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Old 02-08-2019, 12:30 PM   #11
Black Leviathan
 
Join Date: Sep 2018
Default Re: Asteroid Belt Settings

Most of our games don't struggle much with the reality of asteroid living but we've set a few games on asteroid colonies that are falling apart or being reclaimed after massive empires have folded. They make a great setting for the "abandonned theme park" style background of a game, but for that to work they necessarily have to be largely abandoned.
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Old 02-08-2019, 02:33 PM   #12
Rupert
 
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Join Date: Aug 2004
Location: Wellington, NZ
Default Re: Asteroid Belt Settings

Asteriod belts are a reasonably common location for the PCs to visit in my Traveller game. As they are almost guaranteed to not have an annoying local (living) population to get in the way of the PC's salvaging, and being on airless rocks guarantees they'll have a certain level of technology, making them fairly certain to have technological artefacts to take.

The downside is having to do all your work shifts in vaccsuits or vacuum-rated armour, and that fighting sapient robots in an airless microgravity environment is even less fun than fighting them planetside.
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Old 02-08-2019, 04:20 PM   #13
SteamBub
 
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Join Date: Oct 2016
Location: Mojave
Default Re: Asteroid Belt Settings

If I were to run an asteroid belt game, it would be setup as a wild west/gold rush game. Rich miner barons, race to stake a claim, sneakily mining someone else's claim, or trying to survive keeping the claim from more vicious miners or barons. I mainly got the ideas for this here and here.
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