[member="Lily Kuhn"]
You make valid critiques, and I respect your cautious approach here. For the record, no, I wasn't around
when Rebellions were introduced and so I don't remember the events that transpired shortly afterward
to cause them to be reworked. Ultimately, I couldn't find exactly where they were reintroduced, but by
early 2016 the rules had largely
returned. They took
various other forms over the
years before arriving at the
rules we all know today. Links provided to all the relevant announcement posts I could find above, feel free to check my reading comprehension here.
So, it's clear that the original rules were a pretty wild notion, and it's likely that many of the modern rules exist now to address problems raised there. Such as the ability for those rebellions to take anywhere from 21 to 46 days (whew!), be started by Major Factions (wut?) or others. However, there seem to be some elements that didn't survive past version 1.0 which may help alleviate these concerns.
Here's some notable ones:
* Rebels must have a minimum of 50 posts and have what can be defined as "moderate" activity within the target Major Faction for a minimum of 14 days prior to joining their Rebel Faction's Rebellion thread.
* Rebel Faction Administrators may not apply for or be a member of the Star Wars RP: Chaos Staff Team.
* Rebel Factions must be rebelling against a single Major Faction.
* If the Rebellion fails, then the Rebel Faction is to not perform a Rebellion for 30 days and will need re-approval before relaunching their Rebellion.
* If the target Major Faction believes that a specific group of Writers have attempted to circumvent the 30 day rule, privately contact a Roleplay Judge.
Take ideas from these as you will, but I think the first rule I quoted may be the most critical for restoring a semblance of balance. It would restrict rebellions only to minor factions that are actually active (though that definition may need some serious work) and have some established RP already. That would alleviate some of the obvious critiques about dogpiling rebellions and someone creating multiple minor factions to use as a revolving door of rebellion forces.
Will there ever be direct consequences for minors? Not really, because minor factions don't really have anything of consequence. They have members, a faction board and (probably) RP threads, all of which are mutable and could be moved around. They may have Factory/Codex subs which could be resubmitted or used by a successor state without any problems. They don't have territory, SSDs or other defined assets, locations or similar prizes to take away.
But that's okay.
Rebellions exist as a check on major factions. The rules should not be written to be punitive to minors who may try and fail, only to curb any likely abuses of the system. The best checks have been suggested already, to require minor factions to wait for a cooldown period before they can rebel again, or by the original suggestion that only one rebellion can hit a major faction per month.
Hopefully this post can help address your concerns, and anyone else's about the history of rebellion rules and how they can inform on the present.