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What do you like or don't like in sci-fi rpg
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<blockquote data-quote="d4" data-source="post: 1488139" data-attributes="member: 12699"><p>i'd have to say i prefer sci-fi gaming to fantasy, but like others, i much prefer space opera to hard science fiction for gaming. with hard SF, it's too easy to get hung up on the science and to allow the technology to overshadow the characters.</p><p></p><p></p><p>one cautionary note: in one previous sci-fi campaign i played in, for a while the GM fell into the Star Trekkish "Weird Space Anomaly of the Week" syndrome for some time, and that got a bit dull. make sure to offer a wide variety of adventures: combat, exploration, intrigue, etc. getting stuck in any kind of pattern gets boring.</p><p></p><p></p><p>one mistake that i've seen in several sci-fi homebrew campaigns before is that the GM makes the setting too... ummm... "settled." make sure there's a frontier to explore, or political intrigue to get involved in, or a war brewing somewhere. i've seen a lot of failed campaigns because the GM tried to make the future a perfect utopia -- and then couldn't think of any reasons to get the PCs "adventuring."</p><p></p><p>oh, and if you can throw in an excuse for why melee combat is still important (a la Star Wars or Dune), all the better. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="d4, post: 1488139, member: 12699"] i'd have to say i prefer sci-fi gaming to fantasy, but like others, i much prefer space opera to hard science fiction for gaming. with hard SF, it's too easy to get hung up on the science and to allow the technology to overshadow the characters. one cautionary note: in one previous sci-fi campaign i played in, for a while the GM fell into the Star Trekkish "Weird Space Anomaly of the Week" syndrome for some time, and that got a bit dull. make sure to offer a wide variety of adventures: combat, exploration, intrigue, etc. getting stuck in any kind of pattern gets boring. one mistake that i've seen in several sci-fi homebrew campaigns before is that the GM makes the setting too... ummm... "settled." make sure there's a frontier to explore, or political intrigue to get involved in, or a war brewing somewhere. i've seen a lot of failed campaigns because the GM tried to make the future a perfect utopia -- and then couldn't think of any reasons to get the PCs "adventuring." oh, and if you can throw in an excuse for why melee combat is still important (a la Star Wars or Dune), all the better. ;) [/QUOTE]
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