Yora
Legend
I am tinkering with setting up and running a new campaign in a space setting that doesn't concern itself too much with science and is more about swashbuckling and gunslinging adventures. But one thing I noticed very quickly is that there is very little existing material for GMs, most likely because every such campaign or game system has very different settings that make adventures be based on widely different or even unique premises that don't really translate between each other.
So knowing that a campaign is going to be set in space and about adventures tells you really quite little about what you can actually expect. I could of course just make a setting that I find fun, and promoting it as "a Stars Without Number campaign" should get some players, as that system has a relatively well known name that comes with a great reputation. But I think it should be quite useful to do some looking around for what players are looking for in a Space Adventure campaign. In the end, it will still be up to me to make decisions what kind of elements I want to use and which I won't. But the better the impression that I can give players who might be interested in playing such a campaign, the less likely it should be that players find out after an hour that this isn't at all what they were hoping for and not come back.
As such, this is a really broad and open ended question, with completely subjective answers. To anyone who thinks "exciting adventures in a space setting" are a game you want to play, what are the things you'd be hoping to see in such a campaign? Or hope to not see again for the fiftieth time?
The goal behind me question is to get some picture what aspects people care about and what makes them exited to play such a campaign. Not to set up a game by committee, but to gain pointers which topics to think about. So feel free to share whatever things come to your mind.
So knowing that a campaign is going to be set in space and about adventures tells you really quite little about what you can actually expect. I could of course just make a setting that I find fun, and promoting it as "a Stars Without Number campaign" should get some players, as that system has a relatively well known name that comes with a great reputation. But I think it should be quite useful to do some looking around for what players are looking for in a Space Adventure campaign. In the end, it will still be up to me to make decisions what kind of elements I want to use and which I won't. But the better the impression that I can give players who might be interested in playing such a campaign, the less likely it should be that players find out after an hour that this isn't at all what they were hoping for and not come back.
As such, this is a really broad and open ended question, with completely subjective answers. To anyone who thinks "exciting adventures in a space setting" are a game you want to play, what are the things you'd be hoping to see in such a campaign? Or hope to not see again for the fiftieth time?
The goal behind me question is to get some picture what aspects people care about and what makes them exited to play such a campaign. Not to set up a game by committee, but to gain pointers which topics to think about. So feel free to share whatever things come to your mind.