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Mode Genres, Setting genres, and how we make "Games"
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<blockquote data-quote="dragoner" data-source="post: 9602312" data-attributes="member: 6943731"><p>I call modes, themes and have included some in the core of Kosmic:</p><p></p><p><strong>Common Themes</strong></p><p>On-going games are generally designed around a</p><p>theme. Based in science fiction, these rules lend</p><p>themselves to games following certain common</p><p>themes. This is not a definitive list of the type of games</p><p>that the rules are designed to handle; it is simply a</p><p>general list of common themes for consideration.</p><p></p><p>Commerce - The adventurers live aboard a frontier</p><p>trader or merchant trader, making a living through the</p><p>transport of freight, passengers, speculative cargo</p><p>and the occasional odd job. These campaigns heavily</p><p>explore the trade and commerce rules.</p><p></p><p>Drifter - The adventurers constantly move from place</p><p>to place, without any fixed home or job, seeking</p><p>employment through odd jobs as they explore the</p><p>universe that the Referee has created. These campaigns</p><p>are sometimes called "Sandbox Campaigns" because</p><p>they explore an area that has been previously created</p><p>and populated by the Referee.</p><p></p><p>Espionage - The adventurers all belong to the same</p><p>government or corporate intelligence agency, and</p><p>make a living by going on spy missions against their</p><p>enemies. These campaigns tend to be more episodic</p><p>than other common campaign themes.</p><p></p><p>Exploration - The adventurers serve aboard a survey</p><p>vessel, making a living traveling through previously</p><p>uncharted regions of space, exploring strange new</p><p>worlds, and seeking out new life and new civilizations</p><p>as they boldly go where no sophont has gone before.</p><p>These campaigns make heavy use of the rules for</p><p>generating worlds.</p><p></p><p>Mercenary - The adventurers all belong to the same</p><p>mercenary unit, making a living by participating in</p><p>military actions in the hire of an interested party to the</p><p>conflict. These campaigns make significant use of</p><p>the personal combat rules, with a particular focus on</p><p>large-scale military scenarios.</p><p></p><p>Political - The adventurers are heavily involved in the</p><p>social and political arena of an interstellar polity,</p><p>dealing with diplomats, jurisprudence. and other</p><p>factions with vested interests in controlling aspects</p><p>of the government. These campaigns tend to focus</p><p>on diplomacy and political intrigue.</p><p></p><p>Rebellion - The adventurers are involved in a blossom-</p><p>ing civil war, seeking either to preserve or overthrow</p><p>the current government. These campaigns typically</p><p>start with intrigue and end with action.</p><p></p><p>Settlement - The adventurers are on the borders of</p><p>explored space, helping to select a new world for a</p><p>community and then settle it. These campaigns allow</p><p>a group to develop a single world extensively.</p><p></p><p>One should not feel limited by these ideas, as the</p><p>game can change direction. Skill packages should be</p><p>chosen by need or want, rather than theme.</p><p></p><p>[URL unfurl="true"]https://www.drivethrurpg.com/en/product/458032/kosmic-role-playing-game-core-rules[/URL]</p><p></p><p>Generally I do sci-fi, other games such as Call of Cthulhu, Delta Green, we are some sort of investigators. In D&D type games, it of just straight up adventuring, dungeon crawling.</p></blockquote><p></p>
[QUOTE="dragoner, post: 9602312, member: 6943731"] I call modes, themes and have included some in the core of Kosmic: [B]Common Themes[/B] On-going games are generally designed around a theme. Based in science fiction, these rules lend themselves to games following certain common themes. This is not a definitive list of the type of games that the rules are designed to handle; it is simply a general list of common themes for consideration. Commerce - The adventurers live aboard a frontier trader or merchant trader, making a living through the transport of freight, passengers, speculative cargo and the occasional odd job. These campaigns heavily explore the trade and commerce rules. Drifter - The adventurers constantly move from place to place, without any fixed home or job, seeking employment through odd jobs as they explore the universe that the Referee has created. These campaigns are sometimes called "Sandbox Campaigns" because they explore an area that has been previously created and populated by the Referee. Espionage - The adventurers all belong to the same government or corporate intelligence agency, and make a living by going on spy missions against their enemies. These campaigns tend to be more episodic than other common campaign themes. Exploration - The adventurers serve aboard a survey vessel, making a living traveling through previously uncharted regions of space, exploring strange new worlds, and seeking out new life and new civilizations as they boldly go where no sophont has gone before. These campaigns make heavy use of the rules for generating worlds. Mercenary - The adventurers all belong to the same mercenary unit, making a living by participating in military actions in the hire of an interested party to the conflict. These campaigns make significant use of the personal combat rules, with a particular focus on large-scale military scenarios. Political - The adventurers are heavily involved in the social and political arena of an interstellar polity, dealing with diplomats, jurisprudence. and other factions with vested interests in controlling aspects of the government. These campaigns tend to focus on diplomacy and political intrigue. Rebellion - The adventurers are involved in a blossom- ing civil war, seeking either to preserve or overthrow the current government. These campaigns typically start with intrigue and end with action. Settlement - The adventurers are on the borders of explored space, helping to select a new world for a community and then settle it. These campaigns allow a group to develop a single world extensively. One should not feel limited by these ideas, as the game can change direction. Skill packages should be chosen by need or want, rather than theme. [URL unfurl="true"]https://www.drivethrurpg.com/en/product/458032/kosmic-role-playing-game-core-rules[/URL] Generally I do sci-fi, other games such as Call of Cthulhu, Delta Green, we are some sort of investigators. In D&D type games, it of just straight up adventuring, dungeon crawling. [/QUOTE]
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