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CREATING A STAR WARS SETTING WITH DEPTH By Jonathan Hicks When, at first, I played
the Star Wars role-playing game I wanted it to be like the
movies - big, explosive, action-packed. But after
saving planets and rescuing whole races in distress, blowing up super weapons
and defeating new terrible threats, the galaxy into which my character had
been born was growing stale. It was the same with many of the other players.
The clatter of dice had lost its music. One day a group of
gamers (who shall remain nameless) sat down to do a game and the Gamemaster really hadn’t anything ready to run, just a
few plot ideas he had and a couple of notes, so he just looked at his players
and asked ‘so, what are you going to do?’ The players were stunned;
here they were, docked in a space station in the middle of nowhere with free
reign to go where they wanted, and they didn’t know what to do. Without Gamemaster guidance they were stuck. Until one of the players
said ‘do you remember that corporation boss whose daughter we rescued on
that planet with those two asteroids as moons? Perhaps we could go and pay
him a visit. He did say come back anytime’. It’s decided. The
players decide to head for the planet where the boss is. They know where it
is - they’ve been there a few times. Or they could have gone and visited the
tribesman whose people were saved from the renegade demolition Droid. Or they
could pop back to that bar they visited on the second moon of the last
system, see what was going on. Call old NPC’s they had befriended to see how
they were, get a job and call other NPC’s who owe them a
favour who are skilled enough to help. Pay off old debts. The players were able to
travel the sector of space and decide where they would go. The sector was
alive to them, it wasn’t a painted black and white
setting laid out by a Gamemaster and helped along
by action and explosions. They could interact
with it. An entire new perspective was born within the galaxy. If this kind of
role-playing appeals to you then read on - this little piece may help, or at
least point you in the right direction. CREATING THE REALITY Have you ever noticed
how easy it is to run a game set on a planet known within the official Star
Wars setting? If you run a game on Tatooine, say, in Mos Espa, then the
players are going to be able to feel comfortable and part of the setting
because they know the place. They know that there is Pod Racing there, that
they can get parts from Watto’s junkyard. If they
go to Mos Eisley they can get a drink at the cantina from Wuher,
that they can catch a ship to the other side of the galaxy, and if they’ve
read the books or the source material then they can ask about for certain
personalities that can aid them. Wouldn’t it be great if
you could run a game set on your own worlds, your own locations filled with
your own characters that the players can get used to, visualise and interact
with as naturally as the ones in the films and books. STARTING POINT First of all, you’ve got
to create a place that is going to be instantly recognisable by the players.
If you’re an artist, so much the better, but it’s just as easy to put the
visualisation into the players mind by graphically describing the location.
Some people say that long-winded description is dull, but I believe that the
GM can use that description to initially describe setting. The planet log
sheets are good but they lack depth. The look of the place can be imprinted
on the players and then brief descriptions on return journeys are all that’ll
be needed in later games. We’ll use an example
planet, which we’ll call Nebrassa to illustrate my meaning. The examples will
be in italics. Now, the initial
location must be communicated to the players. Instead of giving them a
standard description of the planet, narrate the approach to the world, taking
in any other spatial matter around the system. Make it good - if you’re a GM
then you’ve probably got a flair for the dramatic and can roll this kind of
stuff off. For you’re initial description, write it down. Spend a little time
writing up a narrative to read to the players as they approach the world. It
can be split up to include any role-playing or action scenes that may occur. For example, let’s say
that the players are approaching the world of Nebrassa where they are to meet
a contact that will introduce them to a gunrunner. In orbit, the game
dictates that they will be stopped by an Imperial customs frigate, and, if
they don’t react sharpish, may even be boarded. So you could start the
first paragraph like this: The swirling
hyperspace tunnel collapses, turning the stars from streaks into points of
light. The planet of Nebrassa rolls into view. It is a muddy-brown world,
with thick cloud cover over the equator and wide reflective oceans. The nava
computer tells you it is a swampy world, but you don’t need a databank to
tell you that. All you have to do is look at the world. Two large grey moons
orbit closely at either pole, with several smaller bodies further out. A thin
ring of dust encircles the planet, reflecting a rainbow of colours from it’s crystalline content. Your ship approaches for orbital
insertion. It’s at this point the
players are allowed to interact with this, the first view of their planet.
