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An important part of the GM’s job is to come up with adventures in order to challenge the rest of the players. The quality of an adventure depends upon how well it is constructed, and the best adventures (the ones everyone will remember and talk about for months or even years after the adventure is concluded) are those the GM is very familiar with. It stands to reason then that the best of the best adventures are those a GM has created on their own. Sometimes, a gamemaster will have an awesome idea for an adventure, get into the middle of putting it together, and suddenly realize that information on some element of their adventure either doesn’t exist or they can’t locate it in the rules anywhere. Rather than be stuck and have to go without that element, the GM can work up whatever solutions they can imagine.

This section of this Chapter is designed to help out the GM a little bit by providing detailed instructions on how to create several different elements that are most commonly needed during a campaign entirely from scratch. Such materials include creation of star systems (or whole Sectors), planets and moons, lifeforms (including sentient creatures), communities, and various types of items (including new equipment for vehicles and starships).

NEXT: 10.2.1 Creating Worlds
PREVIOUS: 10.1 Specific Functions of a Gamemaster
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