Anon Asked...
What's the analogue for drone strikes? Literal bolts from the blue? Why does the Empire have ROE? I love the dynamic of their interest in the PC for his capability to fight outside the rulebook. That's an elegant way to explain the PC's Designated Protagonist status.
===
I wrote...
So, Insurgency-
I was thinking three ways. One was to associate it with dragons, and one was 'conventional' magic over-kill, and one was the invisible fear factor.
With dragons, I've toyed with the idea that dragons don't necessarily breath their element: that might be a cargo-dragon only. Something else I've seen, usually in Eastern animation, is the idea of dragons as spellcasters of sorts. A serpentine dragon flies around, and lightning generates around it and strikes down whoever is near. In that way, Drones might be the 'new' breed of micro-dragon: small, quick, but able to generate lightning bolds (or fire meteors or whatever) to come out of the sky and kill someone. Because of their size, they can breed easier, quickly, and escape notice.
Problem being, well, I'm not sold on non-breath weaponry for the dragons.
With 'conventional' magic, I was thinking super-magic artillery. Say there's a magical scrying field that the Empire (or big empires) run, which allows them to look and spy on things. When the scrying watches a target, a group of mages can cast a chant, which launches a super-guided-flaming-magic-trebuchet to hit the target. This is the sort of thing you would see across the world map, with regular streaks of fire at night (or day) going to various parts of the world map (and, if you're the lucky sector and trigger the random event, actually killing someone generated for the strike).
Problem being, well, this could just be the regular artillery/cruise missiles, with the range/power of artillery being dependent on the number/skill of mages. INS teams might have one or two, for example, for mortars. The chanting/incantation and travel time would also make a good analog for the delays in getting permissions to fire that we deal with in reality. The sort of 'by the time we get permission, they're gone', only with more mage-centric delays.
Third, and possibly best, is the Invisible Death, the Killing Curse. A summoned, almost invisible spirit, always at the edge of perception, that can (sometimes) be sensed but is almost impossible to stop. The Empire, which is one of the only ones able to do this, conducts some rite (which has some requirements like 'must know the true name of target' and 'must know what target looks like') and summons a shade/wraith/quasi-invisible spirit-demon thing that goes, hunts down, and kills the target. It's invisible, but not quite undetectable, and that's part of what makes it scary. When the Empire isn't specific enough (outdated pictures, names, etc.), the Wraiths have a tendency to go berserk and massacre not just the intended target, but those near them, which feeds the collateral damage idea. The Wraiths should be scary, terrifying entire villages, and borderline unholy.
I think this is a mostly cool idea, especially in the prospect of being a spawned encounter against the player: if you get too anti-empire, the launch one at you. This would be a high-level encounter akin to, say, a Legion or NCR assassination team.
As for RoE, I thought on that and felt the best reason in an archaic time would be 'because the Empress commands it.'
For some reason (flipped a coin, really), I see the Empire's situation like this: the Empire is drawing down from this area for reasons of enlightened self-interest (the more foresightful want to draw the Empire back from being over-extended, to allow it to live longer and grow again), while the Empress is both enlightened (in the sense she realizes over-extension is a bad idea) and kind-hearted (in which she wants to be an idealist). She might be a tad on the soft-hearted side, in the 'I saw the suffering of the victims of imperialism and horrors of war, and don't want the same to occur here.'
So the Empress, convinced that this scaling back of the borders is an important thing, makes a bunch of edicts amounting to 'set up an allied state' and 'do it without waging total war on the locals.' Which amounts to a very, very powerful faction limiting itself in all sorts of ways, and the rebellious locals exploiting it. Things like Dragons, which should be a huge deal if you're opposing the empire, not being allowed to attack you if you're not holding a weapon out.
Naturally there's friction in that (people who think it's stupid), imperfection/corruption (people who fail/people who actively subvert it), and general not-as-ideal-as-advertised. Which is why you, the local yokel, is important. Still, the intellectuals behind it go off a similar idea of COIN, so there's some logic behind the intent even if the execution is frustrating.
