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D20 Modern/Future + Spelljammer...
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<blockquote data-quote="crazy_monkey1956" data-source="post: 3584687" data-attributes="member: 49514"><p>Not sure if this should be here or in the D20 Modern forum...mods please move if this is in the wrong place.</p><p></p><p>Raven Crowking's ultra-nifty thread detailing the Star Trek races for D20 Modern got my juices flowing for an idea I'd set on a back burner ages ago. Taking some of the concepts behind Spelljammer and Star Trek and mingling them.</p><p></p><p>Using reality based physics and assuming a normal "real" Earth using the D20 Modern rules, advanced to a tech level able to start exploring space in earnest, what our intrepid explorers discover on inhabited worlds are the D&D races...one per planet, with sub-races representing variations in evolution or extreme variances in culture of the given race. Every living creature except Outsiders with an Intelligence of 3 or higher would have their own planet.</p><p></p><p>I'm not sure what level of magic to use in this model, however. Assuming that the Earthers are using tech based space exploration, what "level" of magic should I assume for the other races? Which ones would have the capacity and the desire to venture into space? Assuming reality based physics, instead of Spelljammer's paradigm, what would magic-based vessels look like? How would they work? Should I simply elimate magic and have each race pursue technological advances in their own ways?</p><p></p><p>I'm envisioning several "eras" of play, based loosely on the Star Trek model.</p><p></p><p>Another vital question: How close is what I've described above to Dragonstar, which I've only ever leafed through and don't have much familiarity with? Are there any other games or supplements out there that have a similar concept?</p></blockquote><p></p>
[QUOTE="crazy_monkey1956, post: 3584687, member: 49514"] Not sure if this should be here or in the D20 Modern forum...mods please move if this is in the wrong place. Raven Crowking's ultra-nifty thread detailing the Star Trek races for D20 Modern got my juices flowing for an idea I'd set on a back burner ages ago. Taking some of the concepts behind Spelljammer and Star Trek and mingling them. Using reality based physics and assuming a normal "real" Earth using the D20 Modern rules, advanced to a tech level able to start exploring space in earnest, what our intrepid explorers discover on inhabited worlds are the D&D races...one per planet, with sub-races representing variations in evolution or extreme variances in culture of the given race. Every living creature except Outsiders with an Intelligence of 3 or higher would have their own planet. I'm not sure what level of magic to use in this model, however. Assuming that the Earthers are using tech based space exploration, what "level" of magic should I assume for the other races? Which ones would have the capacity and the desire to venture into space? Assuming reality based physics, instead of Spelljammer's paradigm, what would magic-based vessels look like? How would they work? Should I simply elimate magic and have each race pursue technological advances in their own ways? I'm envisioning several "eras" of play, based loosely on the Star Trek model. Another vital question: How close is what I've described above to Dragonstar, which I've only ever leafed through and don't have much familiarity with? Are there any other games or supplements out there that have a similar concept? [/QUOTE]
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