Questions for a first-time SWN GM: Getting my first game ready
This subreddit has a ton of great input and ideas and I'm hoping for a little help. I'm putting together my first campaign for Stars Without Number and I've come across a couple of sticky points that aren't necessarily rules questions, but more flavor related. I have GM'd a host of other games, but this is my first time with SWN, my first sandbox, and the first time my players have ever played not-D&D, so I'm struggling with seeing the consequences of a couple choices.
- I've got my sector created with the help of the book. Due to how the stars landed in the grid, I've decided there are two regional hegemonies vying for control over the economic future of the sector with a number of independent systems. One of the hegemonies, though, may start being more militaristic later. I haven't been able to decide if I should hand this map to the players (with names only) and let them know the lay of the land, or give them a blank-ish sector map with a couple stars filled in and let them discover the others through roleplay (the system has 26 stars, so pretty dense and well connected). I think the roleplay method might be neat, but it seems like a quick trip to a spaceport should give them the "full" map (which I could obviously just not let happen).
Has anyone tried the blank map with discovery way? If so, did it add anything fun or just seem like a nuisance to you or your players? I can see pros and cons to both ways, but I'd love to hear your input.
- I don't know my gaming group, unfortunately. It's a new configuration of people, so I don't know their playstyle and what helps engage them in the world. To make the transition a little easier I was considering giving each of my five players three tokens: a friend token, a rival token, and a place token. During play when they come to a new place (outside the starting star system), a player can choose to trade in their token during the adventure and will get to make narrative decisions. The idea being that when they hit the third system, for instance, a player could turn in the "friend" token and say something like, "Oh, my old friend Steve from the academy said he was coming here. I'm sure he'd help us..." and now Steve is there and will help for a session in a small way. On the flip side, if no one uses a token I can ask for a rival token, and they have to describe someone that hates them. The place token would let them make up some description, such as, "I've heard of this bar/tiny town/abandoned station, it's supposed to be..."
The question: does this sound needlessly complicated? And does this seem to nerf the Connected focus too much? I'm not too worried about players abusing this or "breaking" the game because I can corral them (and it's pretty hard to break a sandbox). Has anyone tried something similar to build investment? While the 5 rumors mechanic I've seen is great for a random group of strangers (the PCs), I'm having my players make a fully formed group that knows each other already, so the system wouldn't have the same impact.
- A simpler one: I've decided that in this frontier sector interstellar travel is somewhat common and that frigate-sized ships aren't the massive investment they normally are (bigger ships are though). As the players start on a world with Major Spaceyard, I've decided that in that system (and maybe the neighboring hegemonic capital) ships cost 1/4 normal. Would you apply that cost reduction to maintenance and repairs too? I can foresee a broke group nearing their 6-month overhaul far from home trying to race back to the spaceyard so they can afford it. It's a bit nit-picky, but I'd love input.
Posted Aug 23, 2019, 2:47 AM UTC · edited
Full disclosure I planned out a full campaign but never got to play. However I’ve gm’d a bunch of Other games and other systems.
I think I would give them at least an overview of the systems they can visit, something like the Gateway Travel Bureau pages in the original core book that allows them to plan what they want to do, the key to an open sandbox game in my opinion is to candidly ask my players “what do you guys plan to do short term and long term? So I can plan accordingly.” I’ve done this in several other games and it’s worked handily.
Give them a glimpse of what the system is like in broad strokes at least and then keep a few planets “secret” so that when they fail navigation rolls they can randomly get sent to one of these “secret systems” like the GM map of hydra sector vs the map for players.
I actually clipped out pages 177-179 from my pdf to give my players and was going to treat that as their sort of ”Hitchhikers Guide to the Galaxy” to get them started.
I know you’re using a home brew Sector, but I think the book could provide at least a decent template for you to create a “player’s guide”.
Hope this helps.
This was my plan from the start. At the end of every session, if we've finished the current episode, to ask them what their plans are next, so I can set it up accordingly.
I do have a couple secret systems already, so they'll have this opportunity. Maybe that's enough to "keep hidden" at the beginning. I might try something like hand them the map of known systems, with names for their own hegemony and a couple major planets elsewhere, but let them find out names and things through roleplay, so they know there is something there, but their polity doesn't generally know enough a lot of specifics.
Oh I'm definitely going to give them something like this, at least in broad strokes.
Thanks for the input.
You’re welcome. An interesting thing I just thought of is like a rippling out knowledge of neighboring systems and such. So let’s say they start at system #1, then they can have accurate info about all of the #2 systems as their nearest neighbors, vague knowledge of the #3 systems, and no knowledge about the #4 systems. Then when they move onto system #2 they can learn accurate info about #3, and vague information about #4. It could even be like a sort of side quest in order to move onto a new system that they have to find out in each new system they visit. Maybe meta space maps are only recorded of local meta dimensional paths or something so they need a new one in each port to safely drill to the next system or else they have to go backwards or proceed as they would when drilling a new meta space pathway as described in the rules.
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This is similar to another idea I had. I'll give them the full space map with names, some local rumors of some other planets, and the "communication routes," but they can only buy certain rutters on certain planets. So they know what's out there, but they still have to go looking for rutters.