Darth Orcus said:
Yeah, nothing a member loves more than having his story controlled by a faction owner because "We can't lose the map game."
I'm approaching this issue more from an angle of "What best facilitates RP for all involved?" After taking into consideration personal storylines, faction narratives, and small group stories, etc, I've typically reached the conclusion that the discussion of general aspects is an overall benefit to collaborative Role Play. You don't need expansive rule sets in order to collaborate, the two are not mutually reliant.
My concern regarding the rules of Rebellion as they stand are that I feel they contradict the intention of "rebellion," which is an attempt to excise the established authority by a native force. This speaks of small batch efforts against major factions, not so much the overt use of force by one major political entity against another. I'm reminded of the American destabilization of Afghanistan in order to draw the Soviet Union into conflict there. While American influence was certainly present, it was covert, and came in the form of supplies, finances and intelligence. As it is currently structured, "Rebellions" are merely redundant Invasion rules, and as such don't actually
add anything to our RP experience, much less a new way to "play the game."
I simply feel that a more accurate structure of these "Rebellions" would reflect a limited scope of major faction involvement with minor faction efforts against an established Dominion, that's my piece. ^_^