An important part of a GM’s job is to come up with adventures that challenge the other players. The quality of an adventure largely depends upon how well it is constructed; the best adventures (the ones everyone will remember and talk about for months or even years after the adventure is concluded) are those the GM is very familiar with. It stands to reason that the best of the best adventures are those a GM has created on their own.

Sometimes, a gamemaster will have an awesome idea for an adventure, will get into the middle of putting it together, and suddenly realize that information on some element of their adventure doesn’t exist. In that event, a GM might choose to go without that element; this can completely de-rail an adventure even before a player group gets to experience it. The alternative is for the GM to generate the necessary information on their own, which is the impetus for this section of the rules.

This section of this Chapter is designed to help out GMs by providing relatively detailed instructions on how to create from scratch a set of elements that are most commonly needed during an adventure. Such materials include creation of star systems and Sectors, individual worlds, lifeforms (including sapient creatures), communities, types of people, and new items (including new equipment for vehicles and starships, new character scale weaponry, and new items for trade). These same general procedures were used to generate the materials that are present elsewhere in this rulebook.

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