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<blockquote data-quote="Salcor" data-source="post: 1451562" data-attributes="member: 6573"><p>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. </p><p> 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. </p><p> 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.</p><p> 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. </p><p> Well I hope this helps. It is a great system.</p><p></p><p>Salcor</p></blockquote><p></p>
[QUOTE="Salcor, post: 1451562, member: 6573"] 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 [/QUOTE]
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