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Rambling, Adventuring, Sci-Fi Campaigns...

Kilgs

SOC-14 1K
Baron
(I have an hour commute... brain goes odd places.)

I’ve always struggled with sci-fi games as it seems like I can’t nail down a good theme for a campaign. In settings so wide and varied, it seems like there’s a mental block. And you don’t want to skimp out on the settings! I’ve been doing “research” and found that many people suffer from the same problem. In DP9’s games, Heavy Gear and Jovian Chronicles, a lot of folks are overwhelmed with the amount of detail and campaigns flounder quickly. I also had issues with my Traveller campaign where things were great at first but it slowly bogged down when characters lacked direction.

A poster on RPG.net indicated that you have to take small bites of the apple. Basically, you run a Heavy Gear campaign that is based on one city or one regiment, or maybe an SAR team in the Badlands. You can’t do it all was his/her point. And they were completely right. So why was this such a revelation to me, I thought?

Those of us who came from fantasy gaming are used to the “adventuring party.” A group of professionals from several walks of life who come together for fun and profit. I once heard them referred to as “Mobile Entropy Units.” These groups then have the skillset to accomplish most tasks and they take on a bewildering array of challenges and duties. With the varied but limited skillset possessed by each member (diplomat, thief, wizard, fighter) they are capable of facing almost all challenges that a fantasy game can bring to them.

These adventuring parties DO do it all. We see no issues in throwing them into politics, dungeons, dinner parties, research, combat etc.

Transitioning from fantasy games to sci-fi result in a far more diverse set of professionals and specializations. The setting is much broader and it has many connotations familiar to us as modern folks. The “adventuring party” concept is flawed in these settings as it assumes that a group has the skills to deal with any challenge and the drive to do so. However, we often incorporate more modern thoughts into the setting and end up with a lack of drive or the means to accomplish a task. And yet we (some of us) continue to approach the game with the concept of “adventuring party.” In addition, we attach some coherence to settings that are marginally familiar.

It doesn’t seem odd to me that an elven wizard, human cleric and gnome thief are best friends and running around solving mysteries. But take a marine, a doctor, a navy pilot and two journalists and for some reason things seem odd.

Take a contemporary earth campaign. I would never just say to my group we’re going to be adventurers in modern earth… make your characters. No, I would lay out that we are playing a game of high-level espionage and technothriller adventure. Military and government types would dominate and there would be little room for the physics professor, the medical doctor and so on. They would be needed from time to time but would never get enough stage time for true PC’s.

But a science fiction game suffers from two issues. First, the approach to it being similar to adventuring. Second, the need for specialization/compartmentalization much like a game set in the modern era.

How to overcome this? Like the rpg.net poster indicated, a campaign needs to be focused and communicated to the players. Examples of gameplay, sample “encounter/missions” provided and enough information that folks can create characters with the drive and the skill to accomplish what the purpose of the campaign is all about.

The odd thing, in thinking about this, is that Traveller (3rdImp) is one of the only examples of a truly “adventuring party” game in science fiction. It was designed from the ground-up for that particular reason given the varied career paths, the free trader iconic game (with required scout ship), and a vast setting of hundreds of worlds.

The Free Trader concept epitomizes the adventuring scenario that shouldn’t work in sci-fi settings. At the same time, with the right group, it works great. But I think many folks who think they “want” the Free Trader game really don’t and the GM who thinks it’s the best approach should be wary of it. Like any sandbox, it has many of its own pitfalls.

In addition, we are seduced by the idea of the sandbox Free Trader game but we’re, in many cases, not set up for such an idea. An open canvas makes the personalities and interests of the player/characters so much more important. The characters should have a common goal and an understood means to obtain it. This way we avoid the “Free Trader” that has 4 mercs, a biological specialist and 1 broker with clearly differing ideas on what the next business deal entails…

So my rambling shall end… things for me to take away from this:
1-Always focus, always a theme.
2-Small bites of a setting
3-Clear directions to players on campaign/characters
4-Think clearly through where a campaign can and should go. This process should be continual so that an arc is not created without taking into account the characters themselves.

Yeah, seems self-explanatory but I’ve been GMing for 24 years and I still struggle with basics. And, like I mentioned, I have always struggled with sci-fi games (and post-apoc) and keeping a coherent campaign in play.
 
Food for thought. I suggest that you post this, along with your Alt-2300 notes, to your blog for preservation (or can you not still post to it if you are no longer a Moot member?).
 
Food for thought. I suggest that you post this, along with your Alt-2300 notes, to your blog for preservation (or can you not still post to it if you are no longer a Moot member?).

Am I no longer a moot member? Thought that was recurring charge... hmmm, have to check.

Kind of amusing that my short story arc also suffered the same burnout. I wrote up the next two chapters and then just lost any sense of where the story was going...
 
I believe random chargen plays a big role in this discussion. Random characters are created with random skills vs many other games where you can decide what general type of game you want and get the type of characters and skills that fit your needs.

Next is leveling. In some games as characters level they pick skills that round out the group and prepare them for the wider possibilities they encounter as a campaign proceeds. Traveller is not designed with this.
 
