I've run an exploration campaign before (short-lived) and am considering running one again. This is a Non-OTU setting where there actually are unexplored sectors so that the explorers may be the first humans to enter these star systems (or if others have been here, they have kept their reports secret for financial/strategic advantage).
I had a few things set up for the explorers to have fun with:
- competing explorers, both cooperative and downright hostile
- worlds w native races of various tech levels for contact/trade adventures
- a cluster that once hosted a multi-world civilization, now gone, for an archeological mystery adventure
- a few clusters/mains w active J-1 or J-2 civilizations for contract/trade/etc
- uninhabited worlds with good atmo that would make great colonies, but to get the best price for their info they needed to bring back not only location but details sufficient to interest colonists and investors
That last category (uninhabited potential colony worlds) is what gave me the most trouble for what activities the explorers could do. I had one worked out in some detail w life-forms and encounter tables, but really there was only so much fun to be had visiting different environments and making notes of what critters they found. It might have made a fun solo adventure documenting hazards, resources, potential colony sites, etc - but for three players they got bored pretty quick.
Any ideas for stuff to make the exploration of a potential colony world more fun? Anybody successfully run one of these?
Also, I'd welcome more suggestions for other kinds of exploration adventures in addition to the stuff I listed above.
I had a few things set up for the explorers to have fun with:
- competing explorers, both cooperative and downright hostile
- worlds w native races of various tech levels for contact/trade adventures
- a cluster that once hosted a multi-world civilization, now gone, for an archeological mystery adventure
- a few clusters/mains w active J-1 or J-2 civilizations for contract/trade/etc
- uninhabited worlds with good atmo that would make great colonies, but to get the best price for their info they needed to bring back not only location but details sufficient to interest colonists and investors
That last category (uninhabited potential colony worlds) is what gave me the most trouble for what activities the explorers could do. I had one worked out in some detail w life-forms and encounter tables, but really there was only so much fun to be had visiting different environments and making notes of what critters they found. It might have made a fun solo adventure documenting hazards, resources, potential colony sites, etc - but for three players they got bored pretty quick.
Any ideas for stuff to make the exploration of a potential colony world more fun? Anybody successfully run one of these?
Also, I'd welcome more suggestions for other kinds of exploration adventures in addition to the stuff I listed above.