Dragonstar: Any opinions?


log in or register to remove this ad

d20Dwarf said:
You looking for any players, dkilgo? :)

Unfortunately for both of us I would have to say, "no."

That is only because the group I play with already has several games going for DnD, DS, D20 modern, and soon to have a Star Wars game.

Quite possibly in the future we could hook up as one these games dies down, but not at the moment. The DS game we have going I am not the GM. It would definitly have to be up to him, but if you want I could ask him. After that we could arrange a informal get together to find out if you actually want to role play with us.
 

I only got the Starfarer's Guide.

I liked the setting but it's pretty clear you need the Galaxy Guide as well. The weapons do a lot of damage so you're looking at starting at around 4th or 5th level. I also didn't understand what NPC classes were doing in a player book. If they had removed the NPC classes but added in the spellware rules (available for free on their website) I would have been happier. I like the orc and soulmech races very much and the way they gave ideas about how to integrate campaigns was also good.

That module sounds great, Hal. I'll take a look at it next chance I get.
 

I've only got the Starfrer's guide, but I think it looks like a great setting. However... I think I'd prefer to run it on d20 Modern, rather than D&D rules. That'd take some effort (making the D&D classes into Advanced Classes, adjusting weapons damage), but for the most part I think it would work better (Wealth instead of gp/credits for one thing).
 

The wealth system is a little sketchy to me, but hey it is a good idea though. But, I don't know about intermingling DS with D20M. Sounds like a lot of work, and is the pay off good enough?
 

dkilgo said:
The wealth system is a little sketchy to me, but hey it is a good idea though. But, I don't know about intermingling DS with D20M. Sounds like a lot of work, and is the pay off good enough?

I'm not sure, which is why I want to work on it a bit before really comitting to a campaign.
 

If you find that it intergrates well then would you please let me know. I like the concept, but it is the aplication that worries me.
 

My views

First of all, let's say that what I read had me completely hooked as soon as I knew about the setting. Once I had the Starfarer hand book, I started a game that was an instant success with my players.

OTOH, after some time, I was a bit taken by surprise with the lack of setting information in the guide to the galaxy. I expected a background only book filled with campaing ideas and the like. But, what we received was an average 30% setting, and 70% crunchy. After some thoughts about it I soon found out that the lack of setting was a boon to me because I detailed a sector, that encompass the 10 dragon houses but is situated much higher in the generale central plane of the galaxy (In the outer regions). And once I started detailing that section I found out that what DS really did to me was get me in a direction that I had not expected to go before learning about the setting. As stated higher in the thread, It got me into a thinking gear and it was a welcome and fresh setting.

What I like : ISPD, Dragon houses, technomagic devices, the possibility to incoporate Arsenal easily, Elves in space with living ships, Sentient AI with a soul, Soul mechs, Magic that can repair a ship (A single Technomancer/Mechanist could really replace a large part of an engineering crew), Mind flayers from the darkzone that come in large carrier ship filled with slave piloted fighter, Beholder hive asteroid ships and so many more.

What I dislike : As stated earlier, a very basic setting(But OTOH it gives and opportunity to build on the basics), the 14 churches(2 pantheons, one of 12 gods and one of 2), only 180 page of Data per book (I would have prefered a large 350 page book set at 2 third the price of both books), the imperial supplies majority of art work, the stolen aliens drop ship theft ;). But all the dislikes are only that, dislikes, not hatred. I think that after I took the time to read the imperial supply, I soon went over the artwork and started appreciating the content.

What I changed : At first, I liked the space ship rules because of it's simplicity and straitforward combat system, but I changed for the Travellers T20 rules only as a matter of personal tastes, I also took the Traveller T20 psionics rules, they are basic, but they get the job done.

All in all, I recommand, without a single ounce of doubt, the 2 core books to get you started in making a great magic/technological space opera campaing. I would also recomand the addition of perpetrated press's (http://www.perpetrated.com/products/products.htm) Arsenal and the soon to be here Factory to add spice to your gaming
 

Myself and a long time friend are in the process of running a DS campaign. We are going to be occassionally bouncing the GM hat around so that we both get a feel for the setting. We are already in cohoots trying to create some new nifty items. When we get them finished I will have to post them up here for all to see. Other than that, I am really starting to develop a liking for the setting.
 

I had been waiting for a DnD in Space setting for some time when I heard about the arrival of Dragonstar. For me the setting is very evocative - it has just that right "feel" to me. The basic setting ideas are nice IMO, grim and grand at the same time.

Spellware is one of the coolest concepts I've seen for a long time and I've been more than satisfied with most of the equipment.

Anyway if you want more details, you might want to check out my reviews (and those of others - including staff reviewer Psion) of the Starfarer's Handbook and GttG.

-Zarrock
 

Remove ads

Top