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TIPS Sought for Sustainable Sci-Fi (not Star Wars) Gaming
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<blockquote data-quote="Azgulor" data-source="post: 4945536" data-attributes="member: 14291"><p>Unlike fantasy genres, where the violent & often lawless nature of the world support the adventuring party, science fiction typically brings constraints (as well as opportunities!) that are unavailable in the fantasy genre.</p><p></p><p>I’ve run various sci-fi campaigns over the years using a variety of systems. While most of them have been successful, none of them have had the longevity that my fantasy campaigns have had.</p><p></p><p>Unless you’re doing Post-Apoc sci-fi, chances are good you’ve got an interstellar society with laws, police, advanced technology, etc. In other words, it’s a little harder to run a sustainable campaign for free-wheeling adventure-types. Usually, there’s a theme/subgenre utilized to allow the PCs to have those gunfights, explosions, and … well, adventures. Methods I’ve used include:</p><p></p><p>1. Military Campaign.</p><p>Everyone is a member of the military – and authorized to carry a gun.</p><p>Pros: Missions are assigned. Lots of high-tech toys.</p><p>Cons: Chains-of-command can be problematic in “adventuring parties”. Players sometimes feel freedom is limited. Easy to make missions repetitive.</p><p></p><p>2. Troubleshooters.</p><p>PCs work for corporation or are freelancers for hire.</p><p>Pros: Supports “Adventuring Party” style play.</p><p>Cons: Characters are criminals/must work outside the law. Genre setting “conceits”, i.e. cyberpunk.</p><p></p><p>3. Space Cops</p><p> See Military Campaign, just focused on law enforcement. More relaxed chains-of-command.</p><p></p><p>4. Space Merchants</p><p>Classic Traveller-style tramp freighters trying to make a buck.</p><p>Pros: Character-freedom to choose adventures.</p><p>Cons: Firefights attract authorities. The merchant side of life usually isn’t as interesting. Nobody wants to play Space Accountant.</p><p></p><p></p><p>For 1 & 3, the characters work for the establishment and it’s generally benign/neutral. In 2 & 4, if the PCs are “good guys”, the establishment is often corrupt or evil. </p><p></p><p>In my campaigns, I’ve opted away from the corrupt establishment as it seemed too reminiscent of Star Wars’ Empire. However, given how well the BBE Alliance works for Firefly/Serenity, I’m starting to think that is a mistake.</p><p></p><p>Thoughts? What Sci-Fi tips do my fellow EN-Worlders have for long-term sci-fi campaigning?</p></blockquote><p></p>
[QUOTE="Azgulor, post: 4945536, member: 14291"] Unlike fantasy genres, where the violent & often lawless nature of the world support the adventuring party, science fiction typically brings constraints (as well as opportunities!) that are unavailable in the fantasy genre. I’ve run various sci-fi campaigns over the years using a variety of systems. While most of them have been successful, none of them have had the longevity that my fantasy campaigns have had. Unless you’re doing Post-Apoc sci-fi, chances are good you’ve got an interstellar society with laws, police, advanced technology, etc. In other words, it’s a little harder to run a sustainable campaign for free-wheeling adventure-types. Usually, there’s a theme/subgenre utilized to allow the PCs to have those gunfights, explosions, and … well, adventures. Methods I’ve used include: 1. Military Campaign. Everyone is a member of the military – and authorized to carry a gun. Pros: Missions are assigned. Lots of high-tech toys. Cons: Chains-of-command can be problematic in “adventuring parties”. Players sometimes feel freedom is limited. Easy to make missions repetitive. 2. Troubleshooters. PCs work for corporation or are freelancers for hire. Pros: Supports “Adventuring Party” style play. Cons: Characters are criminals/must work outside the law. Genre setting “conceits”, i.e. cyberpunk. 3. Space Cops See Military Campaign, just focused on law enforcement. More relaxed chains-of-command. 4. Space Merchants Classic Traveller-style tramp freighters trying to make a buck. Pros: Character-freedom to choose adventures. Cons: Firefights attract authorities. The merchant side of life usually isn’t as interesting. Nobody wants to play Space Accountant. For 1 & 3, the characters work for the establishment and it’s generally benign/neutral. In 2 & 4, if the PCs are “good guys”, the establishment is often corrupt or evil. In my campaigns, I’ve opted away from the corrupt establishment as it seemed too reminiscent of Star Wars’ Empire. However, given how well the BBE Alliance works for Firefly/Serenity, I’m starting to think that is a mistake. Thoughts? What Sci-Fi tips do my fellow EN-Worlders have for long-term sci-fi campaigning? [/QUOTE]
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