| Post/Author/DateTime | Post |
|---|---|
| #1ChirpJul 29, 2009 16:40:20 | Has anyone else ever tried this? I've created my fair share of worlds both fantastic and futuristic, but they were all self contained environments, limited to one planet like my Rebirth setting (see signature for details). Now I find myself interested in creating a full galaxy as a setting for my d20 Future games, and I was wondering if anyone else has tried this. When I say I want to create a galaxy, I mean a fully realized setting in the same spirit as Star Wars or Star Trek. So far all I have is the beginning of the setting's history and lots of ideas for alien races and different planets. If anyone has any advise or suggestions concerning the creation of a galaxy spanning setting, I would love to hear them. Regardless of what help I may recieve, I will likely be posting my work here as I complete it simply for the joy of sharing it with a like-minded community. ![]() |
| #2Cyber-DaveJul 29, 2009 17:32:03 | Yes, I have tried this. I started years ago, and I am still working on the project. That being said, the project is really filling out. There is already pretty much enough information for the setting to be used as a stand alone campaign setting. All that is really missing right now is a more robust set of fully stated star systems. Right now I have three key star systems stated, but after that a GM must make up what they need. Eventually a large number of star systems will be added, but other parts of the setting seemed to be more important/require work first (as they would be harder for other GMs to come up with). That being said, while my setting was originally supposed to be a d20 Future/Modern product, I ended up deciding to switch over to the Star Wars Saga mechanical engine (though my setting has nothing to do with Star Wars). After looking at the Saga rules, I decided that Saga is a superior game engine. If you would like to take a look at my work, please click on the Land of Nod link in my signature. Also, Skrittiblak wrote an amazing setting as well. For the most part it spans a star system instead of a whole galaxy (with a few noteworthy exceptions), but that star system is incredibly well detailed. Check out Elysium Nebula to see his work. |
| #3ChirpJul 29, 2009 17:43:31 | Well thanks for your input Cyber-Dave. From what I can tell your a fairly respected member of this community so I appreciate you sharing your experiance with me.I've heard from alot of people that Saga is a better system, but I really don't want to change systems. I like the d20 system and I already have alot of experiance with it. If I were to switch to Saga now I would first have to learn the system before I could try and create the setting I have brewing in my head. I'll deffinetly glance at your setting as well as Skrittiblak's just to see what information you decided was important enough to include. |
| #4Cyber-DaveJul 29, 2009 18:09:20 | Saga isn't hard to learn. Its similar enough to d20 Modern that if you are already familiar with d20 Modern you should pick up Saga fairly quickly. |
| #5dbayJul 29, 2009 19:45:40 | I've never actually tried it, but I can't see how different it would be from building a planet. Divvy up the galaxy into nations, empires, and uncontrolled/contested area, etc. Pick some systems to be major inhabited centres. Throw in some minor nations. Don't forget that everyone will be at a different PL, so there could be aliens who have been travelling the stars for centuries, or some that are just starting, etc. Also, make sure you include the fact that galaxies are 3-dimensional. You might want to only have some of the galaxy actually explored, so the players only have a foggy idea of what is in the rest of it- sort of like in ST: Voyager, where they get thrown way out into space and don't know anything about the area? Check out some NASA images of galaxies and base your map off of one, it will make things a lot easier, I'd imagine. Also, the vast majority of planets will be uninhabitable without advanced terraforming, so the more advanced an empire is the more planets it'll be living on. So even if some race claims an entire spiral arm, they might only have a few planets they actually have large populations on, and minor colonies or outposts on the rest. |
| #6Cyber-DaveJul 29, 2009 20:10:27 | In theory, its easy. In practice, its very time consuming to build an entire setting. |
| #7backstabbistJul 29, 2009 20:16:36 | You can also look at the Firefly/Serenity model of using a chunk of space without the FTL headaches. |
| #8Cyber-DaveJul 29, 2009 21:05:26 | Yea. That's what skrittiblak did with his Elysium Nebula. The amount of work he put into that is still mind numbing. Building a setting is never easy, no matter how much space that setting covers. |
