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D&D as Space Opera

Will

First Post
I posted this on RPG.net... didn't really get a lot of heat, so thought I'd see how it went here.

Fear Kobold Commandos, explore strange alien ruins of bygone civilizations, scheme to liberate the core worlds from the Aelfar Imperium...


So been thinking of running D&D as a space opera. No, I don't want to run Dragonstar (though I have the books and will adopt bits and pieces), and I don't want to use a different system. I've long considered M&M for this sort of thing, but it lacks a certain flavor and pizzazz compared to D&D.

A wand is a specialized blaster that only those attuned to subspace can operate.
Potions of healing are nanohealth slap-packs.
Ring of protection is a personal forcefield generator.
Wizards tap into the mysterious subspace, augmented by nanotechnology.
Clerics have a special connection to enigmatic transhuman intelligences.
All demihumans originate from the 'original' true humans.
Elves consider humans, and other races, to be outmoded and inferior.
Why are opponents and PCs fine after taking damage until they suddenly fall down? Why, everyone has been augmented by this point; pain suppression and health systems help keep everyone alive. To a point.
This is also why higher level people can take huge amounts of damage -- over time you develop stronger biological support structure.

I'm debating how to handle firearms; part of the point of the above is to just relabel, not reinvent or add. Perhaps relabel crossbows and bows, or alter them slightly.

Also debating E6 with the above; on the one hand, the growth to godhood makes perfect sense in terms of transhuman ascension, on the other hand if I want more of a traditional space opera people should remain mostly human.

The part that usually gives me pause in anything SFish is vehicles. Few systems handle them in a fun way that involves the whole party.

So I could either A) handwave and gloss over events involving vehicles (IE: vehicles are generally plot devices to get from A to B), possibly with exception of 'mounts,' or B) find some system that does it well.

Dragonstar has some vehicle rules, but it seems like a lot of detail and the balance is iffy.

M&M has rather incomplete rules; vehicles are a little ill defined, and the chase rules imported from other systems still pretty much is pilot vs. pilot.

All said, I'm inclined to go with option A. Anyone know of a vehicle system (space ships, frex) that involves all the players in a simple and fun way, I'm all ears.


I'm also debating including psionics, or using psionics as the only magic system. But A) few players have the book, and B) it sorta breaks with the fun of relabeling core D&D.

(Oh, and it may be obvious, but I'm SO doing warforged as 'droids')


Other issues include equipment. Some stuff should be pretty easy to have: it shouldn't cost much for each player to have PDAs, comm gear, flashlights, and so on. Such stuff is going to kill any market for, say, 'scroll of Message,' but does anyone think this will kill balance?

I'm thinking of a rule along the lines of 'you can have up to "suggested Wealth" in personal gear. You can have a lot more cash, but it's spent on background stuff like bases, ships, and so on.'


I'd really appreciate some nuts and bolts ideas. I have Traveller D20 and will be scrutinizing it for ideas (but I still want to run things as core D&D with minimal changes).
 

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There was a pretty great Spacecraft supplement ages ago called Blood and Space by Charles Rice that sounds like it might suit your needs.

No idea if it's available, but take a look around for it.
 

The original Star Trek RPG had a system that allowed (most) everyone to participate in ship handling. The Engineer controlled the power allocation, the weapons officer (or whoever) controlled which weapons were used with whatever power the engineer gave him, the navigator (or whoever) controlled which shields got powered up to what degree with the power the engineer gave him, and the helmsman did the same for the engins/speed with what was left. There were other things that could be done. (The communications officer did most of the actual talking IIRC.) And the Captain tried to decide who needed what the most. (No, you couldn't power up everything! At least, not to anywhere near full power.)
 

I really like this. For some time I've been thinking of doing a "Faerun 2100" campaign, with dwarvish nations as powerhouses of industrial might, elves as exiled spacefarers, and other monsters inhabiting abandoned, radioactive wastes.

I'm keen to know more about this idea.
 

Well, at a first pass, I'm going a bit 'transhuman with a pastel gloss.' Um.

So, all demihumans derive from humanity: elves are the beneficiaries of anagathic and health-promoting genengineering, dwarves are humans who altered themselves to suit asteroid and, later, planetary excavation, halflings are at home adrift in space, natural pilots and wanderers, and orcs were engineered to be shock trooper/expendable servants to elves and others.

Toss in Thri-kreen worlds, and the wave of illithid colonization efforts... The living ships of wood elves coast between the crystal skycities of the high elves, while underneath orcs dream of their free brethren on far-flung worlds.

Meanwhile, the gods, transhuman intelligences born of a million million souls transcended from electronic to highspace, scheme and protect their followers against the depredations of spirits and half-living horrors.

As I come up with more ideas, I'll pipe up, but I'm still debating fundamentals.


To be clear, one thing I'm trying to shoot for is that this isn't D&D in the future, or D&D in space, this is using D&D as a lens and structure to do a purely scifi game. I'm fighting a natural inclination to go 'hard scifi;' I'm trying to keep focus on a cinematic, light-hearted romp. The tentacled horrors are burned by handsome rogues with a blaster...
 

Mmm. My flavour of choice is something more like "D&D future", with a lot of tropes preserved from vanilla D&D. Still, I'd definitely be interested to see any tech-equivalents you conjure up!
 


Will said:
To be clear, one thing I'm trying to shoot for is that this isn't D&D in the future, or D&D in space, this is using D&D as a lens and structure to do a purely scifi game. I'm fighting a natural inclination to go 'hard scifi;' I'm trying to keep focus on a cinematic, light-hearted romp. The tentacled horrors are burned by handsome rogues with a blaster...
I'd say that one thing you need is rechargable Wands of Lightning to use as blasters. And Belts of Shield, or similar defensive accoutrements.
 


I have done/am doing 3E-as-space-opera. I pretty much just made stats for guns (light pistols do 2d4, heavy 2d6, rifles 2d8, all 20/x3) and described armor as, f'rex, a light combat suit (chain shirt) or concealable skintight armor (leather). I mostly handwaved ship stuff. It works well.
 

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