Game design question. I am currently designing a lightweight system for evolving inhabited planets and ensuring there is increasing criminal content. I am considering either adding societal values, specific locations, organizations, or facts. Should I limit to one of these options for every system or open them all up? Would it make sense to intentionally create new NPCs to represent these things?
@genesisoflegend As a GM, I find it most useful to know why rather than who; once the why is established (“there is a religious prohibition on alcohol here”) the who becomes clear (“there is an underground economy surrounding alcohol, with fights between cops, smugglers, and local distillers”).
@genesisoflegend Having a set of expected stats/skills/aspects for various sorts of people (smuggler, crime boss, labour organizer) would be good accompaniment to it. And an easy way to come up with names for NPCs (“this system was settled from X nation so X names are common”, or particular syllable selections).
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