| #9ChirpJul 30, 2009 7:11:17 | I really appreciate all the advice. ![]() dbay, its funny you should mention the concept of being launched deep into space as that is the very thing I did to seperate humanity from earth in the early part of my setting's history. It seemed like the easiest way to explain humanity living in another, far off galaxy with no contact with Earth or our home galaxy. Also I have already considered the fact that each solar system will only have one or two planets that we humans would consider habitable. I plan to have the majority of the galaxy explored already, not by humans but by the other alien races, some of whom will be allied with humans, thus giving humans access to that knowledge. My biggest concern is the relations between the races. I don;t want to copy Star Trek and make a federation where all the aliens get along, and I'm not overly fond of the senate idea from Star Wars. I'm leaning toward keeping all the governments seperate and just having treaties between certain races, and since humans will be the new comers to the galaxy and the least technologicaly advanced, I'm thinking of taking a page from Mass Effect and having them be treated like second class citizens by most of the alien races. I'm also considering an active war between two of my planned alien races. This ofcourse is all rough planning and half baked ideas right now. :P |
| #10backstabbistJul 30, 2009 9:51:57 | The reason I mentioned the Fireflyverse is that it is a young location verse. Rather than trying to fil an arm of the galaxy with bunches of stars that have a few plannets each with billions of people in hundreds of countries causing thousands of relationships.... In a young location verse the plannets/moons have only 1-5 factions that can be as few as 50 to a city of 50k or more. By leaving most landscape 'unused' or 'claimed', you can get by with a small group on an entire moon/plannet. If we set up shop on Mars, a mining corp and a shipyard and spaceport corp, it would be with thousands of folks not Billions, and there only needs to be 2-4 factions. If we started exploiting Gliese it too would be just a few thousand folks with few factions. We dont need to fill every location (plannet/moon) with separate races of billions of folks in hundreds of countries |
| #11thecommabanditJul 30, 2009 10:35:31 | One thing you should really bear in mind: a galaxy is huge. This can't be stressed enough. Seriously, it is MIND-BLOWINGLY, RIDICULOUSLY, GIGANTANORMOUSLY HUGE. I've been working on my own sci-fi setting with heavy attention to realism (with FTL being one of the very few breaks). This might but it in perspective; the average FTL speed of any ship in my setting is a few thousand times the speed of light. I got a huge picture of the galaxy to try and map out a few of the systems and it was impossible. The region of space colonised in my setting spans a few thousand lightyears. It is far, far, far smaller than the galactic core, it's tiny. But nonetheless, a ship traveling from one end to the other with no stops ever would take a few years. Don't make the mistake of underestimating the sheer enormity of space. |
| #12dbayJul 30, 2009 17:40:38 | One thing you should really bear in mind: a galaxy is huge. This can't be stressed enough. Seriously, it is MIND-BLOWINGLY, RIDICULOUSLY, GIGANTANORMOUSLY HUGE. I've been working on my own sci-fi setting with heavy attention to realism (with FTL being one of the very few breaks). This might but it in perspective; the average FTL speed of any ship in my setting is a few thousand times the speed of light. I got a huge picture of the galaxy to try and map out a few of the systems and it was impossible. The region of space colonised in my setting spans a few thousand lightyears. It is far, far, far smaller than the galactic core, it's tiny. But nonetheless, a ship traveling from one end to the other with no stops ever would take a few years. Don't make the mistake of underestimating the sheer enormity of space. But its 99.999....% empty and uninhabitable. So in an enormous galaxy, depending on the game, there could honestly be as little as 20 planets that are inhabitable. Or only 2 or 3. Or even only earth, and everywhere else is pretty awful... which would actually be interesting for a game- all the aliens have these fudgesack planets and suddenly start hearing about Earth. War? probably. could be neat. |
| #13malburJul 30, 2009 18:31:54 | I think the point he was making was the sheer amount of time it would take to travel across a galaxy. Thats the problem is just how much time it would take... getting to the far side would take a millenium even if travelling at 1000X the speed of light. |
| #14Cyber-DaveJul 30, 2009 19:46:39 | When you start dealing with faster than light travel, you can make travel time as long or short as you desire. Nothing is any more or less realistic or believable at that point in time. |
| #15ChirpJul 30, 2009 21:15:28 | I agree with Cyber-Dave, after all we are talking science FICTION here. This is the same genre were teleportation as a regular form of travel is possible. :P |
| #16FallensbaneJul 31, 2009 2:15:34 | It's a lot of work. To be honest story/plot and similar type ideas flow out of me rather easily. Its coming up with names that is really hard at times. Planet names, race names, ship names, racial name styles etc etc hehe. Be prepared for a lot of work. Lots of work, but in the end it can be very rewarding. |
