Saelune said:
I am honestly surprised by the sheer variety of everyone's preferences. It both makes me feel better and worse, since I cant make a world that will impress everyone, but thats why I shouldnt worry about it.
DMs are supposed to have fun ... and players are the ones that kind of need to compromise on what they're looking for. With my Fragged Empire game I wrote up a starting 'mission' chain that explains how the players get their spaceship and let them build up to a suitable level and realistically gain influence to be able to afford a decent starting ship.
I set up these mission chains as specific events in a timeline ... introduction of other posthuman races as the timeline evolves. Different feels (survival, exploration, war, and answering an ancient mystery) ... and basically wrote up the themes of each time in the timeline and what the 'central core' of what the specific timeline's events will bring in terms of big changes to the setting.
Group has 5 players so it's useful for voting purposes.
The players chose the war theme, and went full Battlestar Galactica with their starting ship.
Hunk of Junk Twi-Far Dreadnought that was all about the point defence weapons and a super-expanded manned combat fighter group bay. Low CPU, all about the Hull (for additional supplies to maintain longer trips), Engines, and Crew with multiple large rooms for roleplaying-wise carrying refugees and soldiers.
Made for some epic scenes given the central theme starting with them persistently retreating ... and given the shitty CPU score the combat jumps to get away from fights they can't really win made it really tense ... and often resulted in persistent combat fighter casualties helping to blow up missiles and intercept enemy fighters, and cripple the occasional enemy frigate if it got too close. Immediately landing back on the dreadnought right as it was about to make its final combat jump check.
I always make it a point of order to spend a few hours
memorising the sheets players make. Because that often tells me what they're looking for in a game ... so if they compromise for a theme and worldbuilding I'm outlying loosely with an intial campaign readout ... it gives me a chance to smoothe over people who might feel somewhat out of the loop of what the rest of the group chose.
It's also pretty important to memorise player sheets not only to provide challenge, but also because no one wants to go into a game
expecting something, and building a character that they feel fills that niche, only for them to find out that their character is kind of persistently pointless.
I remember a game of Traveller where my character actually rolled up owning their own Free Trader. I was psyched because I love roleplaying merchants, smugglers, and the more socially inclined characters. And it turned out the "exploration" aspects of the setting were more
survival orientated sessions, in unexplored sections of space.
I was kind of hoping by 'exploration' they meant things like prospecting, discovering new trade routes, etc...
You kind of don't want to fall into that sort of situation where players enter your campaign with one idea of what you mean by something, and end up with a character they desperately do not want to play after they spent hours creating a backstory, naming their now useless equipment, and simply having nothing to do.
I will say that the big advantage D&D has is if you pick a setting, players kind of have a pretty good idea of what they're getting into. They understand what they're getting into with a Planescape game, or Ravenloft, or Forgotten Realms...
The more esoteric the game, the more confused your players will be.