Which actually leads to something else I had in mind: the idea that an INS conventional victory doesn't happen, because if the INS get too successful the Empire throws out the RoE and launches a crackdown/re-occupation of the country. If the Empire does this, they 'win': there's no way the player character, no matter how advanced, can stand up to the full unleashed might of the empire, and there's no way the INS lasts in the face of it. The INS offensive is crushed, their villages razed, and in general some old school pacification makes a desert and calls it peace. The Empire effectively annexes the territory and goes on being a Superpower Empire. (If you're an Empire-leaning person, you can trigger this crackdown as well if you wish: probably by assassinating/let be assassinated the Regional General, a COIN-idealist, and letting his more aggressive second take command.)
Which isn't quite a victory, because there should be strong insinuations in the game that the empire getting out of not-Afghanistan is key to the Empire's long-term viability (recovering from over-expansion), and also that the Empire's enemies (not-Iran) are actually trying to provoke such an intervention. It's not quite a long-sighted vs. short-sighted argument, but what is 'best' for the Empire (if you care) and 'best' for not-Afghanistan is a more measured peace: either the host nation is able to stand on its own and the Empire leaves, or the INS are able to convince/negotiate a treaty with the Empire (only initiated and successful with player involvement) so that the Empire is allowed to leave in peace and accept the INS-dominated not-Afghanistan. An Empire crackdown helps some people, but not as much as one would want.
I wouldn't be so crass as to say this is the 'good' end, but I would want to temper the crackdown-enthusiasm by putting a few subtle limits in the narrative. For example, in the 'crackdown, empire victory,' the epilogue says something like 'and the Empire was a might Empire for two hundred years before it's demise,' with insinuation of Collapse. If you avoid the crackdown-ending, however, the epilogue makes no mentioned of the end of the Empire: it might last longer, it might be shorter, but the potential for longer optimism remains.
And so on. Thoughts?
===
anon wrote...
The more you add to Insurgency, the sexier I find it. I love both the artillery mage (including the rag tag insurgent mortar mage) and killing curse analogies. The wraith sounds like it could be absolutely terrifying if done correctly. (I remember the first time I encountered a cloaked nightkin in FNV, during the "Screams of Brahmin" side quest. I'd camped out near the ranch and was just watching it in the twilight. Suddenly I became aware of something barely visible moving across my line of vision. It was a real hackle raising sight.)
I think the player surviving a wraith attack should be a function of averting the attack rather than defeating it in combat. Hmm: those Legion Assassins were pretty ineffectual, right? What about writing an escalating series of actual scripted assassination attempts, ranging from "your bodyguard got turned and he poisons your wine" right up to "wraith strike"? Make the assassination attempts actually like storied mini-quests where your objective is to slip the noose somehow.
Question: are both Empire and Insurgents human? Is there mileage in the Empire being made up of dread elven beauties, or the Insurgents downtrodden orcs?
I guess one of the big writing challenges you are going to face is making this *too* close an analogy. Are you going to try and deliberately throw in some quirks that break the analogy? Also do you feel there's a risk of whitewashing the Taliban? Do the Insurgents need some kind of recent historic sin to put the occupation into some sort of context?
===
I wrote...
I'll be quoting your pieces bit by bit just to keep it easy for me to read what I'll address.
===
Hey buddy! Hope your weekend was nice. The gal and I went to dinner, watched Django Unchained, and had a little barbecue party yesterday. I am now listening to the new Queens of the Stone Age album while putting together a marketing campaign, and thinking that western civilisation is pretty awesome. Thanks for heading out to the frontier for me to stir some ****, I genuinely appreciate it. 
===
Clearly that's what I'm here for. And i agree: western civilization is pretty awesome. One day I hope to go to Britain to find some. Lord knows American culture is illusive and hard to find...
