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Old 12-01-2020, 04:04 AM   #1
scc
 
Join Date: Mar 2013
Default [Space] The Benefit Of Building A Single Big System

So while tinkering with one of my on-again, off-again project a couple of days ago is that designing a single, massive star system is the best option 8 times out of 10 for the aspiring designer. Unless you WANT to the the Star Wars thing and give your players an entire galaxy, you (and your players) are probably looking for some way to limit the scope of your universe, and designing a single star system with multiple stars (and multiple habitable planets) is a good way to do that.

But things go further, page 236 of GURPS Traveller: Interstellar Wars posits the idea of a multi-generational campaign, however this is limited by the fact that during the course of the Interstellar Wars a true paradigm changer never happens, my setup? Well the story presumably starts in the earliest days of spaceflight when the TL is barely 7, and possibly not even that, and things are very steampunk and ends, well, whenever you want it to, with the societies of the setting changing along the way, and the PCs are there to influence the story.

And if your players don't want to do the multi-generational thing, that's fine, they don't have to, but you can move around different parts of you history for different types of games very easily, and because you've already done a lot of the work, it's easier, and there's less to tell your players, because you last game was set 100 years earlier on the same world.
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