
SpeedLimit55 |
So I'm about to run our first session Tuesday, and I've got a couple thoughts. This will be my first time really GMing Starfinder (we ran Into the Unknown as a warm up).
I think I'm going to handle Azlanti communication by making the fog and static electricity interfere with low-powered communication devices. They'll only work in a 100 foot radius (might change the exact number, but that's my first thought). This will let the Azlanti communicate with their squad effectively, but explain some of the weirdness with why the entire base doesn't go on high alert the first time a Cadet dies. I thought this was reasonably clever, but I'd like to see if anyone has feedback.
The last thing I'm struggling with is the isolation of the Empire from the Pact Worlds. We've been playing Pathfinder for 7-ish years at this point, and I'd really like to up our storytelling game. One of the ways I want to accomplish this is by really entertwining my characters backstories into the AP. Unfortunately none of them have any connections to the Empire (as they really shouldn't, they are all core races with fairly straightforward backgrounds, and meaningful interactions with Azlanti don't seem to happen for Pact World inhabitants, from what I can tell). Nor would any of the characters from their past have any reason to enter the Empire once they get away from Nakondis.
So I guess I should just rely on the Cedona hook for now? I know this is could be a broader topic than this thread, so what I'm really wondering is do I just have the Empire wrong? The last book makes a point that your players are heroes for being the first people to survive entering the Star Empire, so it seems like this is just going to be have to run completely isolated from anyone from the Pact Worlds.