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General Tabletop Discussion
*Dungeons & Dragons
Considering alternative space-faring D&D setting to Spelljammer (astronomy/physics majors welcome)
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<blockquote data-quote="gamerprinter" data-source="post: 6624789" data-attributes="member: 50895"><p>Personally, I like the way EN Publishing Santiago setting approached it. Technology is magic, formulas or procedures are spells, spellcasters (wizards/sorcerers) are scientists or computer programmers. A magic effect is a result of using technological devices and applying programmed codes to activate the effects. So for all intents and purposes, magic as we know it in the D&D sense doesn't exist. I'm more in favor of creating air-tight ships with air tanks, air filtration systems, temperature controls - fully designed and realistic starships, and not rockets with rope trick cast on it.</p><p></p><p>Whenever I create a thematic setting, I often remove spells that don't fit the setting, essentially saying given spells do not function in the setting. For example in my published Kaidan setting of Japanese horror (PFRPG), the PC death mechanic is extremely unique and spells like resurrection, reincarnation, and raise dead do not function all. Due to that settings unique cursed and closed planar system, plane shift doesn't function. So in a Space Fantasy D&D setting, I'd have no problems with eliminating Teleport (perhaps making it a rare and unknown power that some unique, advanced interstellar race might still possess the ability, but for most of the populated galaxy teleport just doesn't work. If you need to get from point A to point B, you need a starship with a fixed speed to get you there.</p><p></p><p>In any possible Space Fantasy D&Desque game, I wouldn't run it like StarTrek at all. I'd much rather frame it around Dune, Star Wars or Firefly.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 6624789, member: 50895"] Personally, I like the way EN Publishing Santiago setting approached it. Technology is magic, formulas or procedures are spells, spellcasters (wizards/sorcerers) are scientists or computer programmers. A magic effect is a result of using technological devices and applying programmed codes to activate the effects. So for all intents and purposes, magic as we know it in the D&D sense doesn't exist. I'm more in favor of creating air-tight ships with air tanks, air filtration systems, temperature controls - fully designed and realistic starships, and not rockets with rope trick cast on it. Whenever I create a thematic setting, I often remove spells that don't fit the setting, essentially saying given spells do not function in the setting. For example in my published Kaidan setting of Japanese horror (PFRPG), the PC death mechanic is extremely unique and spells like resurrection, reincarnation, and raise dead do not function all. Due to that settings unique cursed and closed planar system, plane shift doesn't function. So in a Space Fantasy D&D setting, I'd have no problems with eliminating Teleport (perhaps making it a rare and unknown power that some unique, advanced interstellar race might still possess the ability, but for most of the populated galaxy teleport just doesn't work. If you need to get from point A to point B, you need a starship with a fixed speed to get you there. In any possible Space Fantasy D&Desque game, I wouldn't run it like StarTrek at all. I'd much rather frame it around Dune, Star Wars or Firefly. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Considering alternative space-faring D&D setting to Spelljammer (astronomy/physics majors welcome)
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