QuietBrowser
First Post
I had a thread about this before the forum crash, but, of course, I lost everything when the server was corrupted, so I've got to start this over from scratch. My apologies in advance for the disjointed streams of thought you're about to witness.
Though science fiction and fantasy are often considered seperate, in the days of pulp, that wasn't always the case - science fantasy, where elements of science fiction blended into worlds otherwise fantastical, has long been a thing. Even D&D has done it a times, most prominently in the form of the "Expedition Beyond The Barrier Peaks" module, and of course, Pathfinder has the whole region of Numeria, which is straight up science fantasy of the "crashed spaceship in a land of barbarians" flavor.
Even beyond the obvious sci-fi fusions/crossovers/etc, hypertech can easily be reskinned for a more super-sorcery feel. A chainsword is obviously sci-fi, but if you rework it as a demonic-created blade with teeth that literally chew into the victim (4e's "Fleshgrinder" enchantment, Adventurer's Vault) or a blade crafted from the corpse of a demonic dragon that uses its scales/teeth for the edge and its heart to fuel their motion (Salamandra, Bayonetta 2), well, doesn't it just fit right in on a more high fantasy world?
5th edition does provide some groundworks to this already, in the form of the more futuristic guns (laser pistol, laser rifle, disintegrator rifle) in the DMG. Inspired by the Technology Guide for Pathfinder, what I want to achieve for this project is to create some rules for various kinds of hypertech, and their use, and then options for how to incorporate them into worlds. Using the cyborging rules to represent fleshcrafting, golemification, or magical fusion (ala Slayers "Chimera" lore), for example.
I just... I wanted to know if there'd be any interest in this before I started? I can dimly recall the stuff I had worked out - some rules for handling incorporated items and some new "techno" damage types - but I just don't want to be wasting my time on it if there's zero interest in it.
Though science fiction and fantasy are often considered seperate, in the days of pulp, that wasn't always the case - science fantasy, where elements of science fiction blended into worlds otherwise fantastical, has long been a thing. Even D&D has done it a times, most prominently in the form of the "Expedition Beyond The Barrier Peaks" module, and of course, Pathfinder has the whole region of Numeria, which is straight up science fantasy of the "crashed spaceship in a land of barbarians" flavor.
Even beyond the obvious sci-fi fusions/crossovers/etc, hypertech can easily be reskinned for a more super-sorcery feel. A chainsword is obviously sci-fi, but if you rework it as a demonic-created blade with teeth that literally chew into the victim (4e's "Fleshgrinder" enchantment, Adventurer's Vault) or a blade crafted from the corpse of a demonic dragon that uses its scales/teeth for the edge and its heart to fuel their motion (Salamandra, Bayonetta 2), well, doesn't it just fit right in on a more high fantasy world?
5th edition does provide some groundworks to this already, in the form of the more futuristic guns (laser pistol, laser rifle, disintegrator rifle) in the DMG. Inspired by the Technology Guide for Pathfinder, what I want to achieve for this project is to create some rules for various kinds of hypertech, and their use, and then options for how to incorporate them into worlds. Using the cyborging rules to represent fleshcrafting, golemification, or magical fusion (ala Slayers "Chimera" lore), for example.
I just... I wanted to know if there'd be any interest in this before I started? I can dimly recall the stuff I had worked out - some rules for handling incorporated items and some new "techno" damage types - but I just don't want to be wasting my time on it if there's zero interest in it.
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