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Designing a Sci-Fi Campaign Setting from the Ground Up
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<blockquote data-quote="Dougal DeKree" data-source="post: 2391611" data-attributes="member: 1353"><p><strong>Storyarch</strong></p><p></p><p>Hello Gomez.</p><p></p><p>What was an important step for me in creating my own SciFi-Campaign was to create the overall timeline first. As an example take Starwars: it's good vs. bad. the bad guys are building the deathstar to destroy some planets and building it will take them a year.</p><p>It's important to first develop the string of events for each major group as it would happen without someone interrupting. In the example, without the rebellion interfering, the DS is built and goes on a rampage.</p><p></p><p>When you made such strings for each major group, you decide at which points one group will likely have contact with one of the others and how that will impact on the whole scenario.</p><p></p><p>Next you split this timeline (including all groups) up into small chunks - the size you believe can be handled within one adventure. This provides you with what is going on in your galaxy, what the players can influence and what is bound to happen anyway.</p><p></p><p>Then decide where the key events will take place and which NPC's you need for them and your basic skeleton of the campaign is set up.</p><p></p><p>For me this worked out wonderfully - after about two hours working in an excel-sheet, i had the campaign-arch including 12 major power groups going at each others throats with the players being able to change small but important events during 36 adventures.</p><p></p><p>I hope that this is not written too jumpy...</p><p></p><p>Dougal</p></blockquote><p></p>
[QUOTE="Dougal DeKree, post: 2391611, member: 1353"] [b]Storyarch[/b] Hello Gomez. What was an important step for me in creating my own SciFi-Campaign was to create the overall timeline first. As an example take Starwars: it's good vs. bad. the bad guys are building the deathstar to destroy some planets and building it will take them a year. It's important to first develop the string of events for each major group as it would happen without someone interrupting. In the example, without the rebellion interfering, the DS is built and goes on a rampage. When you made such strings for each major group, you decide at which points one group will likely have contact with one of the others and how that will impact on the whole scenario. Next you split this timeline (including all groups) up into small chunks - the size you believe can be handled within one adventure. This provides you with what is going on in your galaxy, what the players can influence and what is bound to happen anyway. Then decide where the key events will take place and which NPC's you need for them and your basic skeleton of the campaign is set up. For me this worked out wonderfully - after about two hours working in an excel-sheet, i had the campaign-arch including 12 major power groups going at each others throats with the players being able to change small but important events during 36 adventures. I hope that this is not written too jumpy... Dougal [/QUOTE]
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