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Creating a retro-futuristic, swashbuckling Space Opera
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<blockquote data-quote="kenada" data-source="post: 8398626" data-attributes="member: 70468"><p>What’s your creative agenda? Stars Without Number and Scum and Villainy are at different ends of the spectrum. One is OSR-adjacent while the other is a Story Now game.</p><p></p><p></p><p>I haven’t played or run Stars Without Number, but I assume it is similar to Worlds Without Number. There’s a faction game, and there are <em>tons</em> of tables you can use for adventure and sector creation. The projects subsystem should also port right on over if you want your PCs to be able to effect large scale changes.</p><p></p><p>If you’re going to run Scum and Villainy, the faction game is really important. The PCs are going to get into trouble (it’s designed into the game), and that will have consequences. The Scum and Villainy book has all the tools you need to make that work. Be mindful of your principles and best practices, and when in doubt, explosions.</p></blockquote><p></p>
[QUOTE="kenada, post: 8398626, member: 70468"] What’s your creative agenda? Stars Without Number and Scum and Villainy are at different ends of the spectrum. One is OSR-adjacent while the other is a Story Now game. I haven’t played or run Stars Without Number, but I assume it is similar to Worlds Without Number. There’s a faction game, and there are [I]tons[/I] of tables you can use for adventure and sector creation. The projects subsystem should also port right on over if you want your PCs to be able to effect large scale changes. If you’re going to run Scum and Villainy, the faction game is really important. The PCs are going to get into trouble (it’s designed into the game), and that will have consequences. The Scum and Villainy book has all the tools you need to make that work. Be mindful of your principles and best practices, and when in doubt, explosions. [/QUOTE]
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