How does this sci-fi game sound? What woould you want from a d20 future campaign?

Olive

Explorer
I'm going to wind up my D&D campaign at the end of the year, and I'm thinking I'm going to run a d20 Future game.

D&D comes with it's own set of preconceptions, and while lots of people mess around with those, they're still there.

Sci-fi gaming is much more wide open, and the authors of D20 future certainly did their best to not impose any preconcieved ideas of what a sci-fi game should be about onto the rules they provided.

This also means more work for me, but I'm interested in what other people would like if they were playing in a sci-fi game.

My main influences are the novels of Iain M Banks and Ken MacLeod, movies like Bladerunner and Aliens, the fluff of the Warhammer 40,000 game world, and the TV show Firefly. Diverse enough for ya?

The game I'm planning will probably only have humans (no aliens, but possible some moreaus), along with no FX (except possibly some psychic stuff either from CoC d20 or the GR Pychic's Handbook). I'm thinking it will be basically PL7, with no FTL drives, but a network of jump gates to get around.

In other rules stuff I'll probably use armour as DR, and sanity (there's no aliens, but I'd like to run a game where seeing a dead body has some effect!)

I'm still tossing up a few more elements - will the PCs start on a planet or a space station? Will there be one large government (say like in Firefly) or competing ones (a space empire, at odds with a communist galactic federation perhaps)? One idea I had involved the PCs getting hired onto a ship, working as salvagers and the like for a nasty boss.

So, does this all sound good? What elements would you need in your sci-fi game for it to appeal?
 

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Heh, I'm not sure where you are placing the PC's, but there is certainly alot of room to run adeventrues between the "Spacefaring Scum" of Firefly and the near-omniscient superpower of The Culture.

Sounds fun, and good luck.
 

Teflon Billy said:
but there is certainly alot of room to run adeventrues between the "Spacefaring Scum" of Firefly and the near-omniscient superpower of The Culture.

There certainly is! I love Bank's Culture novels, but if they are much of an influence, it would be more in a Consider Phlebas style than a actual Special Circumstances type game.
 

Of course, this is pimping, but you really should take a look at Dawning Star: Operation Quick Launch when it is released on October 20th. It doesn't have everything you've listed, but it's pretty darn close, and one of DS's great strength is its malleability. You can check out the preview on our Dawning Star homepage or another exclusive preview in d20 Filtered, Issue 2. Plus, we'll be releasing an additional sneak peek this week on the website.

That being said, the campaign ideas you floated sound pretty cool to me.
 

Justin D. Jacobson said:
Of course, this is pimping, but you really should take a look at Dawning Star: Operation Quick Launch when it is released on October 20th. It doesn't have everything you've listed, but it's pretty darn close

So what elements DOES it have. I looked over the preview when it was first released...

That being said, the campaign ideas you floated sound pretty cool to me.

Thanks!
 

I say go with competing govs because it will give a more open ended world. With different governments comes different laws/rules that could play into your games.

What is each systems laws on gene engineering, drugs, business, religion?

Because of the laws what originations have sprung up exploit/worship/protect said laws. Pirates and smugglers, rogue doctors, mercenaries, super corp. religion

And with different governments comes war. Something I’ve always liked about the Star Wars setting was the galactic war backdrop that was present everywhere you want. And wars can be fought over anything; religion, planet resources, misunderstandings.


Olive said:
Will there be one large government (say like in Firefly) or competing ones (a space empire, at odds with a communist galactic federation perhaps)?
 

So what elements DOES it have. I looked over the preview when it was first released...

Well, for those who can't wait another two weeks (and who can blame you): Operation Quick Launch focuses on the planet of Eos and so, includes a fully detailed description of the major geographical, political, societal, and other factors. It includes a second PC species (the velin, released as an exclusive preview in d20 Filtered #2), and dozens of feats, talent trees, advanced classes, prestige classes, equipment, weapons, armor, vehicles, etc. The full campaign setting will introduce 8 more playable PC species and a bunch of other rules relating to the rest of the Helios system.

In creating the system, we built it from the ground up, like Eberron, to incorporate as many facets of d20 Future as possible. BUT, some elements are not a major focus, principally mecha and mutations.

Any specific questions? I'll be happy to answer them.
 

Psilocybes said:
And with different governments comes war. Something I’ve always liked about the Star Wars setting was the galactic war backdrop that was present everywhere you want. And wars can be fought over anything; religion, planet resources, misunderstandings.

Hmmm. These are good points. Plus it allows me to implement some of the ideas I've rippd off from Ken MacLeod's earlier book (Star Fraction and the like)...
 

One tricky thing w/sci-fi games is giving PCs access to spaceships. B/c if they have one, that means they can go ANYWHERE, and that makes planning adventures a lot more difficult. And if they don't have one... Well, they'll do anything in their power to get one.

That's why I'm a big fan of jump-gates w/ some form of control (government, fee, activation key, etc.). That way they have freedom w/in one system, but they can't just hyperspace-jump to the other side of the galaxy on a whim.



What kinda' feel are you going for? A hard sci-fi or a science-fantasy like Star Wars? or something in between?
 

The Grackle said:
One tricky thing w/sci-fi games is giving PCs access to spaceships. B/c if they have one, that means they can go ANYWHERE, and that makes planning adventures a lot more difficult. And if they don't have one... Well, they'll do anything in their power to get one.

Well, I had a plan for this -
I was going to put the PCs as crew on a small freighter, with a scumbag boss for the captain. He was going to get them to do somethin they wouldn't want to do, and the end result would be that they'd have to kill/capture him and take over the ship
. So they'd get one, sorta.

That's why I'm a big fan of jump-gates w/ some form of control (government, fee, activation key, etc.). That way they have freedom w/in one system, but they can't just hyperspace-jump to the other side of the galaxy on a whim.

I like them and this is just one more reason why... my players raised an interesting point earlier in my DnD campaign. When I asked what they liked most about the campaign, one said it was the geographic spread of the game (they had been doing A LOT of travelling). Another said that he really didn't like that, and has since said hat he's been enjoying the game much more now they have a sense of a base.

The problem with giving them a ship straight off is that they might have a problem where they don't stay long enough anywhere to get a real sense of location. On the other hand the ship itself may become a location for them.

What kinda' feel are you going for? A hard sci-fi or a science-fantasy like Star Wars? or something in between?

In between. Kinda gritty and stuff, but not hard science (cos I know nothing about science). Maybe a more political star trek? :eek:
 

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