Tell Me About Dragonstar

GoodKingJayIII

First Post
I went to the FantasyFlightGames website to check out the books, but there's very little information on there. I'm curious what the game is like. I've never tried my hand at SciFi/Fantasy, but it could be really interesting. Some general questions I have:

1) How are the classes modified to fit into a more futuristic world. How much of these modifications are mechanical and how much are flavorful?

2) Same question, only in regards to races.

3) What kind of new material is in the book other than lasers and futuristic technology? Is it a regurgitation of 3.x into a Science Fiction world, or something more than that?

4) What more can you tell me about the various books that are out for the system. All look interesting, with intriguing cover art. But FantasyFlight has not sold me on their product. It's the teasers that will make me want to go out and buy these.

5) What are your own experiences in the game? Do you run the game in the Dragon Empire, or your own setting? What kind of characters are playing and how well are they fairing? How are the players enjoying the game?

6) Have you had any bias towards Fantasy or SciFi RPGs? If so, if you've tried this and liked it, how has it changed your outlook based on the seperate genres? How well do you feel they've mixed?

Sorry, I know that's a lot more than six questions, but I had to throw this up here. The game looks really interesting. I actually think Arcana Unearthed would fit into the setting wonderfully, but that's another topic entirely. It's these questions that I'm interested in, mainly. Thanks.
 

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A lot of these questions might be answered in reviews of various DS products

http://www.enworld.org/reviews/index.php?sub=yes&where=publist&which=Fantasy+Flight+Games

but 1) mostly mechanical, because DS introduces some news skills and such

2) see above

3) not much, some spaceships and vehicles.

4) See the reviews page (I think I reviewed 5 of the 6 books in the line there)

5) I gave up on DS, due to FFG's lousy support of the game, and their lack of quality control on products after the first. (I am still on the mailing list, but it seems to have pretty much died)

6) My home brew setting is a mixture of Sci-Fi and fantasy, largely inspired by Star Ocean 2, the Timonthy Zahn Novel Triplet. So I find the starfarer's guide very useful. The rest not so much.

Anyway, my suggestion is, if you're intrigued, get the Starfarer's handbook, you can get it for pretty cheap on ebay.

(Just me just add, for full disclosure, that I really don't like FFG, and so perhaps I am more negative than I should be. Basically, a while back, when my web page for reviews was a year old, and I hit 100 reviews, I asked just about every 20 company if I could be considered for their review copy list, since post them on RPG.net as well, which doesn't get all that many d20 reviews. While I honestly wasn't expecting any yeses or even replies, FFG was the only one that replied rudely. They were the only one that replied, actually :p , but they didn't have to be such jerks about it. I also suspect they lied, but that's another thing)
 
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My opinion on Dragonstar!!!

My opinion on Dragonstar Universe is this: I see every game world within this universe as I have/will do. Your characters are the same as in D&D with a couple of exceptions which you don't have to give to the characters until they have experienced the Universe. The starting pages of Starfarer's Handbook tells the tale of a world being defeated by the Dargonstar armies of Drow/ISP. They have a couple of new races in the book that you could treat as npc races to your group or whatever.
The main feat that is different is a technology feat and understanding technology. The book also explains how all the classes would be of they come from a Dragonstar planet as do the races. It is just a cool setting for those who would like a variety of game worlds instead of being couped up on only one planet. It talks about using portals for travelling instead of starships as well, so it does not have to a space environment neither.
The Guide to the Galaxy explains the timeline and everything dealing with the Dragonstar Empire and their planets who owns what part of the galaxy.
The player's companion deals with more character creation, skills, feats, schools for characters to attend and everything dealing with your character.

Yes, the bad thing is that it isn't supported by a heavy load of books, I know that Fantasy FLight is not going to give up on the system. Last time I contacted them they will produce at least one book a year for Dragonstar. I myself think it is a cool universe and have not given up on the system and would really recommend the system to anyone who is looking for a bigger world that could use everything that has been produced to date for the D20/OGL license. This is the one system that introduced me to the D20 system and is my favorite system of all that I have of D20.
As for ideas for the Dragonstar Universe and is in the works for me is that I will be introducing the Dwarven Mafia as an organization ran be a Duergar who is referred as the Dwarven Godfather. I am also creating a gaming world that is within the Dragonstar Universe called "Alfglade" and have ideas for 2 undead communities that are aboard space stations as well.
I am a big supporter for the Dragonstar universe and think it is a cool system but has low support as book wise, but this allows you to use your creative mind for a system or use other company ideas and place them within this universe. Like I planned on using the Sorcery and Steam from Fantasy Flight as well and Privateer Press's Iron Kingdoms will be coming out this year as well which could be easily adapted to Dragonstar Universe.
 


