I was asked to put down my thoughts on running better science fiction games and at first, I wasn't sure what to write, sci-fi is so broad a genre. How do you encompass everything from dystopian cyberpunk to the optimism of Star Trek?
What this book contains is 17 mini-essays. The first half is all about reducing the scope of your games and campaigns. Sci-fi is such a broad genre that the more you narrow your scope the greater clarity you get of what your game is going to be about. The second half is all about building your campaigns up.
I do cover some problems I have experienced with running science fiction games, but the real use of this book is to help you look at your campaigns with fresh eyes and see if you can make them better.
The final chapter of the book is a checklist of the ideas I have covered to help you build better campaigns.
I suggest watching the video below to get a better understanding of what this book offers. As normal, you can read the entire book in the full size preview if you wish.
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