Here's most of the important bits. Technically, we're in 'setting the dials'...
SETTING THE DIALS
Here is where you set the “feel” of your game (this process may also generate Facts; see below):
· Thumbnail: The basic “gist” of your game. Two options:
o Media Plus or Versus: Mash-ups of various established SF touchstones (e.g., Robotech + Ghostbusters; Firefly vs. Star Trek; TMNT vs. Terminator; Starship Troopers + Godzilla).
o General: “rebels against an oppressive empire” or “explorers, seeking new life and new civilizations” or “rag-tag fleet fleeing horror”.
· Sapients: Human only, aliens, robots, AIs.
· Psionics: Yes/No. (If yes, consider rarity and power of such abilities.)
· Space Travel: Single system/interplanetary; intersteallar; intergalactic, etc.?
o How?: How is long-distance travel done (FTL drives, jumps, jumpgates into hyperspace, etc.)?
· Spaceships: Individual (PC) ships, group ship, bridge crew of a capital ship?
· Raygun Power: (see PDQ#, p. 28) Just a weapon, a more powerful weapon (extra damage = shooter’s MOD), or one-shot kill weapons (extra damage = TN of shooter’s Forte)?
· Why are the PCs Together: Household/Family. Organization. Crew. Comrades from long ago. “Picked team” (by patron). Chance companions. Someone Done Us Wrong. And so on.
· A Thing I Would Like to See: Posed to all PCs: something they would like to see in the game. Not all will be satisfied, but the more the GM can provide, the better the session.
· Any Givens?: Characters might get a “freebie” [G+2] Forte given to them by the GM for a game with a specific thrust (everyone is/has a: Star Ranger, Q-Wing Fighter, Robo-Servant, etc.).
The steps of character generation in PDQ# SpOp can be done in almost any order, but Planet should definitely come first. Many of them will generate Facts (see below). They are:
· Planet [G+2]: Three facts about your planet. (What’s it like; how seen by others; particular skill/knowledge/ability/nature natives have; climate/terrain; how see others; location; special goods/services/industries, etc.) These absolutely become Facts (see below).
· Past [G+2]: What you did before; your background; how you were raised (occupation, family, role in society, etc.).
· Motivation [G+2]: What spurs you on? (Goals, drive, needs, relationships, etc.)
· SpaceOperatic Forte [G+2]: What are you awesome at?
o Techniques: Things that, when they come into play with your SpOp Forte, make you even more awesome (categories include idiom, situation, location, maneuver, weapon, vs. Foe, quote, etc.).
o Grant a +1 to roll result, or the ability to re-roll one die, provided you can narrate/justify how that Technique comes into play.
· 3 Fortes @ [G+2] – or you can use the 3 Forte Ranks to increase any of the ones above.
· (optional) Given Fortes [G+2]: If all characters get a “freebie” Forte given by the GM for a game (Star Ranger, Q-Wing Fighter, Robo-Servant), it gets placed here (and doesn’t count against the 3 Fortes above).
· Foible: What causes you problems – be it an aspect of your nature, a relationship, a situation, a need, etc.? (Note that Foible helps earn you Style Dice; find something you’d like to play to!)
· Character Name.
Facts are the building-blocks of the overall setting. Facts will certainly be generated through Setting the Dials (see above), group character generation (especially with Planet discussions), and will also crop up in play -- from general invention at the moment or when a PC spends a Style Die for a Significant or Major Fact.
GMs should record all Facts.
Important basic Facts to keep in mind:
1. "Swords & rayguns" (a la Buck Rogers and Flash Gordon).
2. Planets are named after elements.
These first two Facts are at the heart of PDQ# SpOp.
Relevant “quotes” of a session can be added to the Fact Sheet, if desired. While possibly impenetrable to those who were not around the table, quote Facts offer insight to the “vibe” of the session.