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1 change: 1 addition & 0 deletions src/SUMMARY.md
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Expand Up @@ -21,6 +21,7 @@ Development
- [Design Pillars](development/design-pillars.md)
- [Design Documents](development/designs/design-doc-main.md)
- [Greencomms Removal](development/designs/design-doc-remove-common.md)
- [Factions, Antags, and Lore](development/designs/design-doc-remove-common.md)

Guides
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Factions, Antags, and Lore
=====
This document details how introducing limited sections of lore around certain elements of the game can improve immersion. This primarily concerns factions and species.

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You say "This primarily concerns factions and species," but there's not really anything here about species.


This concerns only official lore that will be introduced in-game, not people's characters or their own writing.

## Premise

The goal of having lore is to give the station a setting, to make the "world" feel bigger than simply the station you are on, and to provide players with a prompt to work with and expand upon. In the case of antags, it makes them feel as though they are acting on behalf of a faction's interests, rather than just being "John Evil". Additionally, the line between antag and non-antag can be blurred, leading to more dynamic outcomes.

This document will only briefly touch on certain lore specifics, serving primarily as a guide and a set of standards. It will also address lore as it pertains to game design, focusing on antags, special roles, and theming.

## Writing Lore

Lore should focus on providing a background or explanation for certain parts of the game. Anything written should be a brief, broad overview, like the first few paragraphs of a Wikipedia page. It should not be long, monotonous, or overly detailed. One page maximum.

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"certain parts" would read better as "specific parts."


Lore should not be restrictive; people should easily be able to integrate their existing stories into any proposed lore. It is a building block for people who want it, not an all-encompassing document on how characters should be written.

Lore documents should be mostly self-contained. They should not cover miscellaneous events that don't relate to any specific portion of the game (e.g. a random battle between The Syndicate and Nanotrasen).

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Perhaps mentioning that something like describing, briefly, how a specific altercation between NT and the Syndicate lead to $specificIngameThing would be reasonable.


## Factions

There are decidedly 4 major factions:

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Swinging back around after commenting on these, I think it would be useful to come up with a sort of word-cloud set of descriptors for each faction to give a feeling for what each is.

- Nanotrasen

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We need to also decide if it's Nanotrasen or NanoTrasen, officially. In some versions, NanoTrasen was formed from the merge of two separate companies, hence the distinction.

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I see Nanotrasen as an obvious parody of Microsoft, so it perhaps would make sense for Nanotrasen to have followed the same development as originally Nano-Trasen, then NanoTrasen and now Nanotrasen.
This is also just an agendapost insofar as I hate "NanoTrasen" and love "Nanotrasen".

- The corporation which owns and manages the stations the players are on. They are a phoron/plasma research company which rose to prominence through their development and subsequent monopoly on energy weapons. This monopoly gives them a unique and uneasy relationship with SolGov, their would-be overlord, granting them immense sway in SolGov's internal affairs.

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Unless my baseline lore is just wrong:
"Overlord" doesn't make sense as NT wouldn't be a subsidiary of SolGov, it'd be a private enterprise operating in territory that's nominally SolGov's jurisdiction.
Alternatively, it could go the way of the East India Company where NT is legally incorporated under SolGov law and therefore is beholden to SolGov, BUT in the space the station is actually in, distant from Sol, NT is given legal autonomy because SolGov doesn't wanna deal with it.

Bottom line, SolGov is a political entity, NT is a corporate one.

- The Syndicate
- An organization of several different groups of various sizes and forms, united by the goal of diminishing Nanotrasen and their influence in the sector. Founded by Cybersun Industries, the organization effectively acts as a counterbalance to Nanotrasen's growing influence.

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It probably ought to be fleshed out some other time, but I see "The Syndicate" as being a shorthand for a complicated, interconnected, shadowy cabal of the involved companies/entities.
It oughtn't be anything official, legally.
And it doesn't make sense for a syndicate to be formed by one company, perhaps it'd make sense to say "it started as an informal agreement between Cybersun and Donk to oppose NT's growing dominance".

Specifically, it should be that it started between two corporations as a business strategy that bled into the terrorism and mercs on top of the business parts, that we know today.

- SolGov
- The de-jure government ruling over both Nanotrasen and the Syndicate. In practice, their rule is flimsy and highly contested. SolGov rules over a vast number of systems from their capital, Earth, and their governance is highly bureaucratic, inefficient, and Kafkaesque.

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"de-jure government" is redundant.
I'd describe it as "the sovereign political entity with nominal governmental authority over both...", and I'd say it's not "contested" but rather "irrelevant".
SolGov "governs" (administers?) rather than "rules" as "ruling" implies a more autarchic structure where I presume SolGov is just a devolved whole-earth democratic republic.

Edit, I guess the rule is "contested" by GIC, but since they're a rebellious faction, I'd say that's more "opposed" than "contested".

- Galactic Independence Coalition
- Otherwise known as the GIC or simply "The Coalition", they are a faction which has taken up widespread rebellion against SolGov rule. Although they can unite on the basis of independence, they lack a clear and definitive ideology. They include disgruntled union workers, people harmed by ill-governance, advocates for civil rights, and bandits and warlords who only seek to take advantage of the chaos and confusion.

These main factions are not necessarily the *largest factions* in the setting. However, they are the ones most involved in the current situation with Nanotrasen.

There are also various minor factions that exist within the game; more can be added via PRs to the main repo.

Any faction, major or minor, should include all of the following:
- A clear ideology, principles, motivations, or objectives
- Distinct theming from any existing faction
- Some form of significant presence in-game
- A guidebook page detailing all of the above

Meeting all of the above does not mean a faction will be accepted automatically; any new faction is subject to review by maintainers.

A faction may be accepted while lacking some of the above, provided there is reason to believe the remaining qualifying factors will be added later on.

## Antagonist Integration

Antags should rarely be "a guy who is evil"; they should be associated with a faction of some form wherever possible. Their objectives, equipment, and so on should be associated with that faction as well. By tying antags closely to a specific faction, you give clearer prompting for how they should act and what motivates them, beyond just what their objectives entail.

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Suggested change
Antags should rarely be "a guy who is evil"; they should be associated with a faction of some form wherever possible. Their objectives, equipment, and so on should be associated with that faction as well. By tying antags closely to a specific faction, you give clearer prompting for how they should act and what motivates them, beyond just what their objectives entail.
Antags should rarely be "a guy who is evil"; they should be associated with a faction of some form wherever possible. Their objectives, equipment, and so on should be associated with that faction as well. By tying antags closely to a specific faction, we give clearer prompting for how they should act and what motivates them, beyond just what their objectives entail.

I think "we" matches the rest of the style better.


The relationship between factions shouldn't purely be antag versus non-antag, there should be room for ambiguity and middle ground, leading to situations where there is uncertainty and room for intrigue. This can produce varied and exciting outcomes, and it slows down many of the potential knee-jerk reactions that can happen between crew and outsiders.

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Suggested change
The relationship between factions shouldn't purely be antag versus non-antag, there should be room for ambiguity and middle ground, leading to situations where there is uncertainty and room for intrigue. This can produce varied and exciting outcomes, and it slows down many of the potential knee-jerk reactions that can happen between crew and outsiders.
The relationship between factions shouldn't purely be antag versus non-antag; there should be room for ambiguity and middle ground, leading to situations where there is uncertainty and room for intrigue. This can produce varied and exciting outcomes, and it slows down many of the potential knee-jerk reactions that can happen between crew and outsiders.

Punctuation fix. If not a semicolon, that should be two separate sentences.

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