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.