From the Basics --- Building a Space Opera Campaign

Sir Elton

First Post
I had a thought recently about building a d20 Space Opera Campaign for education in economics. What we are talking about here is a Campaign for you're pre-teens. So, how to go about building a Space Opera Campaign?

Realizing the Competition
So, okay. I've got Dragonstar and I've got Star Wars. I don't have d20 Traveler. In both of them, you can run a Han Solo type campaign if you want to. But their basic premises are wholly different.

In Star Wars space fantasy, Lucas' world revolves around the Rise of an Empire and the Fall of the Jedi Knights, and the fight against Empire and the rebirth of the Jedi Knights. Although you can play free traders, pirates, smugglers, and mercenaries --- the Struggle against Tyranny overshadows the whole Star Wars universe.

In Dragonstar, you can play free traders. They released a book on running a Free Trader campaign recently. However, Dragonstar is D&D in space. Period. Although its not Spelljammer, it is Dungeons and Dragons in Space. Space Fantasy a'la orcs, elves, wizards, sorcerers, and psions. Which is very good by the way. Only problem is, you have two classes suitable for a Free Trade campaign: Rogue and Pilot. Crap.

Not knowing what D20 Traveler is like, I've decided to make my campaign setting hook Free Trade for the teaching of how a Free Economy works for younger kids. I'll add other setting hooks as necessary, but lets begin with this one.

Interstellar Capitalism and Free Trade
So I have my first hook. My basic idea, inspired by an Origins Computer Game I enjoyed called Privateer and Righteous Fire. If anyone remembers that computer game, you played a Free Trader in the Wing Commander universe. So immediately, I have to think about other hooks to make the game more interesting.

Hook 2: Urban Arcana in space?
Not really. My second hook is a basic interstellar history hook. I thought that the Drow would control an Imperium in Space and the Terrans (us!) fought them and defeated them in a war which freed some systems populated by orcs, saurians, and Sidhe (elves). The whole area takes place in the Sol sector; divided up into quadrants: Sindar, Saurian, Skroe, and Solar.

The Sol Sector is an alliance between four home worlds: Noldor, Valor, Skr'o, and Earth. They have allied with each other against the Tyranny of the Drow Imperium. Relations with the Drow has cooled down into a Cold War. Except for psionics (hook #4) there is no magic in this setting.


Hook 3: Different Stellar Drives
So there are different ways of going FTL. All five races use a different drive. The Sidhe with their power based on Sentient, Psionic Trees use a Psi-Warp drive. Their ships are carved out of wood and they ply Space in huge ships made of wood.

The Terrans have developed a Hyperdrive. The Hyperdrive requires that the ship reach c before entering Hyperspace, which is really the Astral Plane. Their current technology is the fourth generation Hyperdrive, which allows Terrans to cross space at a cruising speed of seven parsecs a day.

The saurians do not have FTL, but their ships are capable of Time Dilation. Each time the ship speeds closer to c (the speed of light in a vaccuum), time slows down at a relative rate. So while Saurian space ships can go fast, they can't go FTL. They use natural wormholes instead.

The orcs use spacefolding techniques to cover great distances. Their largest ships can fold the space around them taking a flotilla or a fleet with them.

The Drow uses Astral Step technology. Their ships can phase in and out of Hyperspace. While terran ships can zip past them in a straight line, Drow ships can manuever and fly in astral space. They can pop in and out of normal space undetected. Fortunately for Terrans, they captured a drow vessel with this sort of technology.

To help with free trade throughout the Alliance, the Terrans managed to create the Jump Engine. Using special points in every system where Hyperspace is closer to Normal Space, one only needs to engage the Jump Drive at a Jump Point, and the ship is slingshot through Astral Space to another system; reaching the destination system in a matter of seconds. This makes astrogation easy and makes free trade within the Alliance easier. This means that the home worlds use their regular drives for big business shipping and military use.

Fourth Hook: Psionics
Finally, I decided to add psionics. This allows for a piece of uncertainty, or feelings that Man is Supreme. Usually it's either high technology, magic, or psionics in a Roleplaying Game. Since the theme of the campaign is Free Trade (Traveler D20) rather than a New World (Blue Planet), I thought psionics would be an effective "Man is Supreme" kind of thing.

Those hooks address the special situations, but not the Mystery element. What would make my players coming back for more? What is so mysterious about out there?

Blue Planet has it's Aborigines, Star Wars has the Force, Dragonstar (if the DM permits, but WotC does not) have Illithids. What does my campaign have that is so mysterious? What about a race of precursors? There has to be a reason why Sidhe, Drow, Orcs, and Humans look similiar right? By adding a race of Precursors I can add an element of Mystery to the campaign setting.


Next:

What base system shall I decide to use? Playing the D20 Modern and D20 Base waltz.

How can I build my ship? Deciding between D20 Mecha and Neo's Custom Ship Construction Rules.
 

