I wanted a study of place and character. I’ve been working on a collaborative setting system for a while. It might not be the best fit for a generation ship setting, but I’m willing to try it out there.
I’ll also be working with my players on hashing out major systems for the ship. Things like engines, electrical generation, water reclamation, pharmacology, etc.. If each person has a job, they’ll have to work in some relevant department. What level of luxuries would they expect/desire? What would they do in their offtime?
I’d also want to have recurring settings whether it’s a central control center (bridge), a lounge, a library, or even one character’s luxurious quarters, I’d want settings that the players are familiar with and can interact with, should they so choose (the quarters would be best, obviously, since I could redress it to be anyone’s quarters.).
Showing posts with label roleplaying. Show all posts
Showing posts with label roleplaying. Show all posts
Friday, September 30, 2011
Wednesday, September 28, 2011
The Next Campaign, pt 2
In the end, I decided to go with “other.”
The Ciaren Campaign was largely successful. I’ve found that after successful series, there’s often a few “off” games to compensate; players are used to the old series and their characters and are on some level reluctant to jump into something else. Good series are usually a combination of luck and collective excitement, which isn’t something that you can call up on a whim.
So my next series is going to be something very self-involved. It’s an experimental series that I don’t expect my players to really like. I think they’ll be more enthused about the one after this one.
I wanted to strip the next game down to some essentials. The New World of Darkness system is something that is very straightforward and lends itself to improvisation. Everyone is familiar with it, so there’s not a lot to learn. I’m not utilizing any supernatural elements so there won’t be any “powers” to memorize or worry about either; each player’s skills will be their powers.
I needed something different though. A mortals game about federal agents or mercenaries or whatever seemed like the only way to go—otherwise, why are they all together? I needed something that would be a slice of life, but provide some source of direction, unity, and urgency that a setting on Main Street, USA wouldn’t provide.
In terms of “ship in a bottle” settings, generation ships are nigh-unbeatable.
The characters are the members of an intermediate generation of a generation ship. They would have advanced technology, freedom, unity, etc., within an electronic cocoon of pipes, wires, and bulkheads. They would be members of a modestly-sized, self-contained section of a massive ship. They would have families, even spouses and children and want for nothing, except survival another day whenever problems arose.
I explained this in general terms to Richard, my roommate.
“So, what’s the hook?” He asked.
Monday, September 26, 2011
The Next Campaign, pt 1
So, I wrapped up my first DnD run, The Ciaren Campaign a few weeks ago. According to feedback, it went really well (note to self: make RPG feedback forms). As it often does, the end of one campaign leads to the beginning of another campaign. “What’s next?”
I’ve got three to four players right now. After talking it over with them, I cut the options down to a Shadowrun series, a Star Wars series, or the realization of a Star Trek series.
Now, Derek wants to run Shadowrun. When I asked what elements of Shadowrun he liked, so as to either narrow down what elements of Shadowrun I had to learn about or what elements of Star Trek or Star Wars I wanted to accentuate, he described Shadowrun to me. It was surprisingly helpful.
Labels:
DnD,
roleplaying,
Shadow Run,
Star Trek,
Star Wars,
The Ciaren Campaign
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