Skip to main content

Premise Beach: the Space Station

So at the last gaming session, it was announced to the group that we will be now having two monthly games, one run by one GM, the other by myself.

I will share what I have been thinking about, which capitalizes on the fact that I have possibly two groups, not one, for my future game.  One group is my current group: mostly adults who have gamed for some time.  The other group is largely children (girls, in fact) and novices to gaming.

My idea was to put the entire campaign on a space station, sort of a much larger DS9 or Babylon 5, something more akin to a small town in space.  One group (the novices) play the staff of the station, and are responsible for its safety and operation.  They would be the Star Fleet personnel, a more directed and reactive group.  The other group (the veterans) would play a group of civilians on the same station: freighter captains, merchants, and other associated ne-er do well's.

Map by Daniel Swensen


So I could have one location (the space station), a single pool of NPC's (the crime boss, the nightclub owner, the local politico, the troublesome starship captain, etc.), and storylines that jump from one group to the other.  I could on occasion have a PC jump groups too: the staff of the space station are investigating a crime and need the insight of a civilian informant, or the civilians seek the help of the station's medical doctor in treating a sick crewmen.  In my mind it would have a bit of an "upstairs/downstairs" feel to it.

I could use the Star Trek: the Next Generation and Deep Space Nine RPG's by Last Unicorn Games to do this, or Traveller, or the new Firefly RPG.  Lots of possibilities there, both in licensed and unlicensed products.

What do you think?  Interesting?  Overly complicated?

Comments

  1. You know and I know that the type of game matters relatively little compared with the kinds of stories you want to tell. You should really use Over the Edge as the game system for this game, with the space station replacing Al-Amarja. Get people used to a much less complicated game system. Or maybe Blue Planet? That was an awesome game.

    With regard to the NPC pool, though, this is a good idea; so is the "upstairs/downstairs" element.

    ReplyDelete
    Replies
    1. I'm convinced the map's original designer was using FATE, which is OTE's literary heir.

      Delete

Post a Comment

Popular posts from this blog

A First Look at Prowlers and Paragons

For a long time I've been in the market for a new supers RPG.  Since running Marvel Heroic Roleplaying a few years ago, I've been looking at other games, including some that had been passed by the general public, e.g. DC Heroes Third Edition or Silver Age Sentinels.  This was based on the notion that supers RPG's are so niche and so under-performing as a general part of the RPG world that just because the game wasn't making a splash didn't mean it wasn't good.

Plus, I have my own tastes about what I like in a supers RPG, which I've touched on from time to time here, but to summarize I like a game that feels like a comic book, doesn't get bogged down in too much detail, but allows for PC growth and development in a tangible game-system way.  I also don't want to spend hours on character creation using a spreadsheet.  For that matter, it would be an added bonus if it could also accommodate a large number of players and didn't have glaring options…

Hexcrawling a City, an early look

One thing I've been slowly working on for the last year is another fantasy sandbox campaign.  My prior one was generally map-based, although a city featured prominently in it.  As time went by, it lost a lot of its "sandbox" quality and became more directed on my part.  In the process, I think it lost something.

So, after being away from fantasy for a solid year, it's time to get back to it.  I spent some of that last year thinking about cities.   Some fantasy RPG treat cities on a very detailed level, with maps of streets, etc.  But while that's fun "map porn" for GM's, how often would the players actually be seeing or using a map like that?  And how long would it take for them to just accrue that knowledge by exploring the city.  I've lived in my current city seven years, with a car, and I don't know how all the cities line up.  What I know are areas, neighborhoods, etc. some intimately, others not so much.  And if I was going to a new cit…

Large modular dungeon tiles

I made five 4" by 4" dungeon tiles, which is 80 square inches, almost twice my usual batch of tiles.  When added to what I've done already, this is how big a single room I can make:


14 by 14 squares, with four squares to spare.  That's a pretty big room (70 feet to a side).  If I wanted to mix it up, I could build something like this:


I'm probably going to take a little break from this project.  It has turned out well, but until I'm closer to doing a fantasy game I'm going to focus on the games I'm actually doing.
Speaking of which, it's game night tonight...