GlassJaw said:
As far as running it with D&D or Star Wars characters, it would probably work although magic and the Force might have to be toned down a bit. It's a low-magic setting so any abundance of magic would definitely change the challenge level substantially. If you used non-casting and non-Force characters, you could probably run with very little tweaking.
The beauty of SoC is that you can run it with characters from very timelines and it still works. Using D&D/fantasy characters would be reminiscent of the old Barrier Peaks module where the PC's find weird alien tech. In the Star Wars universe, it could be a new and previously undiscovered alien race. Both would be really cool actually.
The_Spider said:
I want to use core d&d classes for slavelords of cydonia, along with grim tales "hero classes". What do you suggest for feat progression for the hero classes so that they could be freely multi classed with core classes from th PHB and blance out? I want to use both for Cydonia, excluding core magic using classes.
Hi all! I'm Eric, one of the lead writers on this project, and I just wanted to respond to the prospects of running
Slavelords with non-GT characters. Running
Slavelords with D&D or Star Wars characters, even loaded with magic and Force powers, might actually be a decent idea for certain types of GMs and player groups. It would certainly change the game's feel, but not necessarily in a bad way.
The campaign, as written for Grim Tales PCs, was written to be
gritty. That is, the stories are low magic, highly challenging, and will sometimes require either (or both) strong roleplaying and intensely careful play to succeed without casualties--especially during the epic war scenes. We aren't messing around when we say that the PCs will get thrown into the middle of a
war.
Using magic or force-empowered characters might be a good idea for GMs who would prefer to allow their characters more of a margin for error and to engage in more "kick down the door"-type play. The campaign would definitely still be challenging. Allowing the PCs to have an array of powers that the natives don't would also potentially enhance the "PCs-as-mysterious-outsiders" roleplaying hook--which might increase some of the
political challenges, as possessing unique powers would make the PCs even more conspicuous and desirable as commodities or targets for the planet's powers-that-be.
One decision you'd have to consider is whether to alter rules for acquiring new powers that depend on acquiring specific resources or mentorship, especially if you start the PCs at a low level, as they will be seriously cut off from home.
It's great to see that you're interested in the book--Matt and I are definitely excited to read what you have to think!