Easier Sci-Fi Play I was asked to share my thoughts on running better science fiction games, and at first, I wasn't sure what to write; sci-fi is such a broad genre. How do you encompass everything from dystopian cyberpunk to the optimism of Star Trek? This book contains 17 mini-essays. The first half focuses on narrowing the scope of your games and campaigns. Sci-fi is such a broad genre that the more you narrow your scope the greater clarity you get of what your game is going to be about. The second half is all about building your campaigns up. I cover some problems I have experienced running science fiction games, but the real use of this book is to help you look at your campaigns with fresh eyes and see if you can improve them. The book's final chapter is a checklist of the ideas I covered to help you build better campaigns.