I am a die-hard fan of the original BSG (what can I say, I was a pre-teen boy when it aired!), and the new series is beginning to grow on me.
I'm also a veteran gamer with experience in several different sci-fi genres, not the least of which is the other title hosted on these boards.
My main problem with the BSG setting is that it seems limited to only a handful of discrete campaign settings. Minor variations are possible, but it seems to me that you're essentially limited to one of the six themes below:
- Military/civilian elements of Adama's fleet.
- Military/civilian elements of an independent refugee fleet.
- Military/civilian resistance on an occupied colony.
- A "black hat" campaign mentioned above (Cylon insurrectionists sympathetic to the human's plight).
- The first Cylon War
- The InterWar years
LIFE AS PART OF ADAMA'S FLEET The problem with being military or civilian members of Adama's fleet is that you are not really masters of your own destiny- the power and critical decision making is actually done far above your paygrade. Face it- most of the 50,000 people in the fleet are either redshirts or supernumaries at best. They're along for the ride.
The best fit I can forsee under these circumstances is serving as a squadron of viper pilots or trouble shooters dealing with the various crises the arise in the fleet itself- mechanical difficulties, health issues, supply crises, insurrection, civil unrest, and espionage. The problem here is repetition. You can only handle so many engine room fires, small, plucky, but misguided resistance groups, and Cylon sleeper agents before it become monotonous.
Exploration missions are possible, but both the Classic BSG and the reimagining are notably short on aliens with whom to interact (other than the myriad lost human colonies and offshoots). It has been said that one of the main reasons we never really pushed further than the moon was that we didn't encounter any Klingons along the way. A BSG exploration mission might suffer the same fatal flaw. If MWP gives us a decent aliens section, this objection might well be moot, but I expect that any alien interaction is going to impose a lot of work on the GM.
LIFE IN AN INDEPENDENT FLEET This campaign has all of the headaches of being part of Adama's Fleet with a single glaring exception- with their own battlestar and their own refugees to protect, the heroes really do become masters of their own destiny- the power and critical decision are in their hands.
The problem with this campaign is in avoiding repetition- both the same tired missions you're people are always undertaking, but also in repeating the missions seen on the show. While both your heroes and the iconic characters will be facing similar problems and obstacles (if not necessarily the search for Earth), you really don't want to be perceived as stealing plotlines from the show, either.
I think the best fit for this kind of campaign would be something along the lines of he adventures of the
Pegasus(in both series) before she hooked back up with Galactica- hit and fade missions, harassment of the enemy and their supply lines. Shepherding a smaller convoy of survivors (much like
Galactica) is also a good fit- though also heading for Earth strikes me as a bit cliched. Another option is a rag-tag fighter squadron operating from hidden bases, scrounging what they need to survive, and hitting the enemy where and when they can (as we saw in the movie Independence Day).
Life on an Occupied Colony This campaign type, in my opinion, has the greatest potential for a wide variety of missions and character types- and a lot of inspiration that can be readily adapted from other sources (the French Underground during World War II, The Underground Railroad of pre-Civil War America are two excellent sources).
On one of the original twelve colonies (such as Caprica or Geminon), people are dealing with shortages, massive casualties, the complete destruction of infrastructure, societal collapse, and possible extermination orders. Radiation sickness, food shortages, clean water, shelter and medical care will all be critical priorities. Once those are handled, then you can look at getting rid of the toasters. Twilight 2000 (though I have only a passing acquaintance with the system itself) is likely to be an excellent Gamemaster's resource for this type of campaign. Settings can include refugee camps, bombed out military bases, geurrilla operations, or even trackless wilderness camps operated by the resistance.
On a
new colony (such as New Caprica), the heroes would have many of the same problems, but to a lesser degree, and will likely be more involved in harassing or suborning their Cylon masters directly.
The main headache for the GM in a campaign like this is the sheer, overwhelming opposition. As President Roslin pointed out- "The war is over. We lost." The Cylon juggernaught is simply too large to be beaten in any realistic fashion. Colonies that rebel are likely to be exterminated. Resistance groups that are too successful will likely draw crushing military reprisals either upon their heads or the heads of thier fellow colonists.
The "Black Hat" campaign This campaign type will likely incorporate elements of several of the types listed above, but places the heroes on the outside looking in. Given the general dearth of information on the Cylons and their society, the GM has the greatest latitude in fleshing out his 'Verse (ironic when dealing with a race of toasters), but also the largest amount of heavy lifting to do. This will also be hampered to varying degrees by his devotion to canon.
The most workable variant of this campaign I can see would incorporate elements of the occupied colony campaign, with the heroes acting as part of the Cylon occupation government. They must then tread the thin line between winning the trust of their charges and keeping the trust of their allies, and also the line between being effective and exposing their true allegiances.
The First Cylon War This campaign type (given the props used in the Miniseries) will likely be the closest in style and content to the Classic Battlestar Galactica. Depending upon where in the timeline your events are set, Cylon elements will likely (at least initially) be interspersed with the Colonial civilian populations, and then resort to armed conflict on a fleet level. Heroes in this setting will likely be Colonial military personnel working literally to expel the Cylon menace and clean up the damage following Cylon attacks on the civilians. Again, depending heavily on how much information the RPG provides on the Cylons and the history, the GM has the greatest latitude in fleshing out his 'Verse, and the most work to do.
The Inter-War Years This campaign type is actually the one I expect will be used the least. Depending upon how much information the RPG actually provides, it would be the easiest to implement, and will likely have the weakest BSG atmosphere. The Cylons are (nearly) silent behind their border, and most of the missions will deal (thanks to the dearth of aliens) with internal threats and disorder, plus the soap-opera politicking inherent in a war-fleet stuck in peace-time maintenance and training cycles.
Ironically, this setting also gives the most leeway for civilian-type crews, transport operators, smugglers, con-artists, honest merchant men, mechanics- pretty much anybody looking to make an honest (or not so honest) living within a single (or nearly so) large star system. I can see a lot of cross-overs/outright theft from MWP's other products in this type of campaign.
Again, depending heavily on how much information the RPG provides, the GM will have a tremendous amount of wiggle room, but all in all, I generally suspect that absent an especially creative and inventive GM, and players worthy of him, this campaign will collapse into reruns of the mercifully short-lived TV series
Supercarrier.
Again, the greatest threat in this campaign will be internal- civil unrest and insurrection being the greatest. President Adar had to send the Marines into Aerilon for a reason! Military types will likely be reduced to border maintenance, training cycles, and chasing down the odd smuggler. Exploration and R&D missions are also not terribly likely (the former for the reasons listed above). R&D, on the other hand, suffers from the fact that nearly all of the technology displayed in BSG (with the exception of the Cylons themselves) is well-worn and well-understood. The apparent differences between
Galactica and
Pegasus (fifty years of design and development between their commissionings) are minimal, dealing more with incremental improvements in function rather than radical increases in capability.
All in all, as much as I do love BSG, I'm leery of investing time and money into what seems to me to be a terribly limited genre. Again, it depends heavily upon how much meat Universal allows MWP to put on the bare-bones we see on the screen.