
The "Satellite World" is a world separate from your usual game world, but accessible from it, if only with difficulty. It may be another planet, a neighboring realm or something beyond the dimensional veil, but in any case, going there should seem like an at once daunting and exciting enterprise. When characters realize they have to go there, their minds should reel from both the adventure's potential and its difficulties. And indeed, getting there is half the challenge.
Where To?
More fantastical campaigns have an easier time of it. Whether its underpinnings are magical or scientific, every world can mount an expedition to another planet, a different plane of existence or even another time period. Without your feet having to leave the ground, there are still isolated lands that reputedly none of your countrymen have returned from or even reached. Think of Mordor or all those Lost Lands filled with dinosaurs, intact Incan cities and undersea realms that populate pulp fiction. In a straight, history-based campaign, like say a western, a country like France may seem so far away as to be another planet. And the GM can certainly make it seem that way to the hicks from Deadtown when they finally arrive after 8 weeks of sea-going hardship. More extreme yet, send them to Japan.

Nomads Can Still Apply
So what if your campaign is already nomadic? You're already going places, exploring as a matter of course. Can there really be a "Satellite World" in that case? The expedition is never ending!

Why Go?
What would make the characters feel the need to visit the Satellite? Our own Moonshot was motivated by the fear another power would get there first. Certainly, the discovery of a MEANS (or partial means, make it an adventure, remember?) to get there is a trigger. Raise the stakes. It's hard to say if it would have mattered much if we had a "Red Moon" in the sky, but what if whoever breaks the time barrier first will be control the space-time continuum (or at least prevent the enemy from distorting history)? What if reaching Barsoom gives you first shot at an alliance with the Martians? And of course, you can use any carrot or stick that's worked for you in moving characters to other climes: kidnapped princesses, the promise of riches, an escaping villain, etc.
If you've hyped the Satellite World well, getting there will be a reward in and of itself... and then they have to find a way back! Or did you make them go for a more permanent change of venue? You sneaky devil...
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