Post by cassusaevum on Jan 1, 2020 13:39:00 GMT -5
I want to make sure we have a shared vision for this game. I'm going to outline my initial thoughts below and ask a few questions...
My "Vision"
I want to create a game that takes place on the fringes of space and focuses on the scoundrels and bounty hunters and ne'er-do-wells of the galaxy... on those people trying to scrape by on the fringe in the face of an oppressive regime. The Empire will (of course) be a frequent villain, but not necessarily in the same sense (or at the same scale) of a "we're fighting the Rebellion" type of game. They might also be a sometimes ally or employer. Nor will they be the only villain as crime lords, rivals, double crossing employers, and so forth can all come up as enemies. My inspirations are leaning more heavily towards Firefly, the Mandalorian, Shadowrun, Sergeio Leone and Akira Kurosawa rather than the original trilogy. I picture the timeline as somewhere between Episodes III and IV. The Rebel Alliance doesn't exist, though there are cells of rebellious "terrorists" scattered all across the galaxy fighting their own shadow war against the Empire.
The game itself will revolve around smaller, character-centric stories rather than broad "save the world" plots. There will (of course) still be broader plots, but they'll be more episodic, designed to be completed in 3-4 sessions rather than being campaign spanning, save the world and defeat the Empire kind of things (though they should generate some recurring NPCs and themes). The "holes" will be filled in with plots driven by character goals and backgrounds.
Questions
1. Does the type of game presented above sound fun / meet your expectations?
2. How much ship-to-ship combat do you want in a Star Wars game (none/very little/some/lots)
3. Should player characters have the ability to gain access to the Force? (I'm leaning towards no, but willing to reconsider)
4. Should we track ammunition? (If yes, I'll set weapon capacities in line with modern firearms so that it matters and reload actions will need to be taken in at least some combats.)
5. How much galaxy hopping? (Little - stick to a few planets with recurring locations / moderate - one sector of space with familiar players but lots of different planets / lots - worlds galore and lots of new faces)
6. How many ships? (none - we want to take public transport everywhere / 1 ship - a freighter, duh! / a couple - a freighter, but maybe someone has a fighter that can dock with the freighter / ALL THE SHIPS - we each have our own)
My "Vision"
I want to create a game that takes place on the fringes of space and focuses on the scoundrels and bounty hunters and ne'er-do-wells of the galaxy... on those people trying to scrape by on the fringe in the face of an oppressive regime. The Empire will (of course) be a frequent villain, but not necessarily in the same sense (or at the same scale) of a "we're fighting the Rebellion" type of game. They might also be a sometimes ally or employer. Nor will they be the only villain as crime lords, rivals, double crossing employers, and so forth can all come up as enemies. My inspirations are leaning more heavily towards Firefly, the Mandalorian, Shadowrun, Sergeio Leone and Akira Kurosawa rather than the original trilogy. I picture the timeline as somewhere between Episodes III and IV. The Rebel Alliance doesn't exist, though there are cells of rebellious "terrorists" scattered all across the galaxy fighting their own shadow war against the Empire.
The game itself will revolve around smaller, character-centric stories rather than broad "save the world" plots. There will (of course) still be broader plots, but they'll be more episodic, designed to be completed in 3-4 sessions rather than being campaign spanning, save the world and defeat the Empire kind of things (though they should generate some recurring NPCs and themes). The "holes" will be filled in with plots driven by character goals and backgrounds.
Questions
1. Does the type of game presented above sound fun / meet your expectations?
2. How much ship-to-ship combat do you want in a Star Wars game (none/very little/some/lots)
3. Should player characters have the ability to gain access to the Force? (I'm leaning towards no, but willing to reconsider)
4. Should we track ammunition? (If yes, I'll set weapon capacities in line with modern firearms so that it matters and reload actions will need to be taken in at least some combats.)
5. How much galaxy hopping? (Little - stick to a few planets with recurring locations / moderate - one sector of space with familiar players but lots of different planets / lots - worlds galore and lots of new faces)
6. How many ships? (none - we want to take public transport everywhere / 1 ship - a freighter, duh! / a couple - a freighter, but maybe someone has a fighter that can dock with the freighter / ALL THE SHIPS - we each have our own)