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So, imagine for a second that a GM is pitching you a sci-fi game to play in soon. The setting is "like StarCraft," the rules system is a new one to you (Flex D6 if it's essential you know), and the general flow of the game is described as flying a small ship around and going on planet side adventures in the face of an approaching disaster.
What do you need to know, or want to know, ahead of time? What would be useful to you practically, creatively, etc? Do you want a session zero?
>>
>>97250918
>session zero
Yes, but has to be setting description, group character creation and a short encounter to get everyone on board.
>need to know
Rules to the game ideally on a quick reference sheet or short 4 page thing.
>want to know
Scifi sort, space opera, fantastical, very soft, a bit more technical, are the people I'm playing with part of a regular group or new?
>useful
Elevator pitch for the setting, blurbs for the space area, how space travel works, what themes we're aiming at, how character mortality works.



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