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Setting design: Diplomacy, espionage, character actions
by Ben Finney <ben@[EMAIL PROTECTED]
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Apr 6, 2007 at 03:58 PM
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Howdy all,
I'm contemplating a space opera setting with an "Earth against The
Empire conflict over hundreds of years" premise. The obvious (to me)
activities for the PCs include military campaigns and free traders;
however, the idea of diplomatic and espionage activities seems
interesting enough to explore.
My trouble is, I know very little about how these things work in the
real world, or even in fiction. What works should I be referencing for
state-level diplomacy as a thrilling adventure? For espionage that is
actually related to real intelligence-gathering by groups of people
(unlike, say, James Bond)?
My main concern is to combine a convincing-enough feel of top-level
diplomatic negotiation and covert activities, but with enough things
for the player characters to do that they can feel they're having a
real effect on the process.
--
\ "Intellectual property is to the 21st century what the slave |
`\ trade was to the 16th." -- David Mertz |
_o__) |
Ben Finney


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Ben Finney <ben@[EMAIL |
2007-04-06 15:58:43 |
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