Let There Be Light – Creating Worlds Part 1
In the beginning, less is more!
The
principle of Keep It Simple Stupid (KISS), definitely applies here.
When
starting out in your own brave new world of an over-arching sci-fi background,
the biggest favour you can do for yourself to begin with is to keep it nice and
simple.
Just sketch
out the background – briefly.
Where is
the campaign going to start? Planet, space station, escape pod, starship?
Name that
place – a good starting place is always on the surface of a planet. So come up
with a planet name.
Planets
will either have continents or will be one big ball of rock, or gas – don’t start
your campaign in a gas giant!
Which continent
are you starting on? Name it.
For
example, I call my planet Colon, the continent is Dysenteria.
What is
happening on the planet? Does your storyline pitch factions against factions or
is it a small-scale skirmish campaign where you and your crew have temporarily
found themselves and are looking to make some money?
So, in my
background, the planet Colon was once part of a vast human galactic empire that
collapsed into civil war and the empire has receded to the home planets.
The planet
Colon is at the arse end of the once mighty galactic empire, and as a result,
has itself fractured into divided and fractured enclaves and factions, and
barely functioning infrastructure across the continent of Dysenteria.
Why is
there fighting?
Parts of
Dysenteria are rich in rare minerals etc. The different factions are competing
for control of these.
Also, the
one space elevator in the continent Dysenteria (being large continent that
straddles the equator) is no mans land, and whoever gains control of this and
holds it, will ultimately win the control of the planet as there are
significant orbital assets waiting to be seized.
However,
the surrounding land of the space elevator and related space port buildings,
landing pads, and runways are constantly contested by all of the factions and
is a real hot zone. It is extremely hazardous to venture anywhere near there.
This is a
simple open-ended explanation that can easily be built upon for smaller and larger
battles and campaigns.
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