Hey all,
I've seen a lot of Mishhu articles are very bare-bones and rely primarily on flavor text and an image than a full blown article. When creating something that's just an object in storytelling as a set-piece rather than something to be used by players at the disposal of player-characters, it makes an enormous amount of sense and allows new enemies and targets and environments to be created quickly.
Based on this, what's the bare minimum one can get away with simply to have the thing exist as a foe for players or a setting object/location?
It seems silly to do an enormous write-up for a mining vessel, for example and would make more sense to describe it with four or five paragraphs and detail any specifics -- rather than do a deck for deck system for system description of literally everything about it. The same goes for things like inter-stellar gates or unmanned drone style weapons.
A good example of this was the Eagle-class carrier. If I remember, DocTomoe spent literally months detailing every intricate detail of its construction. When you start looking at super-massive permanent fixtures like colonies, mining ships or peanuts-simple automated drones/mechanical units or vehicles that aren't really special or for military use, that kind of attention to detail stops making sense -- especially if they're things like infrastructure or civilian objects (things the setting I've been told is in deep need of; particularly transport ships, mining vessels and other types of infrastructure).
I think it might be worth having an "NPC" class of object, something that isn't really comprehensive enough to be used by players but is more than enough ready to be used by NPCs and GMs -- something that can then be graduated into a full blown player-usable level depth article if its further developed and written up into something more comprehensive.
I've seen a lot of Mishhu articles are very bare-bones and rely primarily on flavor text and an image than a full blown article. When creating something that's just an object in storytelling as a set-piece rather than something to be used by players at the disposal of player-characters, it makes an enormous amount of sense and allows new enemies and targets and environments to be created quickly.
Based on this, what's the bare minimum one can get away with simply to have the thing exist as a foe for players or a setting object/location?
It seems silly to do an enormous write-up for a mining vessel, for example and would make more sense to describe it with four or five paragraphs and detail any specifics -- rather than do a deck for deck system for system description of literally everything about it. The same goes for things like inter-stellar gates or unmanned drone style weapons.
A good example of this was the Eagle-class carrier. If I remember, DocTomoe spent literally months detailing every intricate detail of its construction. When you start looking at super-massive permanent fixtures like colonies, mining ships or peanuts-simple automated drones/mechanical units or vehicles that aren't really special or for military use, that kind of attention to detail stops making sense -- especially if they're things like infrastructure or civilian objects (things the setting I've been told is in deep need of; particularly transport ships, mining vessels and other types of infrastructure).
I think it might be worth having an "NPC" class of object, something that isn't really comprehensive enough to be used by players but is more than enough ready to be used by NPCs and GMs -- something that can then be graduated into a full blown player-usable level depth article if its further developed and written up into something more comprehensive.
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