As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Monday, December 9, 2013
Civilizations in Solar Echoes (part 1)
Traveling around the vast universe in Solar Echoes can bring players into contact with all kinds of alien civilizations. The Mission Controller's imagination is literally the only limit to what the players might encounter. When we designed Solar Echoes, we considered that not all civilizations will be at the same stage of development as the 7 races in the Union. Imagine journeying to a distant planet and discovering intelligent life, and those beings were only in the early stages of technological development? The first type of society that we discuss in the “Mission Controller's Guide” is Neolithic society, which is very primitive and involves the use of only the most basic tools, where the people are living mainly as hunter/gatherers. What could it mean for players when they arrive on this planet? If they crash-landed, could they find the resources needed to repair their ship or signal for help? And how would the inhabitants of the planet view the players, who possess superior technology that would likely be viewed as “magic” to primitive people? Survival on such a world might become quite a challenge when the players' weapons run out of ammunition, and the players may have to learn to adopt the use of more primitive weapons to defend themselves against hostile lifeforms.
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