Now, now, Craig, surely you mean as good a canonista as me.Mind you before I got involved in its development I was almost as bad a Canonista as Hans...

Hans
Now, now, Craig, surely you mean as good a canonista as me.Mind you before I got involved in its development I was almost as bad a Canonista as Hans...
Na, you have always had a better knowledge of Canon. I know when I am whooped.Now, now, Craig, surely you mean as good a canonista as me.
Hans
you SHOULD be making up your own setting.
I totally don't agree with this. I'm one of those other kind of referees.a simple d&d mediaeval town and nearby dungeon could be done in a day, mostly. a single tech 12 starport - characters, legal/laws, culture, physical - would take at least a week to outline sketch. a tech 12 city - characters, legal/laws, culture, physical - would take a month. an entire planet - characters, legal/laws, culture, physical, history, interplanetary relationships - could take years to fully prep. an entire multi-system empire would be the work of a lifetime.
a simple d&d mediaeval town and nearby dungeon could be done in a day, mostly. a single tech 12 starport - characters, legal/laws, culture, physical - would take at least a week to outline sketch. a tech 12 city - characters, legal/laws, culture, physical - would take a month. an entire planet - characters, legal/laws, culture, physical, history, interplanetary relationships - could take years to fully prep. an entire multi-system empire would be the work of a lifetime.
it's simply easier to leverage other peoples' work.
All you need are the pertinent areas that the characters will visit
yeah, if they stay there. mine never do.
I don't mean draw up everything in detail. that is impossible. I mean just the broad general outlines, so you have some idea of how to react and what to say besides "uh, well, just a minute ...." when the players decide to go outside your plans.
what are the local corporations? how do you say hello? do you talk to the women or will that get you killed? what are the local religions, if any? is that pet tame? is weather a factor? is the local populace hostile to foreigners? any local diseases that concern you?
yeah, you can ignore most of that, but then after a while your adventures all start looking like airports - can't really tell which one you're in unless you read the sign.
I don't mean draw up everything in detail. that is impossible. I mean just the broad general outlines, so you have some idea of how to react and what to say besides "uh, well, just a minute ...." when the players decide to go outside your plans.
what are the local corporations? how do you say hello? do you talk to the women or will that get you killed? what are the local religions, if any? is that pet tame? is weather a factor? is the local populace hostile to foreigners? any local diseases that concern you?
I think I'm with Shonner on this. All you need are the pertinent areas that the characters will visit, not the whole planet or solar system, much less anything beyond where the players are likely to visit.
All you need are the pertinent areas that the characters will visit
elsewhere I drew up a cultural traits table for pre-game prep generation of various cultures. roll five or six times, note any special traits. here is a small sample.
d6d6, 2d6
11
clothing
2 extreme aversion to any exposed skin or mandatory dressing up according to occasion
3-4 rigorous clothing etiquette
5-9 unremarkable
10-11 little clothing or very relaxed
12 mandatory nudity
12
pets
2 no animals in any human space at any time
3-4 zoos only
5-9 unremarkable
10-11 extreme popularity of companion animals
12 animal companion mandatory
13
property
2 no private property of any kind
3-4 personal portable possessions only
5-9 standard mix of private/public property
10-11 almost everything privately owned, little public property
12 absolute feudalism, everything and everyone has personal owner
etc
ok, here's the $64 problem with this approach. the "pertinent areas" are all interconnected and the assumption/consequence chain is endless. for example, your players meet "a naval officer". well ... why is this guy an officer? is it a family connection, or something else? does he have hobbies? is he popular or unpopular - with the enlisted or with command? he's from "a remote naval base".
What I need to know about an NPC isn't the why, just the what
for example, your players meet "a naval officer".
This is where the player is obligated to tell us about his old friend. Let him tell that story. And also, let him explain when the two characters parted, and under what circumstances. Did they part as good friends, or was there a division in interests at some point? A girl, for example, could imply a jilted lover. Or perhaps she was offended at his willingness to embezzle funds from the company?or try this. I casually toss out that the players are passing a commercial cargo ship belonging to the company one of the players worked for during chargen, and one of them just announces out of the blue that he comm links an old friend of ten years and starts having a conversation with her. perfectly legitimate. ok ... what is this company? what are their specialties, what do they normally ship, what are their routes? who is this person, what obligations would she feel or not feel? hey ... maybe this guy owes her a debt! (he makes things up, I make things up, yes?)
Since the players set the tone and solve the problems, let them help set the stage as well. They can help enormously. Between you and them, the tone can be kept at whatever level it's supposed to be at.my point is that making up all of this entirely from scratch is a big job, but having other people's work (such as "the imperium") to provide a base for the necessary innumerable general assumption/consequence chains is very helpful, and having a large body of more specific pre-worked assumption/consequence chains worked out in advance is even more helpful.
That's fine if your player happens to be the creative type. But what if he isn't? How should he know the company's specialities, what they normally ship, its routes? And what do you do if he comes up with stuff that just doesn't fit with your ideas about the setting? Do you shoot him down or do you retcon your own ideas? No, the company is not a major passenger line servicing Forboldn, because Forboldn doesn't have enough passenger traffic to support a major passenger line; there's one small regular ship visiting Forboldn every 60 days and otherwise it's free traders.or try this. I casually toss out that the players are passing a commercial cargo ship belonging to the company one of the players worked for during chargen, and one of them just announces out of the blue that he comm links an old friend of ten years and starts having a conversation with her. perfectly legitimate. ok ... what is this company? what are their specialties, what do they normally ship, what are their routes? who is this person, what obligations would she feel or not feel? hey ... maybe this guy owes her a debt! (he makes things up, I make things up, yes?)
Since the players set the tone and solve the problems, let them help set the stage as well.
That's fine if your player happens to be the creative type. But what if he isn't?