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<blockquote data-quote="doctorbadwolf" data-source="post: 8064630" data-attributes="member: 6704184"><p>Thanks! It was mostly the classes that I lost work on, and there are threads for each of them that I can mine for the basic ideas and discussion about them, so it could be worse. </p><p></p><p>Babylon 5 is another inspiration for both the Space Fantasy! project and Chevar. </p><p></p><p>It's funny, because the two projects are in many ways the opposite of eachother. With Chevar I wanted to purpose build mechanics to play out the stories I wanted to tell, so there are contacts, assets, favors, downtime rules (before 5e came out <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f622.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cry:" title="Crying :cry:" data-smilie="15"data-shortname=":cry:" />), and other widgets that player characters have access to that can be used to push the story and help the game play the way it's intended, without the things I don't like about games like Fate.</p><p></p><p>OTOH, Space Fantasy is built from the ground up to play using 99% just the PHB and DMG. Your energised sword is just a sword with an added d6 of radiant, thunder, lightning, or fire, damage depending on flavor. A light interceptor space craft is mostly just treated as magic armor that gives you THP and a fly speed. Anyone who knows 5e DnD can just sit down and play a character, with very little extra to learn. The biggest addition, other than new gear and a couple races, is custom rules for travel scenes. </p><p></p><p>I'd love to hear more about your clans, by the way. The art guys are rad.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8064630, member: 6704184"] Thanks! It was mostly the classes that I lost work on, and there are threads for each of them that I can mine for the basic ideas and discussion about them, so it could be worse. Babylon 5 is another inspiration for both the Space Fantasy! project and Chevar. It's funny, because the two projects are in many ways the opposite of eachother. With Chevar I wanted to purpose build mechanics to play out the stories I wanted to tell, so there are contacts, assets, favors, downtime rules (before 5e came out :cry:), and other widgets that player characters have access to that can be used to push the story and help the game play the way it's intended, without the things I don't like about games like Fate. OTOH, Space Fantasy is built from the ground up to play using 99% just the PHB and DMG. Your energised sword is just a sword with an added d6 of radiant, thunder, lightning, or fire, damage depending on flavor. A light interceptor space craft is mostly just treated as magic armor that gives you THP and a fly speed. Anyone who knows 5e DnD can just sit down and play a character, with very little extra to learn. The biggest addition, other than new gear and a couple races, is custom rules for travel scenes. I'd love to hear more about your clans, by the way. The art guys are rad. [/QUOTE]
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