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Living ENWorld for Star Wars?
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<blockquote data-quote="Pbartender" data-source="post: 1115255" data-attributes="member: 7533"><p>A-PG, I don't think it'll be nearly as bad as you think. It all depends on how detailed you want to be.</p><p></p><p>The advantage to playing in a thinly populated, frontier sector is the fact that settlements will be sparse and small. We can have a single well-developed high-population central system. All the other systems are either uninhabited, or colonized by or or two simple, small outposts of one type or another. These sorts of frontier systems can usually be fully described in one or two short paragraphs. The details can be filled in by the GM as you play.</p><p></p><p>For example...</p><p></p><p></p><p></p><p>Starman, I fully appreciate wanting to meet the Stars of the Movies, visit the locations and so on. But in my personal experience, that sort of thing simply causes more trouble than its worth. Trust me. Besides, why ride on the coattails of the Skywalkers, when you can be the hero of your own story and save your own personal corner of the galaxy?</p><p></p><p>Though I do agree with you that this should not be restricted to a single system. Doing that would cut out such a large portion of a starpilot's job... Astrogation and hyperspace. But the setting also can't be so large or complex that it gets unweildy.</p><p></p><p>So I guess what I'm saying is... Yes, we develop one system thoroughly and a 'home base'. But at the same time leave other systems in the sector open and unexplored... That's the 'Living' part. The sector will grow in detail bit by bit as the characters adventure through it.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 1115255, member: 7533"] A-PG, I don't think it'll be nearly as bad as you think. It all depends on how detailed you want to be. The advantage to playing in a thinly populated, frontier sector is the fact that settlements will be sparse and small. We can have a single well-developed high-population central system. All the other systems are either uninhabited, or colonized by or or two simple, small outposts of one type or another. These sorts of frontier systems can usually be fully described in one or two short paragraphs. The details can be filled in by the GM as you play. For example... Starman, I fully appreciate wanting to meet the Stars of the Movies, visit the locations and so on. But in my personal experience, that sort of thing simply causes more trouble than its worth. Trust me. Besides, why ride on the coattails of the Skywalkers, when you can be the hero of your own story and save your own personal corner of the galaxy? Though I do agree with you that this should not be restricted to a single system. Doing that would cut out such a large portion of a starpilot's job... Astrogation and hyperspace. But the setting also can't be so large or complex that it gets unweildy. So I guess what I'm saying is... Yes, we develop one system thoroughly and a 'home base'. But at the same time leave other systems in the sector open and unexplored... That's the 'Living' part. The sector will grow in detail bit by bit as the characters adventure through it. [/QUOTE]
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