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Love to help, and get some idea's myself. Tell me more about the pre-teen group. Are we talking 8 yr olds, or 12 yr olds? Children usually want their charactors to have an immediate and overwhelming effect in the game so they can have a television like experience. Teaching pre-teens economics thru roleplaying sounds like a roleplaying game in itself! The setting sounds solid, and kids can relate to both Star Wars, and now with LOTR, elves in space. Charactor advancement is a hook, but so is a system of earned, redeemable psudo-dollars for the player, depending on how well the charactor is doing. Buying a Star Wars pencil with your smugglers wages after barely making past the sentry ships could be alot of fun.

I'm in Salt Lake myself. Let me know about your post, as my ability to link to it isn't happening.

Good Luck!
 


Playing the D20 Modern and D20 Base Waltz

Ingram,

It's for twelve year olds. At 12 years, children usually begin to think abstractly. I remember when I first got D&D. I was twelve and I started to think up all sorts of stuff abstractly. At 12, you can begin to understand concepts like political issues. 12 years is also the target age for 80's Hollywood.

BASE RPG System
The Open Gaming License is a great thing. The D20 System is actually a good system. But when you are making a d20 Space Opera Campaign, you can go with the base rules or d20 Modern.

At first glance, d20 Base is great. We use it for Spycraft and D&D. However, you pick a class that is based around a preconceived concept. If I went with D20 Base, my classes for this campaign won't look varied enough. After all, the main hook is about being a Privateer, right? Everything's great except for Class Options. So lets take a look at d20 Modern.

D20 Modern has six base classes and the Advanced Classes. It offers virtually the same kind of options, and seemingly more character customization. With the base, I'd have to create custom core classes. With D20 Modern, all I have to create is advanced classes. So it seems like D20 Modern is the best to go with.

So now I have my system. Next post, d20 Mecha and Neo's Custom Ship Construction rules. Which will be best?
 

Ah, the space opera... few phrases more effectively blend the realms of science-fiction and fantasy. I had the idea of a space opera campaign myself at one point (who hasn't), and decided I wanted to effectively advance DnD into the future as a sort of strange parralel. Goblins raiding space stations in Ferengi-like cruisers only to be gunned down by sleek elven dogfighters? The idea intrigued me, so I set about to create various "space races", and so far have managed four. Posted here, for your analysis, the space elf, space dwarf, space gnome, and space halfling.
Note: I used the D20 Future rules when creating the space races, which my campaign coincidentally followed.

SPACE ELF RACIAL TRAITS
= +2 Dex, -2 Con
= Medium-size
= Base speed 30 ft.
= Immune to sleep effects.
= Low-light vision
= +2 to Drive and Pilot checks. Space elves are natural born pilots.
= +2 to Listen, Search, and Spot checks. A space elf that passes within 5 ft. of a secret or concealed door is entitled to a Search check as if actively looking for it.
= Weapon Focus (beam sword) as a bonus feat. Space elves still practice swordplay.
= Personal Firearms Proficiency as a bonus feat. Space elves still practice archery, but their "bow" has evolved with their culture (see Elven Beambow, below).
= Free Language Skills: Read/Write Elven, Speak Elven
= Level Adjustment: +0

SPACE DWARF RACIAL TRAITS
= +2 Con, -2 Cha
= Medium-size
= Base speed 20 ft.
= Darkvision 60 ft.
= +2 to Craft checks related to stone or metal.
= Stonecunning; as the ability in the Player's Handbook.
= Stability: as the ability in the Player's Handbook.
= +2 on saving throws against poison.
= +1 on attacks against orcs and goblinoids. Even in the future, dwarves retain a racial enmity toward these creatures.
= +4 dodge bonus to AC against giants.
= Planetary Adaption (any one) as a bonus feat. Space dwarves usually mine galactic outposts, so they get used to harsh environments.
= Treat the Dwarven Beamaxe (see below) as a simple weapon for dwarves.
= Free Language Skills: Read/Write Dwarven, Speak Dwarven.
= Level Adjustment: +0

SPACE GNOME RACIAL TRAITS
= +2 Int, -2 Str
= Small. +1 size bonus to Defense, +1 size bonus on attack rolls, +4 size bonus on Hide checks, -4 penalty to grapple checks. Lifting and carrying limits are 3/4 those of a Medium-size character.
= Base speed 20 ft.
= Low-light vision.
= +2 to Computer Use and Repair checks. Space gnomes are natural tinkerers.
= +2 to Craft (electronics) checks.
= +2 to Listen checks.
= Starship Operation or Mecha Operation (character's choice) as a bonus feat.
= Salvage as a bonus feat.
= +1 on attacks against kobolds and goblins.
= +4 dodge bonus to AC against giants.
= Free Language Skills: Read/Write Gnome, Speak Gnome
= Level Adjustment: +0

SPACE HALFLING RACIAL TRAITS
= +2 Dex, -2 Str
= Small. See Space Gnomes, above.
= Base speed 20 ft.
= +2 to Climb, Jump, and Move Silently checks. Space halflings are naturally athletic, and naturally cautious.
= +2 to Listen checks.
= Bonus feat (character's choice, as human). Space halflings have reached an adaptability comparable to humans.
= Free Language Skills; Read/Write Halfling, Speak Halfling.
= Level Adjustment: +0

SPACE RACE WEAPONS
The following weapons are specific to the space elf and space dwarf, respectively.

