I give them the platform of travelling on a shuttle together for the past few weeks, making stops at major locations across the Pact Worlds with the Station as their final destination, and the players intro themselves in the usual fashion. I'd like to give a kind of Shadowrun vibe to Absalom Station, which should be helped by their future encounters with Astral Excavations. After reading this, I need to get that info to my players as quickly as possible. It was only when a near catastrophe vented the residents into space, did the gang leaders get together to form the first form of government, and elected the first Prime Executive. Post Gap, the Station had little need for a government and "Anarchy reigned." (pg. Between the shiny newness of Starfinder and the extra spice we can now deliver to our players with that primer, running the first chapter of this AP should be a snap.Ī fun fact to note about Absalom Station is that it was originally founded by gangs. ![]() We (the GM that is) also have a great hook for the rest of Dead Suns and a well needed primer on Absalom Station. It's simple, decently full of tropes I can draw on, and unique enough that my players shouldn't guess all the twists when I'm running it. Just in reading the adventure background, I'm in love with the plot of this book. ![]() And with Starfinder freshly released, and their first AP - Dead Suns - also newly minted, I decided to start here. ![]() Both for my addled mind, so that I can look back upon my words and see what cool stuff happened during those games, but also to perhaps help new GMs and add to the ever expanding amount of excellent prep material available out there for would-be game masters. Something I've long wanted to do is write a blow by blow of my time GMing a good adventure path.
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