#1
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So you want to build a T2K setting...
Hi all,
So I've been working on building a T2K setting. A farming and population model (http://forum.juhlin.com/showthread.php?t=2489) was the start of it, and got me thinking about more of the other 'details' in the setting. A big thing of course is what assumptions you make about lots of things. Which then got me thinking, what am I forgetting about? So, a question: what are some of the big things you need to decide when building your own T2K setting. Here's a list I have come up with - anyone want to add more? (Note: I'm looking at this as a list of things to consider, not the decisions about the state of these things. I.e., "availability of oil" is a thing to think about, whereas deciding that "oil production is 5% of prewar levels" is a decision about the state of the thing.)
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#2
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Reasons for PCs to be there and things for them to do once they're there.
- C.
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Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
#3
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This. The necessity of a compelling reason to play in that setting cannot be overstated.
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#4
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Quote:
While a lot of the information Atiff outlined above would definitely be of some use, a lot of that also depends upon the players. If there is a good reason for the players to stay in a particular place or region for a fairly lengthy time, then I'd definitely want a good amount of such information. When I'm putting together my games here are some of the things I plan for;
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#5
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Hi,
Agree with all your points. The main thing I am looking at here is kind of the operation of the world without the players in it. The best RPG I ever played in was run by a guy who had the world (in D&D) tailored and so well set up that it ran without needing PCs, and made it much more believable, IMO. While I love T2K as a game, I always felt there were some problems with the setting description of the towns and villages, etc., (e.g., populations) from the various adventures that didn't gel so well. While it makes for some good adventures as described, I personally look at it and go "so how does this work?" Blame the analytical streak in me and each to his own, of course. |
#6
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some ideas of were the seting is going?
1.are things still going down or has it bottomed out and genral rebilding started. 2.a hand full of develpments and a time line that run's along side the PC actions |
#7
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Quote:
Yeah, that's kind of what I am getting at. I'm wanting to make the setting a 'living' one, which moves along as the PCs move in it. And one that their actions can influence in some ways, and if they're smart, they can also figure out what and how much they can influence in it. |
#8
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Another important consideration is the influence of outside command structure: are the PCs actually on their own or are they part if a "regular" (if understrength and undersupplied) command?
It's been my impression hanging out on various T2K boards over the years (back to the Town Hall forums, at least) that ex-military players tend to prefer a solid command structure while non-military players tend to prefer independent PCs. (My preferred compromise is the "Stargate SG-1 Solution", where the PCs are largely on their own most of the time, with the command structure existing largely as a plot complication or plot point, to be ignored or overcome.) Last edited by copeab; 11-23-2010 at 12:06 AM. |
#9
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Atiff,
I think you can add a couple notable categories:
Tony |
#10
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Added to the list as noted by people above, and a few others I thought of mentioned in other threads:
Quote:
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