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Would Terra Nova be a good campaign setting?

Puxido

First Post
I just finished re-watching the season on netflix, I was wondering if it would make a ok campaign setting for a modern rpg system like Exodus or Wreck age. It wouldn't have to follow the show exactly, or could simply be based off it. I was pondering whether or not there should be more than one colony? Also, would it would better as a traditional campaign or open world? I could see it being fun with colonists and colonies, dinosaurs (especially some that you could make up, the show did that, probably why it didn't last long). Probably should only have one race (humans) but who knows, you could be creative. Also, what systems would work with this sort of setting? I've already mentioned Exodus and Wreck age, but could pathfinder work? And what other systems?
 

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I did think it had the makings of a decent campaign. And, as with shows like Firefly or Crusade, the fact that it got cancelled quite early actually helps with this - there's enough material to act as a primer on the setting, but not enough to lock everything down and restrict storytelling.

Had I been inclined to run a campaign like this, I think I would have ditched just about everything other than the basics of the premise - so all new characters and factions, however many colonies I felt I needed, and so on. If for no other reason than that I felt the characters were the weakest part of the series.

In terms of a system, I would probably go with Savage Worlds or perhaps Cortex Plus. But there's no real reason it shouldn't work in just about any system.
 

I've never seen the show Terra Nova, and actually hadn't even heard of it until this thread got me confused. Terra Nova is also the name of the world from Dream Pod 9's Heavy Gear RPG. What I'm seeing about the show looks like it could make a good game setting, you'll just want to be careful when recruiting players to make sure they know they are getting into prehistoric sci-fi survival and not stompy mecha and tanks. :)
 

In terms of a system, I would probably go with Savage Worlds or perhaps Cortex Plus. But there's no real reason it shouldn't work in just about any system.

I agree that those two are probably the best to work with this game, but what about Exodus, or Wreck age, or another Post apocalyptic rpg? I understand that It's supposed to be a new beginning sort of feel, but the characters did just come out of the end-of-times esc world. Maybe I'm just too interested in buying those, idk.
 


Sorry, I'm not familiar with either of those systems, so can't comment.

Well, Exodus was a game from the company by the name of Glutton creeper games. They took it upon themselves to make the Fallout: Table top rpg. But after Bethesda refused to give them the rights to the name, they released it under the name Exodus. It had the same feel from what I understand (never ran a session of it myself, but curious to try). Glutton creeper games went out of business though so you have to buy the books on rpgnow.com . Wreck Age: A Post-Collapse RPG and tabletop game, is a game made by Hyacinth Games. It's the 23rd century, the ecology went down because of pollution, climate shifted, and the rich ran off on spaceships called arks.
I considered these because, where Savage Worlds and Cortex Plus have lots of science elements, they come from that, a science fiction world. Where Exodus and Wreck age come from science fiction post apocalyptic settings. Would a post apocalyptic system fit better for Terra Nova, while they are having a new beginning, it is because they were just in the end of the world. They might be more familiar with scrounging and whatnot, or maybe I'm just being stubborn as I have had my eyes set on buying these systems fora couple of weeks now. I'm sure all four would actually be perfect for the setting, I'm just concerned with which system would run more smoothly, I probably should read some reviews on each system before buying one and eventually sharing the rules with the other members of the party. I find it difficult to find out what my party goers want in a campaign because most of them are unwilling to share on the subject, they usually just say "Your the dungeon master, you write the story.". I know that, but It would take some pressure off to know what kind of feel you want through the game. Though, two of them are pretty good at sharing this, mostly its a problem just to get some of them to read the core rulebook (I've been trying to get them to read the Pathfinder reference documents copy of the core rulebook so we can start our first pathfinder game, its a system we all agreed too).
 


It depends on which elements you intend to keep, as well as where you think they were going with the show.

"Modern colony surrounded by dinosaurs" could be done a few dozen ways.

Also "kids rebel against colonial authority and sneak out all the time" is pretty safe.

But "unclear secret agenda having something to do with the Bermuda Triangle" is tougher. Too bad there wasn't another season or two to flesh out/reveal that idea.
 


Why is it when I post such massive replies that nobody says anything afterwards?

Sorry, I got distracted for a couple of days.

I'm afraid I still can't really comment on those systems. I'm sure either of them world work, but beyond that I just don't know.

I do suspect that if your players tend towards the more passive end of the spectrum, you might have problems with Terra Nova as a setting, though. An awful lot of the conflict in the show is about the relationships between the various characters, and that kinda needs the players to drive things.
 

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