Contract Colonization, step by step (campaign)

New Idea kicking around:<br /><br />Started here:<br />http://www.starfrontiers.us/node/8539<br /><br />Base idea is a corporate charter to open up a new planet and develop its resources much like Plymoth colony in America. PCs have a contract with pay schedules for bonuses at various plateau's and are in on the ground floor of setting up the colony.<br /><br />Suggestion was to have a 30 page contract of legalese that pretty much boils down to the corporation being able to do what they want and even cancel the contract when it suits them. First page would be a a basic outline of adventure and bonus pay schedule but rest would be legalese mumbo jumbo:<br />generator for this is here http://www.watter.com/Default.aspx?tabid=822<br /><br />PCs must:<br />1. set up the first base camp and expand it later with new modular buildings<br />2. deal with environmental issues impacting their lives on this planet:<br />    A. something in the atmosphere- microbe that must be filtered (at first they need a gas mask but later a <br />        medical or environmental character can develop a hypo injection that lets the core 4 species deal with <br />        contaminate without a mask)<br />    B. venomous creature- <br />    C. ?<br />3. Develope commercial assets. PCs must decide what to do with the various heavy duty robots and what to task them with: dig, harvest, clear land for space port etc. Game master will apply problems and rewards to each activity. <br /><br />4. deal with encroachment by other entities from the Frontier - this could be that pirates have been using the planet as a secret outpost and or &quot;island for buried treasure&quot; or another mega corp is loooking to horn in.<br /><br />5. ?<br /><br />6. ?<br /><br />

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