Returning to the Hegemony

One thing that John pushes me to do when we design games, is to think about the world beyond the scope of the current adventure. To get Scum and Villainy off the ground, we just needed to know the streets of Rin, and the spaceport where the Stardancer was locked down. That's enough to run an escapade, and have a great first session. To make a game, you want to paint a world in both broad strokes (there is a Hegemony) and in painstaking detail (this person's sister was kidnapped by the Counters guild). But there's a different scope to look at a setting from, one that looks at painting enough rules to set up a world where you can tell multiple different stories. Read More