===
The more you add to Insurgency, the sexier I find it. I love both the artillery mage (including the rag tag insurgent mortar mage) and killing curse analogies. The wraith sounds like it could be absolutely terrifying if done correctly. (I remember the first time I encountered a cloaked nightkin in FNV, during the "Screams of Brahmin" side quest. I'd camped out near the ranch and was just watching it in the twilight. Suddenly I became aware of something barely visible moving across my line of vision. It was a real hackle raising sight.)
===
I got one better on that: when I staked out the farm, I chose the exact same rock as the Night kin. It was so close I cursed in surprise, because 'bugger' was just about what it could have done from that distance.
The real question about mortars/artillery in the game is if/how they should factor into game play. I really don't think the player should get to use one as a tactical weapon, nor should it really be a common item to see. Ammo I could see being a loot-item, possibly being a crafting item for bombs, but mortar shells shouldn't be something you throw around in combat. Any mortar system should probably both be extremely heavy, and unusable.
Instead, something far more circumstantial and contextual would make more sense. Scripted missions, for sure: something like the Cerberus bomb intro in ME3, only with real damage. (So, in other words, the boomers of FNV).
I could also see some repeated-able missions in which you join the INS in doing a mortar attack on an Empire base. You and a few NPCs carry the heavy items to an area, trying to avoid patrols, and the NPCs set up the system and you press X to fire the round. Then you get out of dodge before the counter-fire comes (which is easy), and try and avoid the local dragon that's searching for you. If you make it out (and have proof you fired it: something like a camera item), you get some small XP and money and fame. These IDF have an actual chance to kill characters walking around.
The empire equivalent would be an artillery spotter mission: think the Repcon laser gun to call in an attack. To do so you have to find an INS camp/HVT, PID the target/individual, and keep eyes on while avoiding being spotted by locals or patrols. Caveat to this is that if 'civilian' NPCs get hurt in a CIVCAS, you lose karma/reputation/rewards, and can't re-do the mission unless your reputation is a certain level.
In other words: INS IDF is an easy way to build reputation, and doesn't care about casualties. Empire IDF is riskier, and may only be available if you already have positive reputaiton.
===
I think the player surviving a wraith attack should be a function of averting the attack rather than defeating it in combat. Hmm: those Legion Assassins were pretty ineffectual, right? What about writing an escalating series of actual scripted assassination attempts, ranging from "your bodyguard got turned and he poisons your wine" right up to "wraith strike"? Make the assassination attempts actually like storied mini-quests where your objective is to slip the noose somehow.
===
I like this idea, and not because I already thought of something like it. Elevated attempts could go like Local Police-Local Military-Empire Troops-SWAT Team/Legion Assassins.
In my mind, the Wraith quest chain only kicks off when you are a certain level of infamy with the Empire. You'd get a prompt to go to a place to meet some INS contacts (it might need to be scripted, sort of like the Dark Brotherhood quest of Skyrim where you get kidnapped in your sleep), or it could occur whenever you got close enough to a generic INS building (possibly your local IDF-mission contact). What would happen is that as you approached/left the building, you'd hear the wail of a wraith, screams and carnage, and get a mission prompt to check the building. When/if you did, you'd see the dying Wraith surrounded by blood spatters, chaos (say a in-game bomb detonated in the room, creating a mess), and the corpses of the INS.
Congratulations: a Wraith strike just missed you. As a helpful NPC will come up and inform you, that means the Empire has your name and face, and has decided to take you out. It's only a matter of time until the next attempt on your life, and next time you might not be so fortunate (and the next Wraith will be the real deal).
This starts the 'try to stay alive' quest, in which if you get spotted/scanned by any Empire-related force, faction, or dragon (normally a non-issue due to RoE), an Assasin Team and/or Dragon and/or Wraith will be incoming shortly. Wraiths will come regardless. The player can't fast-travel (part of the Empire's Wraith Curse?), and has to sneak around/fight through to an INS sanctuary, who will re-enable fast travel, but your risk for being attacked remains high.
