
I've run a lot of StarFrontiers campaigns in the past and I've noticed a pattern. There's a big mood-change once players get into space. Sometimes the players love it, sometimes they get bored. The problem is that "getting into space" is kind-of the end game as written in the rules. Once you hit that goal, what do you do next? What is your measure of success? I can take the campaign a lot of directions, but it's confusing for me as the GM. This is especially true since the game is remote. I can't see your faces or pick up on body language. My suggestion is that each of you ignore the other players for a second and think about what your character would be doing in the "perfect campaign" if it was just you. What would be fun? I'm guessing that you individually have different ideas, so knowing each person's goals will help me to spin them together somehow. Ideas to get you thinking: 1) Build a (local / interplanetary / interstellar) company and rake in the dough a) Cargo? b) Research? c) Military Services? d) Exploration? (this is actually what StarFrontiers is primarily built for) e) All of the above? 2) Choose somebody you don't like (Malthar / Streel / Justin White / Alex Styrigi) and destroy them 3) Join the UPF spacefleet for a while... or as special contractors for dirty missions 4) Get involved in politics 5) Take over the galaxy... somehow... ? 6) Figure out the Sathar and eliminate that threat 7) Hook up with significant others (NPCs?) such as Artemis 8) Solve backstory problems... such as Rodworth's leadership dilemma 9) Solve various closet-drama a) Who is "The Rabbit"? b) Why the teeth? c) Why did Mr. Beadle try to set you up? d) What are the Winds up to? e) What happened to that bounty on Mr. Jones? f) Other unrevealed "secrets" such as *redacted* ? 10) Other ideas?