I had originally started writing this as a private thing to Johnstone Metzger but I thought, what the heck, might as well post it here. Kind of a look at how prepping for the first session is working for me.
Hey Johnstone, I have a quick thing about SWvM I want to talk about before we run it tonight.
So one of the beatable fronts of our game is Interstellar Transport. They’ve gone all-in on a low-tech planetary romance thing: teleportation (kind of Stargate-y) controlled by a monopoly, no cyber, no aliens.
I’m looking at the Interstellar Transport threats with an eye toward choosing something beatable by both SW and M, right? Get them out the gate fast. That leaves out Space Madness (no hunters, but there’ll definitely be madness at some point!) and Disease Control (again no hunters as far as I can tell, seems more like an environmental threat than a beatable thing).
I’m considering Hostile Transport Guild because that hits SW right where he lives, threatening his ability to control the galaxy (he’s got Imperial Throne and Secret Police, very conventional choices but that’s okay). I see, and like, that the Hostile Transport Guild’s hunters are kind of flaky and low-threat, because they’ve probably been hired in from somewhere else. But what I don’t see is a motive! Nor can I really suss one out from the questions we’ve answered so far. I know why the Hostile Transport Guild is hostile — because Space Wurm is a monster and they disagree with his using them to move around troops — but hell if I can suss out literally anything at all for them to have against Moonicorn.
Does this come down to Moonicorn picking the fight? Like, based on unreasonable sanctions? I had it in my head, trying to project ahead in the session, that Moonicorn might make a Hunters roll first and then eventually Revolution Now! when he digs deeper. But maybe that’s backwards? Maybe Moonicorn sees the sanctions and decides to do something about it, and then the Guild fights back?
I guess in the end that makes the whole threat a “slow boil” option, therefore not a good one to jump on.
tl;dr: Wondering if you had a reason for leaving out a baked-in (probably weird) motive for the Hostile Transport Guild’s hunters. I looked pretty thoroughly through the book and it doesn’t look like you did that anywhere else there are hunters.