[RPG] How to avoid railroading in a sci-fi campaign

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I run a fantasy campaign and a sci-fi campaign. I always find it much easier to create interesting content in the fantasy world than the sci-fi world. In fantasy, for instance, a dungeon can be many things – a crypt, a prison, a cave system, a necromancer's lair, or a castle. These are all things which would have a lot of side rooms and treasure scattered about for the players to collect. Additionally, it makes sense in world to have the players scour all the nooks and crannies to explore the dungeon and have nonlinear dungeons.

I find it hard to do the same things in a sci-fi campaign. In my campaign, the players are a semi-autonomous military group. I can think of ways to give them multiple prompts for which quest they are going to do, but it seems hard within the quest to make it nonlinear and dynamic. This is especially the case in long dungeons where I would normally make side passages that lead to a trap or a dead end. How do you justify things like that existing in a space station? The players have a fully functional ship and a government body that is sponsoring them, which seems like it was a mistake in hindsight, as it removes their motivation to explore or do anything other than their assigned mission.

What is the best way to correct this?

How can I incorporate content beyond a quick kill & retrieve, transport, or recon mission where there are straightforward objectives into something more dynamic like I can do in my fantasy campaigns?

Best Answer

They're really not that different...

...because you left out an important adjective: abandoned.

Often, those "fantasy" adventure locations you cited - a crypt, a prison, a cave system, a necromancer's lair, or a castle - are only interesting because nobody is currently and legitimately/legally living there. They're full of loot because it's stuff that was left behind when whomever built the place departed. They're generally not being used for their original purpose.

For example, crypts are places the dead are buried. If those dead folks have families who are not equally dead, it's entirely likely that there's no loot and no monsters, because relatives keep their family's resting place neat, clean, and secure. A necromancer usually doesn't have a "lair" because he built it, but because he found it, and he only found it because somebody else left it behind.

If you want to have a similar looting type experience in a non-fantasy game, you have to use similar abandoned locations. To use another of your examples, an active prison in both fantasy and science-fiction games is going to be filled with prisoners and guards. It is going to have a logistics organization - deliveries of food, drink, medicine, and so on. In either setting, it's good for a stealth/infiltration kind of mission.

An abandoned prison is a different story. You have to ask yourself why is the place no longer in use? Somebody built it where they built it for a reason, filled it with prisoners, and employed a staff of guards. Why did they stop? Where are the prisoners? Where are the guards? If the guards are gone, but the prisoners are not, why?

In your case, the bigger difference in feel is not about the fantasy/sci-fi split, but the source of authority. For the most part, fantasy adventurers are independent contractors - they take the jobs ("quests") they want, and ignore the rest. When the characters are regularly working for an organization, their end goal is always making the boss happy - they're collecting a paycheck, not loot.

It swings back around to asking those "Why?" questions. The interesting elements come more from the roleplaying about the characters motivations than blowing the heck out of things. I'm not just talking about the player characters either. Why is their boss sending them on these missions? How does his boss feel about it? If they're government, what do the people of their country think about what they do? These are the elements that make a "highly sponsored" or "well funded" game tick. There are a plethora of non-combat scenes that you can get out of delving into the motivations of the involved parties.

And of course... none of those questions are science-fiction specific.

...when you know why your locations are even worth an adventurer's visit.

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