The INS have a means of cleansing the curse: also a good opportunity to enter a reset-facial identity as well, to lower your profile. With your new quest, you go get the stuff you need, and the finale involves defeating/shifting the curse somehow: say you need Wraith blood. You can do that by killing a Wraith yourself (and possibly set a trap for the Wraith to make that easier), or you could sneak in some guarded facility and get some, or you could pay a lot of money/resources to INS-backers/foreign interests who will provide the materials to you. (Also, possible speach check of 'you want me alive to keep bothering them.' to convince foreign interests.)
Once you deal with the Wraith Curse, the threat goes down. You can still be targeted, but it would be more as a result of a random encounter/Empire Informant* spotting you than a regular occurrence.
Which leads me to today's new INS idea...
---
Informants
So, I'm thinking that part of the INS narrative needs to involve creating and/or hunting informants within the populace. This would be something for those bland/nameless NPCs to do.
The way the Informant system would work is that every nameless NPC, those random squatters/drifters/villagers with no single quest role, is assigned a hidden value: pro-Empire, pro-INS, neutral, or pro-player. These values also apply to major NPCs as well, and those scripted traitors, but we'll focus on the nameless.
So the alignment works a bit like a the faction-identity, but hidden. Basically, when a Informant sees you, they see whatever a faction-related member would see: they'll see your reputation. They themselves won't act, but when the player walks away they are considered 'spotted': the Informant, once out of view, goes and informs their contact/radio/whatever and off-screen tells whoever that you're around. (IE, the informant does nothing exceptional.)
When Spotted, the player's reputation and what not are checked. When you have enough Spot reports, and a high enough reputation, you are more likely to spark certain random encounters.
At low levels of reputation, INS/Empire soldiers might approach and warn you away from associating with the other faction... or they might offer you a job to 'redeem' yourself by spying. At higher levels, you may spark firefights (empire won't attack a disliked, but might attack a 'hated': say a random encounter of 'you killed my friend/brother: this is personal'). At the highest levels, you start getting those wraiths/assassins/poisoning attempts.
This all varies by area to area, of course, but general intent is there. So, how do you manage it?
Well, you start by neutralizing/turning/creating informants. Which brings in those repeatable side-quests.
Obviously, neutralizing an informant removes a spotter for the enemy. You could just kill people... but that hurts reputation, and you don't know who's who. There are some sidequests for the scripted spies, but those are separate. Instead, you get your faction's investigation quest. Basically you either break in and try and find 'proof', do a stake out of a possible area, or try and observe a exchange of sort between the informant and a mission-generated contact. Once you identify an informant, they can be killed/arrested (or, depending on ability/reputation/random personality type, bribed/coerced/threatened into working for you). A follow-on of these is that after you identify the enemy observor, letting the mission handler know leads to generic/scripted cutscene of the local enforcers going and arresting/executing the informant. You can watch, or help, or not, as you choose.
Second method is propoganda missions. Propoganda missions can include night letters (INS), delivering supplies (Empire), and having meetings/mass addresses to the local populace in a mission type. Pamplets and supplies are 'easy', but have a fixed chance of working... and you don't necessarily see the change in if anyone has changed their views. Group Meetings are 'best' for staying engaged with the populace, and offer a chance for speech checks, but also have a higher risk of a spoiler attack by INS/ dragon strike by Empire to ruin the meeting.
Creating informants is the third method. It would have to be limited in viability and number, and would often be the hardest/costliest to maintain: if you simply pay a person, you have to keep paying them which means a constant outflow. Depending on circumstance, you could blackmail/threaten informants into line if they have a (random chance) family member or what not, and you have the reputation/speach check to do it.
