First off, I want to start off by saying that one of the first things you notice as being different from Fessor Subsector is that all of the worlds within got a write up. Just like Fessor Subsector, 7 of the worlds received an in depth description. However, the remaining 16 worlds within the subsector has a brief overview helping a Referee to paint a more detailed picture of the entire subsector. We made sure not to skimp on the adventure ideas. Every single world within has an idea that carry a group of Travellers anywhere from a session to full campaign. If you thought the amount of plot hooks were great, you will be blown away by these.
One thing I have always had trouble in my own games in the Third Imperium is the notion that, you can always run to the law for help if the players get in over their head (unless they are wanted, but that’s another story). That was one of the appeals to doing Foreven for me. So many of the worlds have no major government to run to protect the backs of their law-abiding citizens. Massina subsector, being fully engulfed by the Zhodani Consulate, presented a problem. How did we give the players a place where they felt they could make a difference while still being fully protected by the Zhodani Consulate? The solution to that was right inside the question. Don’t make the place fully protected by the Zhodani Consulate. The Zhodani attention are focused on the Spinward Marches and a highly-probable Fifth Frontier War. This means that all their resources not deemed vital to basic operations in this Subsector would be redirected to the war effort. Such a massive redistribution of resources and a subsequent lack of attention paid to the people here would breed disgruntled rumblings and resentment at a level that the Tavrchedl’, the thought police of the Consulate tasked with keeping the people content with their lot in life, could simply not handle it.
Well, that would give you problems like unsafe working environments, smuggling, computer viruses running rampant, radioactive contamination, equipment breaking down and poisoning the citizens and much more. Each of the worlds in this subsector deals with some problem that springs from insufficient support in some way or another.
The only real question is, what help can your players bring to these people?
This subsector would not be possible without the writings of Marc Miller and many others over the years. Thank you.