I've ran a Dragonstar campaign (now with many elements borrowed from Classic and d20 Traveller) for over 2 years off and on so here are my feelings.

GoodKingJayIII said:
1) How are the classes modified to fit into a more futuristic world. How much of these modifications are mechanical and how much are flavorful?

Each class is given some space in the Starfarer's Handbook - mainly new class skills and how certain things (like a Ranger's 2-weapon fighting feats and familiars) are treated in the DS universe. All in all this is fairly comprehensive but remember that you have all the same character classes you do in regular D&D so there really isn't a heck of a lot here. The 2 new classes, the Mechanist and the Pilot are OK but could probably be simulated by other classes just as easily. Not much in the 'flavour' department goes into this though.
2) Same question, only in regards to races.

Races also get the 'once over' as far as mechanics go (most remain unchanged) and in addition 4 races are detailed. The Drow, Orc, Half-Dragon and Soulmech. ELs are provided. At first glance the Half Dragon seems way over powered for only a +3 EL. It gets +8 Str, a breath weapon, natural armour and several other boosts and perks. However in a game where range weapons are king (even a pistol can do over 20pts of damage without modfications) a +8 Str character, in my game at least, hasn't unbalanced things in the slightest. If anything he is one of the weakest characters and has difficulty in 'pulling his weight' in combat. The Drow and ORc are pretty standard stuff - no surprises there. The Soulmech is an android with a real person's soul trapped within it. They have several advantages and nearly as many disadvantages. A very well designed mechanical race and probably one of the shining points of Dragonstar.
3) What kind of new material is in the book other than lasers and futuristic technology? Is it a regurgitation of 3.x into a Science Fiction world, or something more than that?

A decent sized equipment list is provided with most anything you could think of for a sci-fi game (at least my group has never needed me to come up with addtional equipment). Really 'out there' or super high tech stuff is kept to a minimum. The DS universe is a blend of science and technology remember. Things that can be accomplished by magic rather than science generally are sicne magic is invariable cheaper than science. Spellware takes the place of cybernetic enchanments. These are essentially the magic devices you will encounter the most. Ability boosts, HP boosts and a variety of othr things are provided. My only complaint is that the list of avaialble spellware could have been bigger. The weapon list is pretty extensive and provides the type of damage the laser and blaster guns to in addition to how many dice of damage they inflict (this became quite the problem when my group, armed with blaster rifles (electrical damage) ran up against some bio-engineered critters that had DR 10/fire - lasers, while generally rolling less dice fo damage than a blaster weapon, inflict fire damage). There are even sonic weapons, several types of gernades, missles, and ship based weapons (although more on that below)

4) What more can you tell me about the various books that are out for the system. All look interesting, with intriguing cover art. But FantasyFlight has not sold me on their product. It's the teasers that will make me want to go out and buy these.

I only own the Starfarer's Handbook and the Guide to the Galaxy. Unfortunately essential rules (like zero-G, radiation and Spellware) are split across both books. Also Guide has most of the pre-history of the Empire and a lot of details about the current political situation, powerful organizations within the Empire and more details about the 12 gods of the Dragon Empire.
I have found I reference both of these books equally. All in all I am happy with the layout, artwork and information contained within each. Guide also has a ready made adventure and a complete star sytem for new players to explore.
5) What are your own experiences in the game? Do you run the game in the Dragon Empire, or your own setting? What kind of characters are playing and how well are they fairing? How are the players enjoying the game?

As I said I have ran my game, on and off, for 2 years. I adopted early on a very freeform style for this game as it was orginally a pick up game to run when some of out out-of-town gamers couldn't show up. Sicne then it has grown and the players have as much fun with it as with the regular D&D games. Combat is fast and intense. With gernades, blaster fire and spells flying back and forth combat rarely lasts more than a few rounds and i have found that this is a very nice fit for a swashbuckling space opera type game. My group consists of the following
Half-Dragon Paragon (we made up a 6 level Half-Dragon racial class)
Human Space Ranger (a non-spell casting varient of the Ranger)
Soulmech Mechanist/Fighter
Human Cleric/Fighter
Drow Sorceress/Pilot (we also made up a Drow racial class in which this character has 1 level)

All of the players seem to have a lot of fun with Dragonstar and we play a fast loose sytem inregards to scientific fact vs fiction.

