Adventurers plops, ripe for the grabbing

Adventurers plops, ripe for the grabbing
RE: Adventurers plops, ripe for the grabbing
You are the appointed governor of a newly founded colony on a wilderness planet at the most remote frontier of the Republic of Human Worlds. You were posted here to establish tentative contact with a mysterious alien empire who's transmissions have been coming through on human radios lately.

You can theoretically expand your colony as fast as you like since there are a billion people sleeping in stasis pods in the one way lander ship, but that's easier said than done, since you have to build an infrastructure to support them from scratch. The adventure would switch between colony builder mode, which would be more strategic, and the personal adventures of individual characters.

It turns out the aliens are hostile. They are looking for an ancient powerful sacred giant mech suit hidden somewhere on the planet. It is the guardian of the planet, built by a long dead race. You must fend off alien attacks.

As the governor, your first duty is to your people, not the RHW, who are always demanding that you negotiate peacefully with the aliens, & that you continuously send mined resources, & farmed produce back to Earth. When you comply with their demands they send more supply drops, which are desperately needed, but sometimes it's impossible to do so and also keep your people safe.
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