I’ve got a campaign concept, but I need a bit of help figuring out the logistics and execution.

I’ve got a campaign concept, but I need a bit of help figuring out the logistics and execution.

I’ve got a campaign concept, but I need a bit of help figuring out the logistics and execution.

The general arc I have planned is to use the core book and the upcoming Next World content to start the game – the world is dying and it’s a race against time to salvage scattered near-miraculous technology to create a world ship that takes humanity to the stars. The game then transitions to using Generation Ship to catalog the journey to a new world, then finally transitions one last time to Worldfall as humanity settles down again.

My Questions!

First, a general question – how often do you turn to a new age? The examples in the book almost make it seem like you do it almost every game session, but some of the triggers (making a Wonder) sound like they take longer to satisfactorily resolve. Is there a best practice here? And if it matters, I plan on this being a round robin game where the GM seat rotates every age or two.

Second, there are more Family and Character options in the core + Next World material than there is in any given alternate setting book, which makes sense but I’m afraid will make it less exciting to move to a new book as the campaign goes on. How feasible is it to mix content between books when it would otherwise be hard to translate a concept over to the new playbooks? Or just to satisfy the players’ desire for more choices or to keep cool Moves from previous stages of the game.

7 thoughts on “I’ve got a campaign concept, but I need a bit of help figuring out the logistics and execution.”

  1. Turn of Ages vary greatly according to the Fiction – in my experience from 1 to 6 sessions. More if stories are centered on the Characters, less if players decide to pursue Wonders.

  2. Next World books add resources to your tool box, depending on the intended mood. Havens, Festivals, New Roles, all can be used in regular campaigns from the start if you want.

  3. Douglas Mota What about mixing the alternate setting books? Like for example if I had Uplifted Children of Man in the first phase of my campaign and then when I move to the Generation Ship phase the players want to keep some aspects of that Family playbook or even port the entire thing to the ship. Would that work well with a bit of adjustment?

  4. I am tempted to say it is rather simple, go ahead and port the whole thing! But I will take a closer look at Generation Ship tonight and give you a more detailed answer, ok? 🙂

  5. Jeffrey Xu Now with Generation Ship in hand I can advise you just to pay extra care with The Ship Family section, which differs from core Legacy Families by adding both Resources and Landmarks.

    You can build the place as usual with extra care on Landmarks so they reflect the nature of the ship. Or take the time to work on your players’ Family selection and adapt this part Generation Ship’s format.

    Either way, no big deal, really.

    Hope it helps!

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