Building a Sci-Fi setting- Part 3: Inspiration Before Persperation
I remember seeing somewhere that creativity is 10% inspiration and 90% persperation.
This post is the inspiration part of creativity.
If we go back to our campaign's main idea:
"Smugglers/Free traders/Tramps trying to make a living while dodging the Cartels/Oppressive Government™ and trying not to get fried by progenitor tech/eldritch powers."
Then we can see that there are somethings that we can draw inspiration from. Star Wars is full of all those things, and we'll certianly be taking some inspiration from there, but not all of it. The Homeworld games are also chock full of progenitor tech and a major theme in the games is rediscovering what was lost after the progenitors destroyed themselves. Firefly and Cowboy Bebop also make for some good inspiration, if not for setting, then certainly antics and tone. I would also like to throw in a little bit of Guardians of the Galaxy for the same reasons, and because there's some good stuff for alien races, factions, and eldritch powers.
I guess I should also mention that this campaign is probably going to be a might bit silly. :PAdd a comment
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.Add a comment
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.Add a comment