Design Monologue 1: Creating a Game

What's the point of this game? To bring D&D-style roleplaying into a sci-fi world inspired by the best modern examples of the genre.

The critical success factors will be:

The best chance for success lies with a methodical, top-down strategy, where every aspect of design focuses on satisfying the major goals. Once a framework is in place, the world should be built from the bottom up in meticulous detail.

To avoid inevitable instability in the system rules, the game and setting should be designed in the abstract, assuming only the most generic of RPG tropes, so there is room for the system to change and evolve. That is not to say the setting should be developed entirely without consideration to the rules; this is a game, not a movie, and needs to be set up like one.

What that means, specifically, is that the setting should provide ample opportunity for a group of otherwise independent characters to pursue a dangerous and rewarding career as adventurers, filled with action, excitement, and really wild things. The possibility of conflict must exist at all levels of play. There should be different types of conflict, too; it is far too easy in a modern or future setting to fall back on national conflict (i.e. war), which is limited in its appeal.

Obviously, we are influenced by a number of other science fiction worlds, from which we can learn many things. Those include:

You got your fantasy in my sci-fi

For this to work, it's going to have to be well advised by the successful fantasy RPGs that have come before. The player base already knows how to play these games, so the system and the world should accommodate their existing knowledge as best as possible.

What is it, exactly, about fantasy RPGs that make them work?

How do we implement these ideas, or their legacy, in a sci-fi campaign setting?

Cool Options

Star Trek and Star Wars provide cool options, but too few. Nobody wants to play ugly aliens. There's nothing cool about a non-jedi in a world of jedi. There's really only one weapon to wield in Star Trek (phaser).

These are worlds created for the screen, not for the gaming table.

The ideal sci-fi setting would have a number of races, probably alien, all with rich histories, cultures, and, of course, unique game mechanics. Homeworlds has three humanoid races, plus cyborgs. It's not much, but it's a start.

Beautiful World

Must resist the temptation to make every world a dusty Wild West plain, or the foolish trope of making all worlds have only one biome.