Am I no longer a moot member? Thought that was recurring charge... hmmm, have to check.

Kind of amusing that my short story arc also suffered the same burnout. I wrote up the next two chapters and then just lost any sense of where the story was going...

Having spent some time talking with authors, the best thing to do is write the first chapter and then the last chapter, and then figure out how to get the two to meet.

That is how I am approaching a couple of stories.
 
Am I no longer a moot member? Thought that was recurring charge... hmmm, have to check.

Kind of amusing that my short story arc also suffered the same burnout. I wrote up the next two chapters and then just lost any sense of where the story was going...

Not since february of 2012. check your paypal history. If you had a charge after 1 jan 2012 for the moot, send me the transaction number, and we'll make it good (crediting it from date of my clearing it with Marc forward)...
 
@Aramis: Moot Subscriptions are supposed to renew automatically each year though, correct? (Just so that I have not misunderstood).
 
@Aramis: Moot Subscriptions are supposed to renew automatically each year though, correct? (Just so that I have not misunderstood).

Well, kind of. The billing is supposed to be automatic, and then Marc gets the email, and then I get an email from Marc and actually plug in the renewal. That said, the recurrent portion is actually at paypal, not on the board.
 
Well, kind of. The billing is supposed to be automatic, and then Marc gets the email, and then I get an email from Marc and actually plug in the renewal. That said, the recurrent portion is actually at paypal, not on the board.

Off-topic... I bet my CC expired. In fact, I know I did.

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On Topic:

The best writing advice I've come across is Jim Butcher's LiveJournal essays. The specifics are clearly designed for the type of stories that he writes but the overall lessons are sound. His essay on the BIG MIDDLE is excellent.

http://jimbutcher.livejournal.com/
 
A member of my gaming group recently pointed out that scf-fi RPGs really need to have an identifiable theme, otherwise there's not a lot to latch onto. Just being free floating adventurers doesn't seem to sit well with my group. I guess their mileage varies . . . :)
 
I'll reply to a ramble with a ramble :)

1-Always focus, always a theme.

Yes and No. Plopping down a theme you like is not necessarily what your players will like.

While you may have a carefully plotted theme of 'Explore brave new worlds, seek out new life...blah blah', the PC's may want to initially 'Blow up space orcs' and then when shift to 'The heist to steal the iridium throne', and then onto 'Start a merchant cartel'. And if you insist on your theme and try to enforce it (subtly or unsubtly), the players _will_ jump the rails at the first opportunity and head off to do what they want.

You have the rules and the campaign setting. For theme - let the PC's decide during play. Yes this does make more work for the GM, but the whole point of the game is to have fun, not listen to a GM read a book at you.

Drop various vague plot hooks associated with the standard themes (be big heros, make it rich, get supertech, take over the world, etc) and see which ones the PC show interest in. Then run with it - as things evolve the story becomes a lot more interesting than another rehash of 'the heros journey'. And if the PC's get bored with one theme, it easy for them to shift to another during play until they find the theme they like. ("Stuff the barons son, I'm more interested in the work Enri the Smuggler offered us when we asked about getting onto Prison World")

I have run and been in games where the antics of the PC's are some of the most memorable and longer lasting, and could never have occured if they had 'stayed true to the theme'. Yes the GM has to improv, but if everyone is having fun I doubt anybody minds if the GM has to have a break to think a bit.

And do keep focus.....on what the PC's are doing, not what you want them to do. Have some 'generic' contingencies in the wings and be prepared to shift your focus when the PC's are distracted by something shiney by the side of the road.

Of course this doesn't mean a free for all. Set the rules and boundaries of the campaign firmly, but let them go wild otherwise.

2-Small bites of a setting

Agree somewhat. Dont bite off more than you can chew, but by the same token dont make the sandbox too small.

If you dont even have a rough idea of places immediatly outside the current sandbox then it is jarring if a whim takes the PC's to "look over that next hill" and they see graph paper lines.

3-Clear directions to players on campaign/characters

Absolutley not. :mad:

From both sides of the GM screen, I absolutley hate railroading (on edit: apologies if I sounded rude, it's a pet peeve). And I would say that a lot of other players dislike it to varying degrees it as well. A RPG was meant to be a evolving story between the players and the GM. The moment you start dictating by fiat what a player can and can not be/do, you annoy players and it starts sliding into a farce.

If a player insists on being a 'useless' character, offer a suggestion to change but roll with it if it is ignored. The PC will either learn fast they are dead weight, or they will rise to the challange and surprise you with a novel take on things. Either way the player still has agency and is not being slapped down by fiat by the GM. (note: dont try and deliberatly kill off the useless PC, just let 'nature' take its course.

As for campaign direction - see point 1.

4-Think clearly through where a campaign can and should go. This process should be continual so that an arc is not created without taking into account the characters themselves.

Yes and no. See 1 again.

On edit: I will try to tidy this up a bit. Some pieces are a bit ad hoc. Sorry for any problems but I ran out of time.
 
I absolutley hate railroading
Have to agree with this but... If you already voluntarily stepped on a railroad car is it such an issue?

