Advice on running Red Starrise
Advice on running Red Starrise posted in Star*Drive forum comment posted by Canageek The group only knows what I've told them and from the handouts I've made up for them (If any of them are interested in an aspect of the setting, I make up a censored handout of pages from the Stardrive Campaign setting and/or any other books I have on hand). Some of them have done RPGs before and have at least a little knowledge of space opera, others haven't played before, have seen a couple episodes of Critical Role, and haven't seen Star Trek or anything else I can use as a point of reference.
Right now the party:
-Sesheyans mindwalkers (Telepathy focused, with some diplomatic skills). They were around for the last two sessions of the first adventure. Playing the same character, but redoing the stats now that they've played the system.
-Han Solo knockoff (Free Agent) from Bluefall. New character, played a Combat Spec for the initial adventure to get a feel for the system. Player is a big Subnatica fan so instantly wanted to be from the water world. Important point: Can fly the ship.
-Human combat spec spacehand (Upgraded version of one of the pregens in the core book) given to the new player who joined last session, so she could try out the game and see what type of character she wanted to play. Added some ship weapons skills and other useful crew skills to make sure they have someone who can fire back in the final scene with the Klick ship.
-Unknown character (Tech Op with a big handgun, AO citizen; player couldn't make the last session, but enjoyed having a 15 mm sabot pistol with their trial character, an AO hacker/medic based on a pregen from the core book).
-Unknown character (Person has missed quite a few sessions, but should be able to make it starting from next week after we move to Thursdays). They played a T'sa communications engineer in the first session but wanted to make a new character. They told me what it was, but I can't recall at this point.
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