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1

One of the big changes when going to a base-building campaign is shifting your mindset from offensive to defensive. Going on missions puts you on the tactical offensive, in classic D&D terms it's going to someone else's place to kill them and steal your stuff. Even village defense scenarios often involve the offensive approach of hunting the attackers ...


2

How about The "base" is an abandoned ruin that may or not be a large piece of alien technology. Most of it is perfectly liveable but in some areas there are large devices of unknown purpose, and in others there may be doors (hard to distinguish from wall decoration and ancient crystal machinery). Traitors! Have a bunch of NPCs join, but there are quickly ...


3

We have a saying in the software industry. (One that seems to be less and less heeded as the years go by, but I digress). It's called "YAGNI": "You ain't gonna need it." What this means is that by sheer scope of the setting, you have to start with the bits that are the most relevant to your PCs and work outward. This is especially true with a setting ...


7

I'm currently struggling with this because I'm getting into Glorantha, which is one of the Big Three settings (Tékumel and Hârn are the other two). The Big Three dwarf even settings typically considered huge, like the Forgotten Realms, and it's daunting to try to figure out how to eat this aircraft carrier, let alone how to prepare some of its most choice ...


5

When I use heavily developed RPG settings like Shadowrun and the Forgotten Realms, I deal with setting fidelity in a couple of ways. Use an underdeveloped part of the setting Even the richest, novel-laden settings have thin spots. Some regions just aren’t detailed as well as others. Some parts of the metaplot lie fallow for ages. Often, all you need to do ...


2

You have expressed two conflicting goals. In a comment: you want to be as authentic as possible in the question: read through it (quickly, because gaming night is upon you) You would not expect to be able to write a historical novel set in the court of King Edward IV of England that is "as authentic as possible" with a quick skim of a history ...


14

without which material your game won't feel authentic, just a bad copy, an alternate universe of an alternate universe. I started writing an answer about how to narrow down and use a small, immediate bit of setting to get a small, immediate situation, and I came back and read this part again. That's your problem. You have a strong commitment to ...


7

When I am overloaded with too much setting material, I head online instead. Normally in the various play by post forums, or other forums and wiki articles online, I'll be able to find a summary of the important information. Here is what I look for when skimming: Adventure introductions in PbP game advertisements such as those on Myth-Weavers. These ...


12

Short answer is start from the bottom and advance upward. That is instead of jumping into a massive open sandbox campaign from the start you set the game in a very small and narrow sub setting. Now I don't know Shadowrun but if I'm allowed to use Forgotten Realms as an example that too is a huge and massive world with lots of information. However, if you ...


1

Savage Worlds is designed to make it easy to use allies in combat, so you'll find that it will work well for the sort of game you are wanting to run. It's a bit unclear from your question, but it sounds like you've got things under control mechanics-wise, but are now looking for advice story-wise. Given that, I'd like to focus on one part from your ...


3

The essence of sandbox play is following where the players lead, and it sounds like you're already doing that. What adding randomness does is make the world feel more alive and larger than the thread that the PCs are pursuing/creating, allowing the players to make informed decisions about where they want to drive the game. You don't need to be constantly ...


4

First, I will echo the comments left: Electronic Communication during the week if possible, and Keep it Interesting. That said, session length need not have a major effect on the quality of play. Each session can build right where the last left off, with perhaps a minute of recap. Questions and clarifications could ideally be done over email/instant messages ...


2

1) There are a lot of Adventures from the Drangonlance Setting. see http://en.wikipedia.org/wiki/List_of_Dragonlance_modules_and_sourcebooks 2) There is a very well made Adventure called "Red Hand of Doom" from 3rd Edition. see http://en.wikipedia.org/wiki/Red_Hand_of_Doom



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