For beginning player

My thoughts on this is to help bring up to speed beginning players on the setting which they dont know at all and are not yet movtivated to discover for themselves.<br /><br />It is going to be the referee's responsibility to bring the setting alive for the players and intrigue them with it. <br /><br />For instance the adventure expedition to Laco's world; there are a number of historic items that we know about this planet- tetrarch ruins, two wars, refugees, it was possibly nuked by the worms in SW1, PGC is a major power here- it fought a war with streel to control it.<br /><br />You could develop any of these angles to add more color to the adventure. Mysteries in the ruins- everyone like Tomb Raider, The Mummy, Raiders of the Lost Ark- guns blazing, whips cracking high octane adventures have a certain appeal and usually involve opposition that also has guns (only good guys carry whips because you have to be totally bad assed like Harrison Ford to rock the fedora and a whip and beat the piss out of Nazis and Communists).<br /><br />there would also be ruins connected to the wars- rusted hulks of blasted out tanks, mercenary bases, lost caches of sathar equipment. Artifact smugglers etc.<br /><br />I guess what I'm trying to say is that the adventure involving these elements should involve 2-3 game sessions to give the players some time to &quot;live&quot; in this segment of the setting and fix it in their memory.

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