Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Designing a Sci-Fi Campaign Setting from the Ground Up
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jack of Shadows" data-source="post: 2391066" data-attributes="member: 3276"><p>Well,</p><p></p><p>I'll second what Justin said above, decide what sort of story you want to tell. Once you've done that come up with a starting point and tell your players to create character concepts around it. No stats yet, just concepts. For example here is what I did for my very successful homebrew:</p><p></p><p>I decided I wanted to do a campaign with a supership akin to Blake's 7 and Sol Bianca. Next I set up the beginning and told the players that their characters were on a space liner escaping from a planet that had just undergone open rebellion. I then asked them to tell we who they were and why they were on the liner. Working with what I got back I had the following characters:</p><p></p><p>- A hired assassin who had been brought to the world to kill a terrorist leader of the rebellion.</p><p></p><p>- Aforementioned terrorist leader of the rebellion who was also the daughter of the planetary leader who hired said assassin.</p><p></p><p>- The security chief of one of the other planetary leaders who had been killed by above terrorist.</p><p></p><p>- The head of the planetary government's intelligence network.</p><p></p><p>The story started out being about a bunch of folks with a supership but turned into something completely different because the characters each had their own agendas. The 'universe' unfolded itself from the character's backgrounds. The group the assassin belonged to had been the secret fomentors of the rebellion because they were interested in acquiring the worlds vast orbital shipyards. Other survivers were after the head of intelligence because of the nasty files he had on EVERYONE. The terrorist had to figure out what she had really been fighting for in the first place. And the security chief went along with everything while having both his ex-wife show up as a survivor and having to chase his daughter halfway around the galaxy in order to keep her safe.</p><p></p><p>In essence the story came from the players and not from anything I created beforehand. If I decided I wanted to add a new element, I just added it. Space games are great that way 'cause space is HUGE. Players don't complain that they'd never heard of something before. They say, "Cool! I've never heard of that before!"</p><p></p><p>Jack</p></blockquote><p></p>
[QUOTE="Jack of Shadows, post: 2391066, member: 3276"] Well, I'll second what Justin said above, decide what sort of story you want to tell. Once you've done that come up with a starting point and tell your players to create character concepts around it. No stats yet, just concepts. For example here is what I did for my very successful homebrew: I decided I wanted to do a campaign with a supership akin to Blake's 7 and Sol Bianca. Next I set up the beginning and told the players that their characters were on a space liner escaping from a planet that had just undergone open rebellion. I then asked them to tell we who they were and why they were on the liner. Working with what I got back I had the following characters: - A hired assassin who had been brought to the world to kill a terrorist leader of the rebellion. - Aforementioned terrorist leader of the rebellion who was also the daughter of the planetary leader who hired said assassin. - The security chief of one of the other planetary leaders who had been killed by above terrorist. - The head of the planetary government's intelligence network. The story started out being about a bunch of folks with a supership but turned into something completely different because the characters each had their own agendas. The 'universe' unfolded itself from the character's backgrounds. The group the assassin belonged to had been the secret fomentors of the rebellion because they were interested in acquiring the worlds vast orbital shipyards. Other survivers were after the head of intelligence because of the nasty files he had on EVERYONE. The terrorist had to figure out what she had really been fighting for in the first place. And the security chief went along with everything while having both his ex-wife show up as a survivor and having to chase his daughter halfway around the galaxy in order to keep her safe. In essence the story came from the players and not from anything I created beforehand. If I decided I wanted to add a new element, I just added it. Space games are great that way 'cause space is HUGE. Players don't complain that they'd never heard of something before. They say, "Cool! I've never heard of that before!" Jack [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Designing a Sci-Fi Campaign Setting from the Ground Up
Top