Hello cauldronites!
As some of you may know, we at DieselShot have released ChangedStars. As I put the last books in the mail and arrange the final round of promises for backers I turn my eyes fully t’wards the bread and butter of drawing in a whole sector of game runners:
Modules. Adventure modules, specifically.
All you need to know about CS for the purposes of this discussion are that it’s a hard sci-fi TTRPG with a bespoke setting which conceptualizes multiple different types of play (Frames) based on party concept: squads of marines, teams of expeditionary scientists, random assortment of people on a space flight, etc. These have 1-2 pages of support apiece as the “full Frames” had to be curtailed for time and space even as their need grew more apparent while I wrote.
The problem for some game runners is “what is the story about\who are the party?” In a fantasy adventure roleplaying game, this is a solved problem to such an extreme you must fight back against it if your vision differs in pretty much any way. Even then, deviance from the norm is highly supported in reams of ideas and texts. With sci-fi gaming you fall back heavily on setting or highly generified ideas of a certain type of sci-fi, usually shaped by its technologies.
I think we face for CS a similar problem to early Traveller: what does a Traveller party really get up to, and who are they? At least earliest Traveller was fairly tightly “military\veterans,” which is a jumping off point. We make no such past history presumptions at the mechanical level in ChangedStars. Several modules like “the Traveller Adventure Module” and “Nomads of the World-Ocean” are oft sighted examples that crystallized a lot of ideas about who Traveller PCs were and what they’d get up to. I’ve been looking to them for inspiration, so I support my question/discussion topic is really this:
What makes a module that helps form setting\game comprehension? The ideal point to me is the average DM’s idea of D&D and its implicit setting(s). If you can get people running your game, and get them to have that level of understanding of the game’s “basic setups,” you can essentially just feed people into that engine and witness self-replication.
Are there good examples of modules that did this for earlier games? Are my classic Traveller examples incorrect? What do you think really drives this comprehension, is it modules or something else (outside licensed IP examples like Star Wars\Trek etc)? How does one go about making their “Keep on the Borderlands” style examplar when the mode of play and comprehension is utterly removed from anything analogous to KotB? Is it possible for all types of game, or was this possible because dungeons\wandering and space stations\villages have an inherently transmissible nature as storytelling composition elements?