6) Have you had any bias towards Fantasy or SciFi RPGs? If so, if you've tried this and liked it, how has it changed your outlook based on the seperate genres? How well do you feel they've mixed?

I have pretty much equal love of fantasy and sci-fi. I have played in 'hard' sci-fi games as well as the space opera type I'm running with DS. I can't say I have a bias either way - both types (fantasy/sci-fi and hard sci-fi & space opera) have different appeals to me and I like tham on their own merits. I hate comparing one style of gaming to another. It just can't be done in any meaningful way IMO. Overall DS has a decent blending of fantasy and science fiction. There are still some problems with the game system overall - most notably the terrible spaceship combat rules (what few rules are actually devoted to them) and I have some issues with the skills introduced (I didn't feel that a single 'Use Device' skill should allow anyone to use any piece of equipment they came across - this is where I borrowed most from Traveller d20 - skills in various parts of technology).

I hope this has helped somewhat.
 
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With regards to support, I believe that's about to change, or maybe is in the process of changing. It looks like Mystic Eye Games (home of our own MEG_Hal) is putting out DragonStar adventures at the very least. Maybe some sourcebooks in the future? Dunno, you'd have to ask them.
 

Thanks guys, this has been very helpful so far.

Personally, if I were to pick up DS I'd convert it to d20M and Urban Arcana, rather than keeping it 3.X. But that's just me.

While I think that's a valid point, d20 Modern does not feel like "modern fantasy" to me. Don't ask me why. I can't entirely explain it. I think it might have something to do with too much connectivity to the real world. But I don't want to throw Fast Hero/Gunslinger's into space. That doesn't feel like fantasy to me.

While I'm very interested in SWd20, I'm looking for a game that is not SWd20, but has potential for the same feel. I have a player that is a supreme Star Wars geek, and were I to try and run a game in the setting, I'd be afraid he might scoff at my lack of continuity. I won't even get into the fact that he completely discounts the prequel Trilogy.

But I digress. That's not the real reason I'm avoiding SW. I love to world build, and from what I've read I think Dragonstar has the potential to let me create a galaxy, or at least take the base setting and frankenstein things as I see fit, while still giving me a good Science Fiction/Fantasy base. I don't want to create stats for guns, weapons, and classes. I'd rather let someone else do that and I'll create a world.
 

I haven't had a chance to run it yet, but I love what I've read of Dragonstar. I'd say, to run an effective game you need at least 3 books: the DS Starfarer's Handbook, Guide to the Galaxy and Imperial Supply. These give you the background, rules and equipment to properly run the game.

Personally, I'm going to make a few rules changes: update to 3.5e (which fixes the Ranger anyway, rather than the DS fix); adjust some equipment to be more in line with d20 Modern (firearms damage in particular), as well as adding some d20M feats/rules; and add a set of rules from Unearthed Arcana, including Armor as DR + Defense Bonuses, and Taint*.

From that, I think I can run a really fun DS game. Admittedly, you don't need to modify it as heavily as I did, but I really like the idea of how some of the Modern rules work (including Wealth) and the new UA stuff.

* The adventure I'm planning will likely involve the Illithid and the Far Realm, as well as the Dark Zone. Spending too much time in this region, or summoning Things Not Meant To Be will cause Taint, eventually corruping the character into a servant of such Things. :cool:
 

