Commodore
*eyeroll*
So I just put out my first sci-fi adventure, and I have to say it's been a good, but very different, kind of experience. The raw *openness* of having all the options is freeing in some ways, but I found myself having to break a lot of habits too. A lot of dungeons have an issue with flight, but I had to assume the players had jetpacks and a freaking starship. My "dungeons" could be accessed literally in half a dozen different places even before the players ask about arc welders or the laser battery. I've run several Sci-fi games before this but having to actually write it all down in a way that makes sense... I see why most Traveller "adventures" were more like idea seeds.
How have you guys managed sci-fi in your experiences? Particularly with in the maps-and-positioning systems.
How have you guys managed sci-fi in your experiences? Particularly with in the maps-and-positioning systems.