A special/alternate thing I'd point out is the idea of informants being pro-player: this means the player (for whatever reason) wins the personal trust of the informant, rather than pushing the informant to side with one faction or the other. 'Personal' informants, who may be grateful quest recipients or who fearful parents whose children you've threatened, will be loyal to you and whatever faction you support... which means if you change faction-alignment, or try a third-path* play through, they'll follow you.
This means that, as a player goes through the game and does quests, they'll gather their own observer network loyal to them. In effect, you can play your own spy-master, and build your own support base.
As a balance to all this, however, support/alignment among observers should gradually revert if left unattended. People may be temporarily placated by a speach check or gifts... but if the money doesn't keep coming, the locals may turn.
The shape of an observer network in an area carries pluses and minuses depending on alignments, and shaping the public support has both an impact on the war (nominally) but also can bring benefits to the player.
In an area with a hostile observer network, enemy spot checks are higher and you're more likely to receive hostile random encounters. Basically it's harder for you to keep a low profile, sneaking is harder, and higher levels of animosity you'll spark more Wraith strikes/INS Assassins.
Friendly observers, however, bring in more pluses for the player. Ideally, when the player has a local contact in the area (the pro-Player informant), the player can start to get a feel of what's in the area or get leads on new missions. HUMINT reports from observers can give you tip-offs about local INS/CF patrols (a lead-in to 'hunt down enemy group' repeatable missions), inform the player about rumors/what not of the local area (basically: giving the player another local information flow rather than talking to all the local people personally), tip off the player about local areas of interest ("I heard about a cache in a small cave, let me put it on your map"), and so on.
You could even have a general, non-specific tracker of what the local atmospherics are. Clue words about how many informants each group in the area has ("people are divided", the effects of your propoganda/recruitment attempts ("more people are supporting X because of Y"). Your local informant network could also provide clues/leads into ferreting out other informants, helping you ferret out the traitors.
And so on. Needs more thinking, but it's another 'can repeat as often as you like' sort of war-running mission set for the player.
Also, since I mentioned it, the 'Third Route' option...
===
Becoming not-Karzai
===
Very short now, since I'm running out of time. Basically, the pro-Empire/pro-local government route hits you alot with how bad the local government is, with its factional politics and corruption. If you support the local government, eventually you get to reap the rewards of that corruption. If you support the INS, you're tossing that government out.
It's vague in my head now, but the idea of supporting neither the local government or the INS, but building your own power base (such as the informant network) could lead to you, the player, becoming a Warlord/Power Broker with sufficient influence to outright replace not-Karzai.
Basically, if you play a pro-local government playthrough, you get so high up that you can bump-off/replace not-Karzai, and become the leader of the Empire-supported local government. At the same time, if you played an anti-local government playthrough and helped the INS (more or less) set up a shadow government/parallel state, you could attempt to replace the local government in full as part of the INS campaign.
The Empire is the key factor in the end-game, of course. They'll be happy enough to support you after you've proved yourself pro-Empire enough, since it's just trading one proxy for another, but it's the INS-aligned player-state that gets interesting. You'd still get squashed by the Empire on this third-route if you tried to seize power but opposed the empire... but if you cut a deal with the Empire, respecting their interests/letting them leave peacefully/etc., they could be convinced to leave an independent, nominally INS-aligned, but player-dominated region behind.
This could be one of two INS-victory routes, in a sense: either the player pushes the INS ruling council/alliance to make a peace deal with the Empire (harder), or the player pushes the INS ruling council aside and does it themselves.
A bit tricky to plan, and it needs some thought, but this leads the end-states of the game to roughly be a 'peace' (Empire leaves) and 'crackdown' (Empire doubles-down) for the INS, not-GIRoA, and Player end-game paths.
===
Question: are both Empire and Insurgents human? Is there mileage in the Empire being made up of dread elven beauties, or the Insurgents downtrodden orcs?
===
In concept they are all human, and I see no real reason for them to change. Not to say they couldn't: I'm not invested. It just isn't a major part of it to me.
