World Details

World Details #

Once you’ve made a basic map of several worlds and their attributes, flesh out each world with the following details. World details will inform each other, and details added to one world may lead you to change details on another. Let the process be iterative, and your worlds will feel more deeply connected to one another.

Before the first session, keep these details as brief as possible. Just one or two sentences each. The players might latch onto any particular detail and turn it into many sessions of play. Or they may ignore something completely. Follow their lead, add details as necessary between sessions. If you play old-school dungeon games, consider giving each world no more detail than you might give an important room in a dungeon. The scale is just zoomed out.

Imports and Exports #

Based on the world’s attributes, which types of goods are in supply and which are in demand? Make the goods more specific. For example if a world supplies Organics, is there a specific crop they export? If they need to import necessities for survival, how do the people deal with that precarity?

Example Organics Goods #

Roll(d66) Good Roll(d66) Good
11 - 12 Arachnid silks 41 - 42 Fruit juice
13 - 14 Tea 43 - 44 Bovines
15 - 16 Pure water 45 - 46 Fortified rice
21 - 22 Flowers 51 - 52 Refined snuff
23 - 24 Spices 53 - 54 Mushrooms
25 - 26 Essential oils 55 - 56 Bean curd
31 - 32 Milk 61 - 62 Raptor eggs
33 - 34 Insect protien patties 63 - 64 Fish roe
35 - 36 Saplings 65 - 66 Bee hives

Example Cultural Goods #

Roll(d66) Good Roll(d66) Good
11 - 12 Jewelry 41 - 42 Rare books
13 - 14 Abstract sculptures 43 - 44 Gene-engineered pets
15 - 16 High fashion clothes 45 - 46 Pastries
21 - 22 Prayer Beads 51 - 52 Skincare products
23 - 24 Flash-frozen haute cuisine meals 53 - 54 Sleek but uncomfortable furniture
25 - 26 Starship model kits 55 - 56 Fancy tableware
31 - 32 AI Pets 61 - 62 Lighting fixtures
33 - 34 Antiques 63 - 64 Oil paintings by an AI
35 - 36 Handmade Puzzles 65 - 66 Tabletop Games

Example Contraband Goods #

Roll(d66) Good Roll(d66) Good
11 - 12 Subversive zines 41 - 42 Books of heretical mantras
13 - 14 Obscene holotapes 43 - 44 Astral mushrooms
15 - 16 Moonshine 45 - 46 Organs
21 - 22 Stolen artifacts 51 - 52 Whale fur
23 - 24 Invasive plant species 53 - 54 Illegal pets
25 - 26 Gun parts 55 - 56 Joltleaf powder
31 - 32 Vials of slowdown 61 - 62 Combat stim hyposprays
33 - 34 Endangered reptile sausages 63 - 64 Dream tea
35 - 36 Restricted tech 65 - 66 Unredacted histories

Example Tech Goods #

Roll(d66) Good Roll(d66) Good
11 - 12 Self-sealing stem bolts 41 - 42 Hydrospanners
13 - 14 Holodisplays 43 - 44 Antimatter injectors
15 - 16 Graviton projectors 45 - 46 Plasma valves
21 - 22 Game consoles 51 - 52 Spools of tetryon relay cabling
23 - 24 Gyrostablizers 53 - 54 Power converters
25 - 26 Bio-neural gel packs 55 - 56 Tachyon shunts
31 - 32 Pattern buffers 61 - 62 Photic lenses
33 - 34 Silicate lattices 63 - 64 Phase inverters
35 - 36 Degaussing canisters 65 - 66 Quantum condensers

Key NPCs #

Describe one or two important NPCs in about a sentence each. These are often people in positions of power and influence, but can be anyone with a stake in the world and an opportunity for the PCs. What do they want? How will they get it? How can the PCs help them? How are they tied to the world’s economy, imports and exports?

Example Key NPCs #

Roll(d66) NPC Roll(d66) NPC
11 - 12 Politician 41 - 42 Artist
13 - 14 Clergy 43 - 44 Military Officer
15 - 16 Revolutionary 45 - 46 Labor Representative
21 - 22 Imperial Official 51 - 52 Black Marketer
23 - 24 Planetary Noble 53 - 54 Terraformer
25 - 26 Gigacorp Executive 55 - 56 Information Broker
31 - 32 Crime Boss 61 - 62 Merchant
33 - 34 Celebrity 63 - 64 Cult Zealot
35 - 36 Ancient Technology Collector 65 - 66 Spy master

Opportunities #

Write at least one opportunity for the PCs. Just a couple sentences describing a job somebody wants done, or a rumor about how a profit can be made. If you need NPCs for the opportunity, give them names and a Skill rank. If you have purchased or written adventures, include hooks to them here.

Visuals #

Come up with one or two strong visual details to capture the feeling of the world, use these in play to describe the world to the players. A binary sunset reflecting off gleaming towers. A moldering mountain of cast-off ancient tech. Ancient temple ruins choked under the roots of a great tree. A warren of cramped tunnels under a radiation-soaked surface. A local knight riding a giant flightless bird. Decadent nobles in a hovering skiff, watching peasants toil in the fields below.