Extra notes about tiny details may be necessary just in case your players are
exceptionally perceptive. This is also where the
players will get a feel for what kind of world they are over when the customs
frigate approaches. If the players are going to be coming here often it helps
to make the initial NPC contact a memorable one. There are far too many
instances where the players land, a custom officer says ‘one hundred creds,
please’ and then walks off. That’s it. Quite unremarkable. Generalising
characters are fine for background painting, but make sure you’ve got several
stock characters for the odd Joe public off the street the players may ask
for directions or advice from. For more information, see the NPC creation
article elsewhere on this section of the site. So, the players meet up
with the customs frigate. If this is going to play a major part in the
scenario then make sure the stats and personalities are laid out for the
officer of the ship. It’s through this character the players may learn a
little of the planet. ‘It’s very simple,’
says the customs officer, his bushy eyebrows constantly twitching, ‘you can
carry light weapons but nothing heavy. There are fines for infractions, set
terms for major ones. There’ll be zones on the surface marked red on your
sensors - these are no-fly areas. If you stray into them you’ll get shot down
or arrested with no appeal, got it?? Landing costs 100 credits plus 50 every
day after. Ask the Portmaster for rules and regs.
Now, your ship’s clean. Beat it’. This little encounter,
brief or long depending on what the players do, say or have in their hold,
sets up what the planet will be like. The customs officer may have been
polite, explaining the law of the world and handing out any data chips with
maps and instructions. He could simply have boarded, searched, and sent them
on their way. A world is usually governed by a simple attitude that is
present in its denizens. If the world is oppressive then the inhabitants
could be cynical and unfriendly. A world covered in clubs and nightspots
might be friendly and warm, an industrial world would most likely be
indifferent to the presence of the PC’s (‘we get hundreds like you through
here every day’). Setting the feel of a world is not done through a
simple description of the globe. It’s also done through the attitude of its
inhabitants. GOING DOWN The next part of the
introduction is getting the players down to the surface. If you have filled
out a planet log then take the atmosphere into consideration. Is the world
wet and damp? Then when they hit the atmosphere they’ll be flying into thick
cloud, maybe even a little lightning. Dry and warm? Then describe the land
spiralling out before them, no cloud cover to obscure their vision. The
details of the land become more defined as they approach the surface. Nebrassa, it’s clouds
seemingly still, starts to grow in the window. As the ship starts to vibrate
slightly during atmospheric entry you see that the clouds are actually
heaving with activity. They roll and pulsate like something alive, the
violent storms below them churning them up. Flashes of light streak through
the moisture as lightning touches down on the surface. Then you’re enveloped
by the cloud, thick oppressive cloud that forces you to fly by
instrumentation alone. Bursting out from beneath that cloud is almost a
relief. Give the planet
character. Give it a sense of realism. Give it a quirk or a feature that
defines its originality. Tatooine was bright and sand-coloured. Coruscant was
a sprawling urban surface with millions of glittering lights. Nebrassa
appears to wear a belt of cloud whilst its poles are apparently clear. This
is what makes a planet different from the rest. SURFACE LOCATION There will be a place on
the surface where the players will first touch down, where the landing bays
are, where the population resides. If the reason the players are there does
not concern the main city (or cities) then fine - they can either hear about
the city or do a fly-over, and then you can go into a separate description of
the other location. For now, though, lets
concentrate on the one place. Most cities are built
the same. Sprawling urban areas surrounding a central ‘hub’ that enables the
residents to congregate and trade. This usually consists of buildings of
varying heights depending on function and ownership. Look at the world around
you. No matter where you go this is the general layout of a city. But this is Star
Wars. You have to make your
city a distinct place that dominates the view. If the planet is covered in
small settlements then fine - concentrate on what these little places look
like but give them something that no other place has. The city of Theed was a grand place, covered in crawling vegetation
and perched on cliff edges that fell away to the swamps of Naboo, whereas the
small townships on Tatooine were low scruffy buildings, sandblasted and worn,
the same colour as the surroundings they were built upon. Each place served