Elven Beambow: The beambow is the logical extension of the elves' love of archery. It superficially resembles a composite longbow, but is obviously mechanical. A beambow still requires two hands to use (one to aim the bow, and one to fire), but it can be activated one-handed if the character accepts a -2 attack penalty. Upon activation, the bow fires a (usually) sapphire-colored bolt of energy. Because it is not a true bow, bow-specific feats such as Rapid Shot and Manyshot do not work on it, but firearm-specific feats may work. Also, because it is not a true bow, there cannot be a "composite" beambow.

Weapon: Beambow, elven
Damage: 2d8
Critical: x3
Damage Type: Fire
Range Increment: 110 ft.
Size: Two-handed (Large)
Purchase DC: 24
Restriction: Elf (+1)

Dwarven Beamaxe: Although initially developed as a cutting tool for dwarven miners, it wasn't long before the mighty warrior race fashioned a beamaxe as a weapon.

Weapon: Beamaxe, dwarven
Damage: 2d10
Critical: x3
Damage Type: Fire
Range Increment: -
Size: One-handed (Medium)
Purchase DC: 19
Restriction: Dwarf (+1)

CREATING BEAM WEAPONS
Many popular archaic weapons may be given a futuristic zest by turning them into "beam weapons". Base on the beamsword (a variant of the longsword) presented in D20 Future, it is easy to create a weapon template for beam weapons.

Damage: Double the number of dice used (for example, 1d6 becomes 2d6)
Critical: As base weapon
Damage Type: Changes to fire
Range Increment: As base weapon
Size: As base weapon
Purchase DC: As base weapon +6 (to calculate purchase DC's for weapons from the Player's Handbook, remember that 1 gp = $10, and find the appropriate purchase DC on page 204 of the D20 Modern Roleplaying Game).

Example Beam Weapon: Beam Rapier
Damage: 2d6
Critical: 18-20/x2
Damage Type: Fire
Range Increment: -
Size: One-handed (Medium)
Purchase DC: 18
Restriction: None
 


This is a pretty nifty concept, Sir Elton.

I'm not entirely sure that you couldn't make base classes that worked differently enough to be unique while focusing them all on the same basic goal (succeeding in an open market). For instance, the base classes presentedin the OGL Iron Heroes all focus heavily on Butt-Kickery, but do so thorugh different means (being mobile, ranged attacking, being real strong, being well protected, etc). I'm not entirely sure how you would go about that, though, with economics... So you might be right.

Also, how are you planning on modeling the bigness of Free Trade in space while still allowing the characters to have an impact, be successful, and have a risk of failure? I am terribly interested in this.

Later
silver
 

I almost didn't get past the first paragraph. Space opera is exploding spaceships! Hand to hand combat with ray pistols and space axes! Sunbeams, planetary negasphers and crashing planets! It is not, repeat not about ecomonics! That said, and ignoring the misnomer, it sounds like a great idea for teaching kids. I would strongly suggest looking at Traveller. I know nothing about the D20 version, but the original was/could be heavily into ecomonics. (Getting a loan for a downpayment on a ship, then making enough to keep up the payments and needed upkeep and repairs!)
 

Hypersmurf said:
Dire Beamflail!
Spiked Beamchain!
Beamgreatclub!

-Hyp.
I've been looking over the beam weapon template more and more; it actually came about as an accident during my Joust Racers D20 Future campaign (based on games like F-Zero X, but I digress). The biggest problem right now is that the balance (like all d20 Future items) relies more on a higher purchase DC than actually keeping them at a "relative" level of power. The idea is that not everyone can afford them.

However, this somewhat fell through with two-handed weapons like the beamscythe and beamgreatsword, which did twice the damage and still were comparable in price to the other weapons (sometimes cheaper). I seriously suggest enforcing weapons like that as Exotic, and thus requiring players to blow a feat on them.
 

Sir Elton said:
Not knowing what D20 Traveler is like, I've decided to make my campaign setting hook Free Trade for the teaching of how a Free Economy works for younger kids.

Trading is the major hook in many Traveller campaigns, and as such gets lots of attention in the rules. However, I dunno if that'd help you much, because trading and the interstellar economy in Traveller (as in every other space opera setting I've ever been vaguely interested in gaming) are set up to be interesting plot device generators rather than a portrait of how interstellar economics would likely work. For your purposes, I think a computer simulation would be a better platform than a pen-and-paper RPG... something like Galactic Civilizations, maybe.
 

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