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<blockquote data-quote="pneumatik" data-source="post: 5168033" data-attributes="member: 21087"><p>I read a great piece of advice somewhere recommended you distill every campaign you run into three descriptive points. Then base anything you have to make up on those three points.</p><p></p><p>Three points can be very restrictive, but it both challenges you to really distill the campaign and makes it easy to improvise off of. Going from what I remember from Firefly / Serenity, I might use the following three points:</p><p> - The Government is paternal and controlling at best, and evil and controlling at worst.</p><p> - People don't take sides - it's everyone for themselves.</p><p> - Fists, firearms, and fast driving win the day more often than anything else.</p><p></p><p>So when the PCs go to refuel and don't trust the refueler, they're right. If the PCs aren't already wanted by the law, someone at the refueling station wants to bring them in for questioning about something they saw or did, or search their ship, or something else intrusive or offensive to them. They can't really go get free help from any group of people since the there's no "anti-Alliance" group to turn to. The party can get help by earning it, though, from people with their own problems. Ultimately they find someone who will help them get away from the Alliance without being detained if the party first does something dangerous for them.</p></blockquote><p></p>
[QUOTE="pneumatik, post: 5168033, member: 21087"] I read a great piece of advice somewhere recommended you distill every campaign you run into three descriptive points. Then base anything you have to make up on those three points. Three points can be very restrictive, but it both challenges you to really distill the campaign and makes it easy to improvise off of. Going from what I remember from Firefly / Serenity, I might use the following three points: - The Government is paternal and controlling at best, and evil and controlling at worst. - People don't take sides - it's everyone for themselves. - Fists, firearms, and fast driving win the day more often than anything else. So when the PCs go to refuel and don't trust the refueler, they're right. If the PCs aren't already wanted by the law, someone at the refueling station wants to bring them in for questioning about something they saw or did, or search their ship, or something else intrusive or offensive to them. They can't really go get free help from any group of people since the there's no "anti-Alliance" group to turn to. The party can get help by earning it, though, from people with their own problems. Ultimately they find someone who will help them get away from the Alliance without being detained if the party first does something dangerous for them. [/QUOTE]
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