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General Tabletop Discussion
*TTRPGs General
Designing a Sci-Fi Campaign Setting from the Ground Up
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<blockquote data-quote="S'mon" data-source="post: 2391641" data-attributes="member: 463"><p>Have an idea of the kind of feel you want - the two main genres IMO are romantic sf like Star Wars or Buck Rogers or Dune and military sf like Starship Troopers or Aliens. I recommend having a vague idea of the setting on a galactic scale, but keep it vague. Important advice for a playable sf RPG setting: KEEP IT AS OPEN AS POSSIBLE. What this means is, avoid having rigid authoritarian or utopian empires running everything in the campaign . Keep everything as local, and as wild & woolly, as possible. The D&D analogy is a good one, except for village think 'planet'. A village at the heart of the all-powerful kingdom is likely to be calm, peaceful & boring, right? That's a _huge_ problem with many published sf settings, inc Traveller to some extent. I suggest detailing a sub-sector, maybe 6-12 systems, as if it were a small D&D realm, with "orcs/space pirates live here" type notes. Seed the area with adventure hooks like that - maybe one planet is an aggressive tyranny, another the nice sylvan realm, the third a sleazy mercentile centre. Paint with a broad brush, give every world its own feel and adventure 'hook', and you have yourself a campaign setting. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="S'mon, post: 2391641, member: 463"] Have an idea of the kind of feel you want - the two main genres IMO are romantic sf like Star Wars or Buck Rogers or Dune and military sf like Starship Troopers or Aliens. I recommend having a vague idea of the setting on a galactic scale, but keep it vague. Important advice for a playable sf RPG setting: KEEP IT AS OPEN AS POSSIBLE. What this means is, avoid having rigid authoritarian or utopian empires running everything in the campaign . Keep everything as local, and as wild & woolly, as possible. The D&D analogy is a good one, except for village think 'planet'. A village at the heart of the all-powerful kingdom is likely to be calm, peaceful & boring, right? That's a _huge_ problem with many published sf settings, inc Traveller to some extent. I suggest detailing a sub-sector, maybe 6-12 systems, as if it were a small D&D realm, with "orcs/space pirates live here" type notes. Seed the area with adventure hooks like that - maybe one planet is an aggressive tyranny, another the nice sylvan realm, the third a sleazy mercentile centre. Paint with a broad brush, give every world its own feel and adventure 'hook', and you have yourself a campaign setting. :) [/QUOTE]
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