I have been a fan of the Dragonstar universe since it first came out. Since it came out I have purchased all of the books, and I definately like the system. The classes are integrated well into the new universe. Dragonstar adds a number of new feats and skills to show the increased complexity of a modern world. The races all have some minor additions to show how they adjusted into the world, which are acceptable. Also the galactic races adds a number of races to the world, like an intelligent undead race that is not innately evil, or the Ulb, an intelligent ooze (like the Draslasites from Star Frontiers) along with a number of other interesting races (a few of them are from their Mystic Races book). The Players Companion books adds a lot of good information, feats, skills, and campaign related prestige classes. All the information is similar to what is availbe to any other players companion that you can purchase for other systems. One interesting thing is that it adds updated classes from the psionics handbook and how psionics integrated into the Dragonstar universe. Imperial Supply is the typical equipment book that any sci fi system puts out, but it does have a lot of good and unique setting specific equipment. Smuggler's Run gives rules for running games based on Han Solo, or the Firefly crew, as well adds some new ships and equipment.
One of the things about the system that I always warn new players about are the changes in tactics, especially if they are long term DnD players. As weill most modern combat systems, when the firefight opens up, dive for cover don't just stand there like in DnD. Also I think the focus of magic changes since your fighters can get a blaster that does 3d8 damage at first level. The different is that magic is much more accurate.
I have run a few Dragonstar games, and my players definately had fun. Although with the damage capacity of the weapons in the game it is pretty dangerous early of even when you face a first level encounter. If you are looking for adventures I definately recommend Raw Recruits and Heart of the Machine by Mystic Eye Games. They are well done (with a some errors) and do a great job of expanding the world. I have ran the first two adventures in raw recruits, and the introductory adventure posted on the Fantasy Flight Games website. of course with each system it requires a little personallization.
I have some planes to alter the system with some of the rules from Unearthed Arcana, mainly with altered character classes, and some minor modifications to the magic system.
Well I hope this helps. It is a great system.

Salcor
 

GoodKingJayIII said:
I went to the FantasyFlightGames website to check out the books, but there's very little information on there. I'm curious what the game is like. I've never tried my hand at SciFi/Fantasy, but it could be really interesting. Some general questions I have:

4) What more can you tell me about the various books that are out for the system. All look interesting, with intriguing cover art. But FantasyFlight has not sold me on their product. It's the teasers that will make me want to go out and buy these.

The Starfarer's Handbook and Guide to the Galaxy are both great books (especially the former which to my mind is one of the very best d20 books made so far). I don't have any experience with the other products and cannot advise you one them. My greatest enjoyment with the universe has come from adapting other books to the setting (which I love above all others) - such as implementing the return of the Shades (from FR) storyline or the psionic Talaire from Dragon Magazine. I could go on and on about the possibilities but its late. I had a site dedicated to such ideas for a while but its down. The online support for the setting has dwindled and me and some fellow it-professionals are working on a very flexible and (hopefully) powerful portal for Dragonstar that we hope could rekindle some of the enthusiasm for the setting. We think its a great setting and that it deserves similar fan support to what settings such as Midnight and Dawnforge receive. This project is still a few months pending but I will be sure to let everyone know when we are ready to launch. It will be very much driven by fan submissions (we aim to have regular features and articles as well of course).

5) What are your own experiences in the game? Do you run the game in the Dragon Empire, or your own setting? What kind of characters are playing and how well are they fairing? How are the players enjoying the game?

Dragonstar is a blast to play. You can draw ideas for your stories from virtually any movie or television series (I structure my campaign sessions as episodes in a real tv season) from Angel to New York Blues and Firefly to Event Horizon, Die Hard and Enemy Mine - it as all there.

I run it in the Dragon Empire but have a very complex storyline of my own added into the setting (multiple actually) and deal extensively with the history of the areas of space beyond the Dragon Empire. The Empire is a great idea though and an interesting "construct" to roleplay against.

My current players are: human pilot8/fighter1, human paladin6/platinum knight 3, gnome expert3/mechanist5, human fighter4/half-vampire(katane)5, human rogue4/ranger5, human sorcerer7/rogue2, and human fighter4/paladin3/celestial knight2. The players certainly enjoy the game once they got used to the different nature of combat (the energy weapons are ruthless) and we got through the somewhat complex vehicle combat rules (which do tend to drag battles out a bit too long - the rules are very logically constructed though). There's much to love and my players find it somewhat easier to roleplay to identify with this setting than traditional fantasy settings (go figure).

6) Have you had any bias towards Fantasy or SciFi RPGs? If so, if you've tried this and liked it, how has it changed your outlook based on the seperate genres? How well do you feel they've mixed?

I love both genres and have waited for the perfect mix since a tried to create a more hi-tech version of Spelljammer back in 2E. Nothing has hit my needle as well on the head as Dragonstar though.
 
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