I'm detailing a planet for my TU. It generally matches Terran norm, with hints that a mysterious human civilization dwelled here centuries ago. Now it's being re-settled but it turns out that the planet is very dangerous to live on - this could be the cause of extinction or its by-product.
The surface is rich in environmental dangers ranging from scalding geysers, caustic weather and radiation to extremely strong magnetic/gravitic anomalies caused by deposits of unknown minerals. There is a lot of mutated and very angry wildlife, to the point it can be threatening to settlements. There are still remnants of old bunkers, factories etc, potentially containing archeological secrets.
The whole place has unique mineral/biological resources and maybe even secret knowledge so all sorts of adventurers would be coming to test their luck. However, there is a problem: either IISS or some megacorp would quickly hog such a planet for themselves to explore/exploit, barring entry to any freelancers. That's not fun. I'm thinking of ways to deal with it without breaking consistency about how Imperium works.
I don't mind if freelancers end up illegal on the planet, in fact it'd be fun to play out an encounter between licensed and unlicensed explorers out there in the wilds, or even a faction war. I just don't want to make the adventure primarily about evading the almighty authorities, so how would I plausibly explain that the Big Brother isn't so watchful around there? Would just the harsh environment cut it?
Perhaps there are settlers who lived here prior to interdiction? They'd technically own the planet and could lease areas for exploration in exchange for supplies and high-tech equipment that helps to survive down there. This way an individual could get a license. And since they'd lack the manpower to enforce the rules themselves, it'd not be so hard to go unlicensed too.
The whole idea is to a certain degree inspired by the game S.T.A.L.K.E.R., action RPGs like Diablo and R.Silverberg's "The Man in the Maze" novel.
The surface is rich in environmental dangers ranging from scalding geysers, caustic weather and radiation to extremely strong magnetic/gravitic anomalies caused by deposits of unknown minerals. There is a lot of mutated and very angry wildlife, to the point it can be threatening to settlements. There are still remnants of old bunkers, factories etc, potentially containing archeological secrets.
The whole place has unique mineral/biological resources and maybe even secret knowledge so all sorts of adventurers would be coming to test their luck. However, there is a problem: either IISS or some megacorp would quickly hog such a planet for themselves to explore/exploit, barring entry to any freelancers. That's not fun. I'm thinking of ways to deal with it without breaking consistency about how Imperium works.
I don't mind if freelancers end up illegal on the planet, in fact it'd be fun to play out an encounter between licensed and unlicensed explorers out there in the wilds, or even a faction war. I just don't want to make the adventure primarily about evading the almighty authorities, so how would I plausibly explain that the Big Brother isn't so watchful around there? Would just the harsh environment cut it?
Perhaps there are settlers who lived here prior to interdiction? They'd technically own the planet and could lease areas for exploration in exchange for supplies and high-tech equipment that helps to survive down there. This way an individual could get a license. And since they'd lack the manpower to enforce the rules themselves, it'd not be so hard to go unlicensed too.
The whole idea is to a certain degree inspired by the game S.T.A.L.K.E.R., action RPGs like Diablo and R.Silverberg's "The Man in the Maze" novel.