Some Basics
The primary vibe in my mind is mashup of influences: The Expanse, Cowboy Bebop, & Voyager.
Grim - without being a massive chore to succeed, gritty - like
Jo Miller from Season 1-2 Expanse, life is hard for nearly everyone - only the few Elite live in luxury.
Many common people dream of retiring to a rare Luxury World (owned & protected by the wealthy), if they could
only find passage, or raise their social status and wealth (against the odds) to get a Visa to live on one...
Please read "A Timeline of the Future in the SWN:R" PDF to catch up on events.
The year is about 3209, though not as many people track their days against the old Terran calendar these days anymore.
You're in a sector of around 20 odd systems. These will be built out/mapped over time.
Starting Location, we can work that out with your Character build.
Starships:
- Each system will have it's own In-system ships, depending on how the worlds are generated when we get there.
- Spike Drives are a saught-after commodity, capable of Inter-system travel within the sector. These are rare, but not seldom. Usually owners of a Spike Drive will have the means to protect their investment.
Sector overview:
- A few million people in the entire sector, with a slow birth rate and mixed life expectancies, depending on the Group
- Frontier sector means uncharted worlds, with humans scattered amongst only the most Sustainable & Viable locations
- Resulting in lots of fringe culture (science, religion, society, technology, psionics)
- Lots of smaller groups vying for "local" power (working together to overcome, or fighting/defending), a handful of elite wealthy groups
- Several industrious sectors mean that Healthy Trade relationships are critical for success (mining, manufacturing, agricultural and luxury the main threads)
-- As such, there are lots of Trade Stations popping up across the sector, as most groups now co-exist (or otherwise face an uphill battle to stay alive)
- Most conflict happens behind closed doors, so to keep the vast population from descending into wars
AI:
- Rare, but not seldom.
Psionics:
- re-emerging at a "skilled" level for the first time in centuries, but only several hundred registered psionics in this sector (out of a few million people in the sector), and growing
-- also some people are showing far-advanced powers for the first time, a dozen or so, not growing as fast as
Technology:
- Depends on the World / location.
- When the gates were open, this sector would have provided a range of resources and minerals that would be traded or shipped back out of the sector.
- A handful of serious TL4 worlds where abundant available resources required more significant infrastructure.
Factions:
- Let's see what emerges as we start to play and build out a few characters.
Crime:
- Each World will have it's ruling powers.
- There may be some hegemonies, combines or organistations who cover a larger area.
Religion:
- Numerous and prosperous
- From classical Terran groups, to an array of cults
Anomalies:
- Plenty of signals to explore! Zoom, enhance!
---|
A note on World-building...
I think this should be collaborative. Players should feel free to send the GM a DM to suggest ideas for Worlds, Factions, Religions, etc.
Our Focus should be on how the Characters navigate their Encounters; not designing a living & breathing intricate web of Lore and History.
"Play to find out what happens next."
By which I mean, let's invent things on the fly, as necessary, and go crazy with the cheesewhizz.
---|
Any questions, please DM me & lets chat.
This message was last edited by the GM at 04:19, Sat 05 Nov 2022.