the same function, they housed the inhabitants, but each one was starkly
different. In many cases, cities and towns are built to complement their
surroundings, so the surface of the planet must be taken into consideration
before anything else. The capital city of
Nebrassa, Nebro, is a strange sight to behold. The
misty belt of the planet creates huge banks of fog and incredibly sodden
ground, making direct surface dwellings difficult. Therefore, Nebro has been built on huge legs. As your ship
approaches, you see that the city is a collection of several platforms of
varying heights, rising from the fog below on thick, durable stilts. Each
platform is covered in tall buildings that are rounded off at the top, some
open like flower petals to serve as landing platforms. Walkways and speederlanes intersect each platform and wind around the
buildings. All in all, you’d guess that the city was large enough to contain
over two million citizens. Why was Bespin’s Cloud City such a wonderful city? Was it
wonderful because it mined Tibanna gas and had Lando Calrissian as an
administrator? Of course not. You don’t find out these details until after
the characters touch down. Cloud city is wonderful because it floats among
the clouds, because it is so huge and yet looks so
delicate as it hovers in the sky. That is what amazes the characters when
they first see it, which is what stays in their minds. That is what you have
to create - a location that is remarkable and unforgettable. INTERACTION When the players walk
down the ramp of their ship they’ll want to see, hear and smell their
surroundings. That first impression of the world they are going to explore is
what will dominate their senses. First of all, what will
the characters see? Landing on Tatooine is simple - sand and more sand, or
sandy walls if they touch down in a landing pit. On Naboo they’d see rolling
greenery covered in patchy swampland and deep pools. Make sure you have a
visual worked out to describe to the players. Their first view of the new
world will pretty much dictate how they view the rest of the planet or
location they are in. The landing platform
hangs over the city’s edge, allowing wisps of thick fog to creep over the edges.
It is well worn and obviously used constantly - burn marks from retro
thrusters and patches of grime denote frequent landings and take-offs. The
streets and buildings at the edge of the platform are bustling with activity,
with beings from all walks of life and dozens of different worlds go about
their business. Thick pipes seem to protrude from every wall and several
places in the ground, making it seem as though a network of tubes runs
throughout the city. It makes it appear strangely organic. Dull grey metal
stands proud on every building - the place was obviously built for
practicality and not to serve any architect’s whimsies. Now come
the sounds they will hear. Out of the way places with little to no activity
will be sullen and quiet, with the odd whoosh of a Landspeeder and
humming generator. Heavily populated planets will contain multitudes of
sound, from screaming speeders to the murmur of crowds to the blare of sirens
and the cacophony of trade halls. The city is strangely
quiet as beings keep themselves to themselves. The sounds of the place are
muted as the fog creeps silently over the view. Every now and then a travel
tube roars as a pod shoots down it or there’s a drone as a speeder passes by.
The main noise comes from the Airspeeders and starships
criss-crossing the skies above - this far up in the city is where many of the
landing pads are. With a new location come
new sights, sounds and lastly smells. The smell of location doesn’t play a
huge part in its description (after all, it’s very difficult to imagine a
smell) but nonetheless adds a little more depth. The strange odours
forced up your nose are peculiar to say the least. Like a mixture of rotting
vegetation and grease. As you head into the crowds this is replaced by
purified air as huge atmosphere regulators keep most of the fog at bay. This
smells almost metallic, with false chemicals added to make the majority of
beings comfortable, like chlorine and white spirit mixed. DETAILS After that, it’s up to
you, the GM, to add the little bits and bobs that will bring the setting to
life. As stated before, take a look at the NPC creation tips on this part of
the site. They’ll help you create personalities that will inhabit the setting
you’ve created. Its all well and good having the
location laid out, but if there’s buildings there’s life (usually). Remember the golden rule
- no two places are alike. If the players touch down in a city that
you haven’t made any decent notes for, the chances are your description is
going to be lame and uninspiring. This will mean the players will be at a
location that won’t stick in there minds. If you want your players
to visit your creations, then don’t let that happen. The galaxy is alive if
you say it is. |