Techno-fantasy or Future/sciencefantasy settings

At this point I am rethinking some things for the setting. I still want to have a single planet/world with advanced to alien technology embedded with the the cultures or nations. I might have the buildings reflect different style of pyramids from Egypt to Mesoamerica types. I want to have magic and technology work together. Think would happen if prehistoric earth along with fantasy world of races and magic evolved with alien tech? You will have a world with magic and tech with elves and dwarves (or other different race) riding on dinosaurs and/or dragons wielding techno-swords and firearms being transported long distances in advanced airships. That's the current thinking for I might do.

At this point if I pick a certain system I need to figure which would be easier. Putting fantasy elements in a scifi game system or putting scifi elements into a fantasy game system?
 

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It sounds like you want something along the lines of a Barsoom-type setting. Adamant has a take on it with their Mars line.

The same author (Lizard) did a two-episode minicampaign in the old Polyhedron called Iron Lords of Jupiter.

Bad Axe Games published a mega-adventure called Slavelords of Cydonia with is a twist on ERB's Barsoom novels.

If you don't mind ripping from books for ideas, there is a great researched book in the GURPS line called, simply, Mars.
 

tecnowraith said:
At this point if I pick a certain system I need to figure which would be easier. Putting fantasy elements in a scifi game system or putting scifi elements into a fantasy game system?

Probably the easiest thing is to pick up copies of Arsenal and Factory. The basic concept is that most modern technology can easily be "rebranded" into magitech. If you prefer d20 Modern to D&D, there's a modern conversion downloadable here.

Alternately, borrow from Gamma World d20 and Darwin's World, both d20 post-apocalyptic settings.
 

Dragonstar and Dragonmech are pretty decent, and I also like Arsenal and Factory.

Another excellent sourcebook to check out would be Second World ( http://www.gamewyrd.com/review/203 ).

Also don't overlook Star Wars. Sure, its primarily sci-fi, but its space opera sci-fi and the Force is as close to magic as you deem it to be.

Mechanics & systems aside, you might also want to check out For Faerie Queen and Country, Shadowrun, RIFTS, and Space: 1889. All are very creative and if you have the DM chops, you can mine them for ideas to use in any system you really like.

For instance, I've run both Space: 1889 and RIFTS in HERO because the players in question were more familiar with HERO (thus, a shorter overall learning curve for the players), and could also do so in D20 if I so chose.
At this point if I pick a certain system I need to figure which would be easier. Putting fantasy elements in a scifi game system or putting scifi elements into a fantasy game system?

That depends entirely upon which systems you have the best mastery over. If you have an excellent grasp of Harn, for instance, you'd probably be able to fuse sci-fi elements into it quite easily. If your mastery of RPGs peaks with Original Traveller, you can probably meld a workable magic system into it with relative facility.
 

Eric Anondson said:
It sounds like you want something along the lines of a Barsoom-type setting. Adamant has a take on it with their Mars line.

The same author (Lizard) did a two-episode minicampaign in the old Polyhedron called Iron Lords of Jupiter.

Bad Axe Games published a mega-adventure called Slavelords of Cydonia with is a twist on ERB's Barsoom novels.

If you don't mind ripping from books for ideas, there is a great researched book in the GURPS line called, simply, Mars.

Yeah, that's what I mentioned about visual reference with Masters of the Universe, aka He-Man in my first post. The actual term is Sword and Planet fiction but I want to do it beyond this solar system on 1 planet.
 

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