Monday, 10 May 2010
Republic of the Sphere
As I said, when I first started buying MechWarrior: Dark Age/Age of Destruction miniatures, my only interest was in gaining enough infantry and battle-armour figures to fill my needs for BattleTech. In the process I acquired a small Republic of the Sphere force, which you can see below. After reading some of the tie in novels I've come to appreciate the RotS and after playing a game of MechWarrior clix I've come to really appreciate the game mechanisms, which make for a quick fun filled game.
The big thing about BattleTech and the MechWarrior universe is the richness of the background. Up until quite recently I was very much an Old School Retread, having started with the game back in dawn of time. Measured as 25 years of my life having passed by. A long time indeed. Back then it was the end of the 3rd Succession War and the beginning of the 4th, which of itself was quite a big shake up from a post apocalypse Mad Max universe, to one where new battlemechs were being produced and large wars became a possibility. However, the invasion of the Clans was for me a step too far. Twenty years later the Clans are integrated much better into the universe and the game.
After the Clans came other stuff, like the FedCom Civil war. I like civil wars as a background for generating conflicts, because it allows for factionalism and politics. I missed most of the fun though, since I had fallen by the wayside and only came back for the Jihad. A name to strike fear into one, and certainly an apt description for a game of conflict. I love the way that the über weapons that the Word of Blake have such appalling consequences, which seems to me to make for a balance of sorts, but the promise to return to the roots of BattleTech in a future Dark Age really intrigued me.
At the beginning of the Dark Age we have a universe which has been Balkanised by the previous century of warfare. I especially liked the setting for the game in the impending breakup of the Republic of the Sphere. The premise being that after a number of years of peace and prosperity the interstellar communication network goes down, which reduces everyone to only being able to communicate at the speed of the jumpships. Law and order breaks down as a result of fear and opportunism.
The RotS is split into 10 districts called Prefectures, which were formed of planets that had been seceded at the end of the Jihad by the major powers of the Inner Sphere. This means that each prefecture has a mix of their former factions citizens who do not necessarily think that being ruled by the RotS is a good thing. These groups form factions that are effectively in revolt as they take advantage of the loss of centralised control. A very clever way of setting up conflicts in the game universe.
So we get to see the introduction of proxy forces like the Dragon's Fury, the Storm Hammers, and the Swordsworn, which represent House Kurita, Steiner & Davion interests in the RotS. In addition, we have Bannson's Raiders, a mercenary unit funded by a wealthy RotS magnate, and some Clans too (Steel Wolves & Spirit Cats). Finally, we have the Highlanders who are a RotS faction in their own right, but loyal to the RotS. Really, what more can you ask for when setting out to fight games in a time of war? You have reasons for fighting, opportunities to fight, factions to fight with and for me this really works.
I understand that a lot of the old time BattleTech fans rather disliked the abandonment of the classical House politics they were use to, but for me this future was fresh, and allowed new players to get in on the action without feeling that they needed to know 20 years of in universe history. Of course now, with the closure of WhizKids, MechWarrior has been left high and dry, but I'm a firm believer that it is the players who make the games live, not the the publishers. So long live MechWarrior: Age of Destruction.