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    Europe's Empires

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Goals and Objectives

Primary Goal:
Create a fully playable Genesys RPG setting supplement based on real-world European naval empires during the Age of Sail (c. 1550–1850), blending historical accuracy with role-playing adaptability.

Objectives:

  • Develop detailed faction and nation profiles inspired by historical powers (e.g., Britain, Spain, France).
  • Design rules for naval warfare, trade, exploration, diplomacy, and revolution.
  • Provide lore and content for storytelling, including conflicts, characters, and events.
  • Offer historical immersion with the option for alt-history campaigns.
  • Deliver a visually compelling product with maps, character art, and ship diagrams.

2. Scope

Included in Scope:

  • Europe-centered maritime and colonial history as thematic core.
  • Detailed descriptions of 5–6 major factions based on real-world analogs.
  • Custom Genesys mechanics (naval combat, diplomacy, commerce).
  • Player options: archetypes, talents, gear, naval ranks.
  • Adventure hooks inspired by real and fictional events.
  • Original maps, ship layouts, and visual design elements.

Excluded from Scope:

  • Full treatment of non-European perspectives unless directly involved in European conflicts.
  • Magic or fantastical elements (unless added via optional modules or alt-history variations).
  • Full campaign modules (only adventure seeds/hooks are included).

3. Deliverables

Type Description
Setting Guide PDF ~60–100 pages, covering nations, politics, history, NPCs, and lore
Rule Modules Mechanics for naval combat, sea trade, navigation, diplomacy
Player Content Archetypes (e.g., Officer, Revolutionary), gear lists, naval ranks
Adventure Hooks Plot seeds based on real wars, revolutions, mutinies, and trade disputes
Maps 1700s Europe, trade routes, naval theaters
Artwork Portraits (officers, rebels, merchants), ship cross-sections, flags, faction crests

4. Target Audience

  • Genesys RPG GMs and players looking for historical or alt-history campaigns.
  • Fans of historical roleplaying, maritime campaigns, and exploration themes.
  • Educators and hobbyists interested in gamifying the Age of Sail.
  • Crowdfunding backers or RPG zine readers (if published commercially).

5. Milestones & Timeline

Milestone Target Date Description
Project Planning Week 1 Establish goals, research base
Lore Drafting Begins Week 2 Nation profiles, conflict history, naval cultures
Mechanics Design Week 4 Naval combat, trade, diplomacy, archetypes
First Playtest Packet Week 6 Core rules, sample factions, basic encounters
Artwork Commissioning Week 6–8 Begin map and character art work
Beta Testing & Revisions Week 9 Revise based on early testing feedback
Layout & Polish Week 11 Prepare final draft with visuals and formatting
Release or Print Prep Week 12+ Publish to backers, website, or store

6. Risks and Considerations

Category Risk Mitigation
Historical Sensitivity Use of real events (e.g., colonization, slavery) may offend Use renamed analogs or include safety tools and disclaimers
Overcomplex Mechanics Naval rules could bog down gameplay Focus on narrative abstraction and modular add-ons
Art Delays Commissioned art may arrive late Use placeholders and buffer weeks for final layout
Playtest Gaps Limited tester pool may cause blind spots Host open playtest invites online (Discord, Reddit)
Tone Confusion Players unsure if this is historical or fantastical Provide clear options: “Historical Mode” vs “Alt-History Mode”

7. Tools and Platforms

Tool Purpose
Redmine Issue tracking, project planning, task assignment
Google Docs / Notion Collaborative drafting and documentation
Foundry VTT or Roll20 Digital playtesting
Midjourney / DALL·E / Artbreeder Temporary placeholder art
Affinity Publisher / InDesign Layout and publishing
DriveThruRPG or itch.io Distribution platform

Members

User: Redmine Admin

Writer: RPG Team

Editor: RPG Team