Wednesday, March 11, 2015

Building a Universe

I have been frying my brain over the details of my sci-fi setting. Sisyphus had made me his bitch. keep in mind that this setting is a huge universe of planets where the heroes could go anywhere. My mind was abuzz with the history of this galaxy, and what made it unique and what are its people...

Then I took a walk to clear my head.

That's when a credo I used to live by, but had been long-forgotten, bubbled up in my brain-pan.

Question: How much of the game world do I have to prep?
Answer: Only what the character's see.

I shouldn't be busting my butt designing things that are outside the heroes' experiences. Who runs the Stellar Authority? Who cares, the heroes will never meet them. And if they do, it will be revealed in the adventure so I should worry about it then. The players will experience the setting through the adventures I create so there is no point designing the worlds they will never visit. It is enough for them to know that they are out there.

That said, what do I need to build using the Savage Worlds core book to make this setting work?

An Elevator Pitch - The heroes are average-joe scumbags and privateers out to make a quick starbuck and stay out of jail while working for a secret society outside the government that is trying to end corruption and protect civilization from collapsing to darker forces.

Races - I've built templates but the rules for creating alien races is already in the core book.

New Edges and Hindrances - Only if I need something to help capture the feel of Eighties sci-fi. So far all that comes to mind is the ability to mod a starship.

Weapons - Use the same stats for modern weapons, but ignore AP. Assume Blasters can penetrate any armor. Just give the guns spiffy sounding names. For instance the shotgun is now a Disintegrator Gun.

Gear - The current fad is combining, (my phone is a computer, camera, radio, tv, news, and weather device). So roll up all of the ubiquitous tools into a single device.

Starships - Okay this will take some work. This is the heroes primary base of operations and transportation. The rules for this may play a big deal in the setting. Also their are a lot of things in the sci-fi companion that I either don't need or doesn't fit the feel I am looking for. This is where I will be spending most of my work time.

I'll post what roughs I have when they are presentable. Right now my notes are scattered all over the place.

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