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D20 future setting?
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<blockquote data-quote="Johnny Angel" data-source="post: 2882859" data-attributes="member: 13334"><p>Gosh, there's just no pleasing you. =)</p><p></p><p>Dawning Star has the distinct advantage that it's being supported with modules and supplements in the hopper, the way game companies used to do. The supplemental rules included make for a lot of cowboy and Tales of the Gold Monkey kind of feel to it while the actual adventures released to date are focused on pre-cursor technology-indistinguishable-from-magic, which involves ruins exploration that I would describe as Indiana Jones-like. Basically, very it lends itself well to a pulpy/serial feel.</p><p></p><p>Prometheus Rising is the first place you want to look if you're thinking of doing a campaign within the solar system. That is, let's face it, a somewhat more realistic model. By the time we get around to breaking the light barrier we'll have probably already expanded across what real estate we can find in orbit around Sol. It's not ready-to-play -- you are on your own to come up with maps, adventures and the like. But it's got a lot of crunch. That's what RPGObjects does. It has genetically engineered races, clones, a feat-based psionics system and starships. </p><p></p><p>I like the Star*Drive system myself, and have put some effort into making it playable under d20 Future rules. My kitbash includes both Dawning Star and Prometheus Rising. Dawning Star has supplemental rules that are useful, but what is particularly useful is that they have released science fiction adventures native to d20 Future. I have been running the 'Shadow' scenarios relocated to Yellow Sky in the Verge. You put everybody in e-suits, you make the bad guys into Children of the Cosimir, badda bing. The Blood & Space and Blood & Circuits stuff really fills out the ruleset. I used its psionics system to make the Hatire Mind Knights the party met, and later I'll use the clone archetypes when dealing with the Borealins and the genetic engineering stuff when dealing with the Thuldans.</p><p></p><p>So, basically, that's my recommendation. Star*Drive, Dawning Star adventures, Blood & Space rules. Hopefully when Helios Rising finally comes out Blue Devil will get back to working on the whopping adventure supplement that's supposed to take you from first to 20th level.</p></blockquote><p></p>
[QUOTE="Johnny Angel, post: 2882859, member: 13334"] Gosh, there's just no pleasing you. =) Dawning Star has the distinct advantage that it's being supported with modules and supplements in the hopper, the way game companies used to do. The supplemental rules included make for a lot of cowboy and Tales of the Gold Monkey kind of feel to it while the actual adventures released to date are focused on pre-cursor technology-indistinguishable-from-magic, which involves ruins exploration that I would describe as Indiana Jones-like. Basically, very it lends itself well to a pulpy/serial feel. Prometheus Rising is the first place you want to look if you're thinking of doing a campaign within the solar system. That is, let's face it, a somewhat more realistic model. By the time we get around to breaking the light barrier we'll have probably already expanded across what real estate we can find in orbit around Sol. It's not ready-to-play -- you are on your own to come up with maps, adventures and the like. But it's got a lot of crunch. That's what RPGObjects does. It has genetically engineered races, clones, a feat-based psionics system and starships. I like the Star*Drive system myself, and have put some effort into making it playable under d20 Future rules. My kitbash includes both Dawning Star and Prometheus Rising. Dawning Star has supplemental rules that are useful, but what is particularly useful is that they have released science fiction adventures native to d20 Future. I have been running the 'Shadow' scenarios relocated to Yellow Sky in the Verge. You put everybody in e-suits, you make the bad guys into Children of the Cosimir, badda bing. The Blood & Space and Blood & Circuits stuff really fills out the ruleset. I used its psionics system to make the Hatire Mind Knights the party met, and later I'll use the clone archetypes when dealing with the Borealins and the genetic engineering stuff when dealing with the Thuldans. So, basically, that's my recommendation. Star*Drive, Dawning Star adventures, Blood & Space rules. Hopefully when Helios Rising finally comes out Blue Devil will get back to working on the whopping adventure supplement that's supposed to take you from first to 20th level. [/QUOTE]
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