If they were to get fantasy species, I see them both as being multi-ethnic: the many tribes of not-Afghanistan being different species, while the Empire being a multi-species state in its own right (though possibly dominated by X), with the Empire's various allies/vassals being the more single-species groups. Depending on how the Empire is structured, it could be more of an experimental/novel 'alliance of races', brought together in fear against the historic not-Russian/other Hoard of X. I kind of would like the Empire itself to be a more multi-species polity in its own right, independent of its allies, but I can be sold.
While myriads of fantasy species could work as a substitute for nations, they aren't central to this.
===
I guess one of the big writing challenges you are going to face is making this *too* close an analogy. Are you going to try and deliberately throw in some quirks that break the analogy? Also do you feel there's a risk of whitewashing the Taliban? Do the Insurgents need some kind of recent historic sin to put the occupation into some sort of context?
===
The first thing I'd do is make a disclaimer that says "This project was inspired by my own experiences and the recounted experiences of many other people of the Afghan War. While many deliberate similarities and parallels are intended, others that people will doubtlessly find or perceive were not. The perceptions and motivations people see of this work are their own, and should not be confused with the countless compromises, individual views of the creators and references, and fictional creations that comprise this story."
In other words, if someone comes up to me and says 'with character X you are claiming Y', and I did not intend for character X to represent Y view, I will laugh in their face.
That said, I would create deliberate quirks and such to differentiate characters: the not-Karzai, for example, would only be really, really loosely based on Karzai, and definitely not in terms of looks.
The not-empires, such as not-Iran and not-Russia, would probably not be particularly recognizable past the 'historic adversary/rival of the Empire.'
History would also be changed: since the Empire is looking to abandon a long-held piece of territory, the Soviet War/Occupation would probably be represented in terms an occupation during a great war in the past, in which the the Empire 'won' but parts of it (like not-Afghanistan) were overrun and only returned after the peace.
I would definitely, definitely change the religious connotations of the INS. I understand it's a big piece of the actual INS, but here I'd probably replace it with valid historical grievances and more secular cultural differences.
The biggest one, correlating to the Soviet invasion of Afghanistan, would be that the INS sees itself as a long ignored, long-marginalized part of the Empire (both true) that was cruelly abandoned to the not-Russians during the Hot War and left to fight on its own (not quite true: the Empire simply could not hold the territory). After fighting on their own for their liberation (half-true: the Empire sent supplies and aid as best it could), the Empire unjustly reclaimed and re-occupied the freed lands and installed a puppet regime (half-true: the Empire returned, suppressed the warlords who had risen and were fighting a civil war, and put one who proclaimed fealty to the Empire in power).
Another one of the thematic differences is the role of imperialism in the narrative and over-arching prompt. In some ways, I'd merge the American Empire of 2012 (I hate that term and use it ironically, btw) with the British Empire's experiences post-WW2. Decolonizalization is a big piece of the Empire's intent to leave Afghanistan, and could be heard as a part of the greater movement across the Empire (which may be part of the role of the vassal-allies) to de-centralize and recover the costs of Empire and the Hot War.
The Hot War itself could be sort of a mix of a non-nuclear cold war gone hot, but with fantasy-WW2/WW3 tech. So when the not-Russian Hoarde was broken, not-Easter Europe became part of the Empire/its vassal allies (a hazy term, again), and in some ways the Empire seems more powerful than ever. At the same time, the costs were huge, the damage tremendous, and the Empire as it was is unsustainable. So the Empire in INS is doing what the British Empire tried (and didn't succede) at doing after WW2: to scale back costs and commitments of the Empire, to preserve the Empire. And, thanks to player agency and what not, that will depend on how not-Afghanistan goes: if the Empire is able to convince itself to leave, it can gain breathing space to recover and consolidate with its allies, even if it is reduced (the probable American Empire of post-Afghanistan/Iraq). If it cracks down and over-extends itself, it will suffer the fate of the British Empire and, eventually, break apart from over-extension and unbearable costs.
That make sense?