What I mean by this is
GM "Hey, I got a really cool idea for an adventure. You need to survey the Reading, Pennsylvania, B & O, and Short Line systems."
Players "Cool, lets give it a try. Full steam ahead!"

If the players agree to a certain themed game and the GM guides them so that they don't jump the tracks... Is that so bad?

As I've discussed elsewhere, wish I recall where, if a GM knows their players and the characters are fleshed out and well role played it isn't hard to act as the conductor and keep the train moving down the tracks with the players going along happily for the ride. Simple example: The skirt chasing character wants to get off the train at the next stop. the GM doesn't just say "The train missed the stop and kept going." Instead, have a pretty young thing standing, waiting to get on as the train pulls in. Woo woo.

Did I overdo the whole railroad/train thing?
 
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Simple example: The skirt chasing character wants to get off the train at the next stop. the GM doesn't just say "The train missed the stop and kept going." Instead, have a pretty young thing standing, waiting to get on as the train pulls in. Woo woo.

Did I overdo the whole railroad/train thing?

Skirt-chasing character gets left behind, mugged and beaten to a bloody pulp, and then grabbed for slavery somewhere on a distant planet. Player is shown the door and invited to leave. The rest of the group can stay or go as they please.
 
Have to agree with this but... If you already voluntarily stepped on a railroad car is it such an issue?

If the players agree to a certain themed game and the GM guides them so that they don't jump the tracks... Is that so bad?

No problem at all as long as the PC's agreed to the games/campaigns conditions. And with the caveat they have the chance to 'get off at the next stop' if things are not turning out to the partys liking :).

All to often people sign up for something that looks good on paper but turns sour when it unfolds. I know I have vastly overestimated my ability to run various adventure 'themes' without becoming groan worthy.

I probably didn't describe it well (apologies) , but I think the problem with railroading is taking away 'player agency'. Players are not robots programmed to listen to the GMs epic tales, they are co-contributors. Guidance is good as it keeps them from being distracted by every shiny bead they come across and keeps things moving, but taking over the steering wheel is bad. PC's should always be allowed to say what their characters are/do, and if you are dependant on PC's behaving in a preset way to move the theme forward you are due for dissapointment, even if they 'signed up' in principle.

Setting up a overarching theme can work, as long as the PC's are allowed the wander around in the 'Big Swampy Middle'. The catch is though PC's wandering to tend to find many otherthings which pique their interest and put the main theme on hold until they remember it....

Note here: I do mean player agency in good faith. Disruptive players who abuse it should be told flatly to pull their head in or take a hike.
 
In reply to Lycanor:

-Always Have A Theme-

In my opinion, this means telling your group that you have three possible campaigns set in (2300/3rdI/TNE). One is smugglers, another is cops, the other is blah-blah. "Okay, which one sounds better?"

-Clear Directions on Characters-

Again, a short statement that can be inaccurate. In my opinion, it's "This is a game about smugglers, we'll be doing lots of forgery, blockade runs, spaceship stuff. Good character examples are those with skills in the criminal underground, arms trade, contacts with officials, less law-abiding etc. While military characters are helpful, we won't be running battledress... the key is to not get caught."

Or alternatively... "Military campaign, frontline unit. No engineers or doctors please, I want grunts that have just signed up, grizzled sergeants, maybe an out-of-work school teacher who was drafted... characters of that sort."

I generally allow free latitude with characters but I keep expectations up front. If someone posits a character that I don't think will work... I tell them, explain my concerns. They still want to play it-it's on them. If I flat-out don't want a character in a game, I won't let them. I don't know a whole lot of character archetypes that can KILL a game but I think forewarned is best.

In the aforementioned example, if you want to play a lawyer in my military campaign about a front-line unit, then I want to know why you're not a practicing lawyer anymore. The game is about a frontline unit, the group chose it, so let's all play within the wide but existent boundaries of the story.

-Clear Direction On Campaign-
This is same as above. I don't care what the campaign is but I think in sci-fi games, we really need to be more communicative prior to start of game between players and GM's about what directions and general themes for the game.

I have two approaches to railroading:

In Tabletop, I never do it. Well, I don't think I do. I love the twists that PC's create and I'm the GM, I have mythical powers of creation, I can roll with anything.

In PbP, which I do a lot of... I think a few rails are necessary. That's after eight years of experience in slow-paced games where the constant give-take-collaborate of face-to-face gaming is not present. With no real feedback and delays in posting which kill moods/feels for a scene, direction is imperative.

I agree, railroading sucks. But that's a loose term with many definitions.

-Setting Size-
This is just a very good idea so the GM/Players aren't overwhelmed. I may have spent three months building my 108 system Empire but I need to absolutely RESIST the "guided tour" campaign. RESIST. RESIST. RESIST.

My buddy always harps on this with fantasy novels. He refuses to read any book where there is a huge map in the first of the series because he "knows" the author is going to make sure that every single mile is explored or visited at some point.

That's not a character story. That's a guided tour. Stay focused on characters and have the right amount of detail for the place that they actually ARE... not where you plan for them to go. (Especially because they might never go there!)
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As indicated, these weren't well-thought-out rules. Just random thoughts on why sci-fi games are so hard for folks to really dig into (IME).
 
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