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<blockquote data-quote="Stormborn" data-source="post: 2942583" data-attributes="member: 14041"><p>Well, there have been lots of suggestions for mechanical sources. At this point you probablly need to work on solidifying your setting to better sort through your mechanics. If you do not go with Dawning Star that is.</p><p></p><p>My suggestion, for what its worth: Start the PCs as members of a human civilization that has spread into the stars very slowly. Most starfaring members of the race are cyberneticaly or genetically engineered to allow for some racial diversity. The core of the setting would be a PL 7 colony world that serves as a base for activity with in a designated sector of space, say about a dozen systems. Operating within this sector on the human side can be Private Merchants and Scouts (who survey planets and sell the data to colonists), a small contingent of Stellar Navy whose main job is to deal with the next group, which would be the Pirates (many of whom are privateers hired by rival corporations to prey on one another and circumvent anti Corporate Warfare laws.) Campaign begins as news is circulating that a missing colony ship was attacked by mysterious forces on the far side of the sector. From there players discover that the following is also in that sector:</p><p>- several "pre-warp" civilizations, the highest is capable of planet to planet travel but not system to system all the way down to stone age</p><p>- a "sooner" colony - illegal social experiment by outlaw humans</p><p>- remains of several highly advanced alien outposts with no clue as to why they were abandoned and many with tech thats so incomprehensible its not even useable</p><p>- an alien race (one with a few servitor races) that is on a similar PL level as the humans, but have developed in a different direction. The sector is on the edge of their space just as it is on the edge of human space, but they have been monitoring human activity for a while and so intially are in a better tacticle position.</p><p></p><p>FTL or similar travel is possible, but not efficent over long distance or prohibitively fuel consuming. Thus the sector is largely cut off from outside aid for several years. </p><p></p><p>The PCs can then be millitary, corporate, pirate, or private and deal with the which ever agenda and goals they wish. With only a dozen systems, and little or no option for travel beyond that, you should have a managable but fun setting.</p></blockquote><p></p>
[QUOTE="Stormborn, post: 2942583, member: 14041"] Well, there have been lots of suggestions for mechanical sources. At this point you probablly need to work on solidifying your setting to better sort through your mechanics. If you do not go with Dawning Star that is. My suggestion, for what its worth: Start the PCs as members of a human civilization that has spread into the stars very slowly. Most starfaring members of the race are cyberneticaly or genetically engineered to allow for some racial diversity. The core of the setting would be a PL 7 colony world that serves as a base for activity with in a designated sector of space, say about a dozen systems. Operating within this sector on the human side can be Private Merchants and Scouts (who survey planets and sell the data to colonists), a small contingent of Stellar Navy whose main job is to deal with the next group, which would be the Pirates (many of whom are privateers hired by rival corporations to prey on one another and circumvent anti Corporate Warfare laws.) Campaign begins as news is circulating that a missing colony ship was attacked by mysterious forces on the far side of the sector. From there players discover that the following is also in that sector: - several "pre-warp" civilizations, the highest is capable of planet to planet travel but not system to system all the way down to stone age - a "sooner" colony - illegal social experiment by outlaw humans - remains of several highly advanced alien outposts with no clue as to why they were abandoned and many with tech thats so incomprehensible its not even useable - an alien race (one with a few servitor races) that is on a similar PL level as the humans, but have developed in a different direction. The sector is on the edge of their space just as it is on the edge of human space, but they have been monitoring human activity for a while and so intially are in a better tacticle position. FTL or similar travel is possible, but not efficent over long distance or prohibitively fuel consuming. Thus the sector is largely cut off from outside aid for several years. The PCs can then be millitary, corporate, pirate, or private and deal with the which ever agenda and goals they wish. With only a dozen systems, and little or no option for travel beyond that, you should have a managable but fun setting. [/QUOTE]
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