Interview with Luke Gearing (compiled from the NSR Discord)

NSR:

How does one design a sci-fi dungeon adventure, and how is the process different from designing fantasy dungeon adventures, if at all?

Luke:

sci-fi dungeons are usually more likely to be in-use ime. the function is more important - this means reading up on what the irl equivalent might have. a fantasy dungeon doesn’t have toilets - a sci-fi one does.

i mean some fantasy dungeons have toilets or dungheaps. i’m a fan of that, but it’s less regular you know

NSR:

Also, what makes a gameable sci-fi setting?

(ironically, i’m making a sci-fi game myself, which proves the AmAs with you and McCoy to be incredibly fortuitous)

Luke:

so i think a lot about this and i think for a big sandboxy setting (sci-fi or not) you need Distant Authority. you want at least one huge, centralised power and then you set your game on the fringes of its power. this does a lot of cool stuff for you. it means the players can do cool adventure stuff BUT they have to keep in mind that they shouldn’t break too many laws or else risk the wrath of the Empire (or Company or whatever). this slight downwards pressure keeps choices interesting - one of the bigger risks with scifi is the players just running away from consequences, so having the big central authority means consequences might be slow but they never ever disappear.

i also think you shouldn’t sweat the technology too much, more worry about its impact on society rather than how it works. if you and your players are all hard-scifi people i’m sure it could work but it sounds like a lot of work to me!

unironically, read the mothership Wardens Operation Manual. obviously i’m affiliated but i really do think Sean did a killer job with it

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