| #17schroederJul 31, 2009 19:27:45 | I have found that GURPS is good for creating things regardless of the system being used. GURPS Space has random generation tables and stuff for star systems and planets that is relatively* close to believably real, all of which have little to nothing to do with GURPS as a system for play. That is, of course, assuming that you care particularly for realism regarding the placement/types of planets and stars. *As close as one is going to manage without serious and time-consuming research and study. |
| #18stplong1981Aug 02, 2009 23:38:59 | I myself am working on a galactic sized campaign setting, and what I've found to be especially easy is to start small, like a fractal. What I mean is, I'm starting with a pocket of space, occupied by humans in a region of the Milky Way around Sol (roughly 13 star systems total). With that in mind I figure out what I want in each system, that is, number of planets, etc etc. Then name em (easy stuff for me). After you have that pocket, build. Factions of humanity? I'm using five or six big ones (little ones I'll allow to grow organically through gaming). Those factions have ranks, ships, even unique weapons. Right a page or two blurb about the faction. So now a small area of the galaxy is set, and it can be big. there might be uncolonised dead systems in there. All that is left at this point is game mechanics, that is, classes, skills, feats, etc that are unique to your system. None of this is reliant on D20, Saga, or anything else (hell, you could do all this for the really old Alternity system). Basically, what I am getting at is start small. Build up, I won't tackle the whole galaxy anytime soon, but I have ideas. Once my players grow bored of the thirteen colonies, I can start to work on alien space, human expansion, and some really weird stuff I have. But its a galaxy, and its where I want it to be. btw, except to see my setting come alive in the SW forums soon. edit: Shroeder isn't lying about the GURP system designer, I've used it, and its great. DL is http://www.sjgames.com/gameaids/gurps/GSSC.zip. Creates a very long list of systems (I used habitable planets scarce myself, to make it a little more desolate) and you just pick and choose as you see fit. |
| #19ChirpAug 03, 2009 11:06:13 | So I've experianced my first big setback for this project. My hardrive was infected by a virus and as a result I have lost everything I was working on. I managed to save an early draft of the history I was working on, but its an old version that will need to be heavily edited to get it back to what I had before, and I'll have to rewrite alot of the history that was lost.This has proven to be extrememly depressing and I'm questioning wether or not I want to start all over again. ![]() |
| #20stplong1981Aug 03, 2009 16:24:26 | ya know what I say about lost data? I tend to say its a blessing in disguise, a boon from some greater muse. Do you remember the core of your histories? Do you remember the distilled, pure essence of the thing, rather than some hundred pages of fluff? IF you remember the purest truth of your idea, all the literature you had doesn't die, it just loses weight. Take the essence you have in your brain, and start fresh, with new ideas born of the loss, and with the tips people here are giving you. Crisitunity my friend (see Simpsons for that humour). |
| #21AnimeSniperAug 03, 2009 20:10:20 | So I've experianced my first big setback for this project. Ouch that hurts which is why I either save or copy/save all my data to a USB flashdrive and burn them to a CD-R/RW every few weeks when I have major additions and what not... could the data be retrieved by a professional |
| #22ChirpAug 05, 2009 8:11:53 | Ouch that hurts which is why I either save or copy/save all my data to a USB flashdrive and burn them to a CD-R/RW every few weeks when I have major additions and what not... could the data be retrieved by a professional Its possible someone more skilled with computers could fix the problem and save all my data, but I don't know anyone like that and I don't have the money to pay for someone to do it. |
| #23AnimeSniperAug 05, 2009 20:14:01 | If money is a factor and you don't know any tech-savvy people you could check with the local college/technical school technology department and see if the could retrieve it or check out the computer shops that handle such problems i.e. virus removal and see if the can retrieve your data and you make payments... local place where I live let me have my desktop back for classes and I've been making payments which I have one left. |
| #24backstabbistAug 09, 2009 9:21:30 | Q: Viruses? A: Linux |
| #25rhialtoAug 09, 2009 10:09:27 | The actual travel speeds don't matter. You're not going to map an entire galaxy worth of planets. What matters are three things: * How long to it take to travel to a "useful" planet. * How developed are these "useful" planets. * How practical is it to visit a "useless" planet, and what might one find there? If FTL travel is millions of parsecs per hour and terraforing tech is weak, "useful" planets will be those that are garden-like worlds. otoh, if FTL travel is slow (mere dozens of parsexs per week), a "useful" planet might be one that has rocks from which a breathable gas been be processed, and most habitats are enclosed mining colonies. |