2small group of individuals, like an adventuringparty, a small superhero team, a group of friends, or a terrorist cell.
This refers to the technology level and quality of gear relative to the world. Rag-tag rebels, for
instance, don’t have access to the same cutt
ingedge technology and high quality equipment asthe well-funded empire. Terms here are
. If youcan walk into a regular store and buy it off the
shelf, it’s average. Exceptio
nal implies a wholeother level or era of technological development.
There may seem to be some measurements leftout, but some are implied by the above. If anorganization has worldwide influence and alarge staff, it can be assumed that they haveoffices, bases, or some sort of presence all overthe world. If they have a high tech level and canequip a large staff, it can be assumed that they have money; if they have an average staff, asmall scope, and poor equipment, you can figurethey
don’t have much in the way of a
headquarters or a budget.
Player Character Roles
Every setting will describe an array of playercharacter roles. These can be easily translatedinto archetypes, templates, classes, and otherdefining functions for player characters found inmost roleplaying games. In general, the rolesdefined will fall into the following categories:
The Combat Specialist
The front line fighter, the tank, the grunt, the brute, the brick: this is the guy who can dish outdamage as well as take it. Just about every gamehas some character function for this.
The Skill Specialist
The thief, the rogue, the hacker, the utility belt:this is the person whose skillset is a combinationof knowledge and manual dexterity.
The Diplomacy Specialist
The mastermind, the faceman, the party leader,the talker: this is the character that gathersinformation, puts together plans, and keeps therest of the characters out of jail.
The Power Specialist
The mage, the psychic, the strange superpower,the person with the rare, unusual ability thatexists in the setting: this is the person that helps
you realize you’re not in the real world and gives
the players an interesting option for theircharacter.
Each player character role will also list skills,powers, feats, and such to further help offer up a
clear idea of what’s appropriate for that role and
make it easier to translate to the game system of your choice.
Locations & Map
Every setting will offer at least one stock
location, whether that’s a map of the good guy organization’s headquarters, the village it takes
place in, a spaceship, or something useful to kick things off. These may include maps, or may bedescriptive, depen
ding on what’s most
appropriate for the setting.
Big Bad, Henchmen, and Mooks
These are the bad guys of the setting, the folks who provide conflict for the player characters toovercome. Their appearance, personalities, andmotivations are detailed, along with a generic block stat to give the gamemaster an idea of how to flesh them out in the system of his or herchoice.
This is the head bad guy. The players might noteven know he (or she) exists at first, and they
certainly won’t start off going
straight at him.The Big Bad is typically as powerful as, or atleast smarter than, all of the player charactersput together. The defeat of the Big Bad usually indicates that the campaign, or at least thesection of the campaign defined by the Pilot, hascome to an end.