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Help designing a Space Opera campaign via RPGs and Jungian Archetypes?
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<blockquote data-quote="gamerprinter" data-source="post: 6490449" data-attributes="member: 50895"><p>Well I'm currently building a sci-fi setting for a homebrew game that isn't specifically Star Wars inspired, but there are elements to that. I'm using Pathfinder rules, some elements from EN Publishing Santiago setting, Paizo Technology Guide, and some of my own designs, including a new class called Starship Pilot, that I can honestly say I had "Solo" on my mind as I was designing it. Magic is technology, and spells are called technical procedures or computer programs, but in-game work identically to existing PF spells. Because one of my players always runs or at least wants to run a psionic character, I'm obliging him, as in a non-magic sci-fi setting, including psionics fits, and kind of feels Jedi in that way. I'm planning to run a short AP, perhaps 10 levels of play. As long as spells levels don't get too high, the disparity between martials and casters is lessened. In this way, I think my goals run very closely to your premise, and using a system I know (Pathfinder), and reflavoring it as sci-fi (and kept in the medium power levels below 11th) the potential Jedi of my setting won't necessarily outstrip the capability of the rest of the non-Jedi adventure party.</p><p></p><p>Of course, as stated, I'm in no way limited nor necessarily inspired to replicate a Star-Wars sci-fi setting. I'm looking at more Merchant Trader, but not Serenity - I don't want a space cowboys theme. I'm probably going to include some type of 3D space combat system so our game can include dog-fighting in space, air to ground support activities, in addition to normal "boots on the ground" roleplaying and combat.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 6490449, member: 50895"] Well I'm currently building a sci-fi setting for a homebrew game that isn't specifically Star Wars inspired, but there are elements to that. I'm using Pathfinder rules, some elements from EN Publishing Santiago setting, Paizo Technology Guide, and some of my own designs, including a new class called Starship Pilot, that I can honestly say I had "Solo" on my mind as I was designing it. Magic is technology, and spells are called technical procedures or computer programs, but in-game work identically to existing PF spells. Because one of my players always runs or at least wants to run a psionic character, I'm obliging him, as in a non-magic sci-fi setting, including psionics fits, and kind of feels Jedi in that way. I'm planning to run a short AP, perhaps 10 levels of play. As long as spells levels don't get too high, the disparity between martials and casters is lessened. In this way, I think my goals run very closely to your premise, and using a system I know (Pathfinder), and reflavoring it as sci-fi (and kept in the medium power levels below 11th) the potential Jedi of my setting won't necessarily outstrip the capability of the rest of the non-Jedi adventure party. Of course, as stated, I'm in no way limited nor necessarily inspired to replicate a Star-Wars sci-fi setting. I'm looking at more Merchant Trader, but not Serenity - I don't want a space cowboys theme. I'm probably going to include some type of 3D space combat system so our game can include dog-fighting in space, air to ground support activities, in addition to normal "boots on the ground" roleplaying and combat. [/QUOTE]
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