| First Contact by Adam Burn |
A friend of mine once asked me "How do you create complicated settings?"
To which I said "Start simple and work your way up from there."
As promised in my previous post, I want to create a Star-Wars knock-off setting called "Psi-Wars," using the readily available material in GURPS, and that as I create the setting, I want walk you through my process so that if you want to build your own setting, you have a worked example to play with.
To which I said "Start simple and work your way up from there."
As promised in my previous post, I want to create a Star-Wars knock-off setting called "Psi-Wars," using the readily available material in GURPS, and that as I create the setting, I want walk you through my process so that if you want to build your own setting, you have a worked example to play with.
The mantra of design is "fail faster." The faster you have a working model you can play with, the sooner you can tinker with it, find out what's wrong with it, and then fix it. Thus, we want something to play with as soon as possible, and we must accept that our first attempt will be flawed. I also believe that we should not attempt to create the entire setting in one go. Instead, we should start with a simple core, and then as we iterate, we can add more and more complexity with each cycle until we have iterated enough to have a completed setting. So we're going to build a quick, imperfect setting, one that you can use as soon as you've finished reading this post, and then as this series goes on, we'll make it even better.
For the first step, we'll need GURPS Characters and Campaigns, GURPS Space and GURPS Ultra-Tech. This will cover everything for this iteration, though you'll quickly see it leaves some gaps in our setting that we'll need to paper over in later iterations.