Building a Sci-Fi setting- Part 2: More POWER!

Power is a touchy subject. Ask what's the most powerful, the USS Enterprise or a Star Destoryer, and you'll likely kick off a flame war between the Star Trek and Star Wars fandoms.

Balance is also a touchy subject. Just look at just about any RPG forum and you'll probably see something about linear figthers and quadratic wizards, or some build that got the nerf bat.

But you need power to have balance, otherwise you're just playing a rock that just sits there.

Which brings me to the topic of this post, what power level do we need to start at for this little Sci-Fi campaign of mine. I'll be referring to the GURPS Action series a good bit in this post because I'm probably going to be using it and Spaceships 2 to define core activiies, and it makes a pretty good baseline for this discussion.

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Building a Sci-Fi setting- Part 1: What are we doing anyway?

There are a number of blogs that have discussed how to build a setting or what steps to follow to build a good setting.

This isn't one of them.

No, this series is going to be muddling though different processes, namely those used by Christopher Rice for his Chronicls of Ceteri campaign and those used by Daniel Dover for his Psi-Wars setting. It's going to be either amusing or cringeworthy depending on how you tend to view things and how seriously you take things.

But enough of me engaging in wallowing self-pity, on to the meat of this post.

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Read more: Building a Sci-Fi setting- Part 1: What are we doing anyway?