are going smoothly and there's more demand as time goes on, we could slot people into influential minor states.