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Disclaimer wrote:
This is 100% my dumb opinion and following it as advice might or might not get you kicked out of RPGSS. I would love for the dumbest parts of this rambling rant to be called out, especially in how it relates to Superstar.
I haven't seen anyone write about Distant Worlds and its relationship to RPGSS--if someone has, please point me there. This is a clumsy attempt to fill that gap a little bit.
Distant Worlds is by far my favorite Pathfinder publication, and I imagine it will factor into at least a few Superstar 2013 entries.
Which means it might be good idea to revisit an important piece of advice in SKR's list that also comes up in the 2011 Superstar panel:
Sean K. Reynolds wrote:
By "inventing" a magic item that does exactly what a piece of modern technology does, you haven't really invented anything, you've just reskinned it. It's not superstar to design a magical train, or a magical telephone, or magical cold medicine.
This goes for near-future or theoretically-possible technological items. Spider-Man's web-shooters technically don't exist, but they're plausible enough that someone could invent them, therefore wristbands of the striking webs aren't superstar (they also run into #9, the intellectual property violation). Batman's utility belt isn't superstar. And so on.
Not to say that these items aren't cool, but being cool only gets you so far in RPG Superstar.
Since Distant Worlds dives head-first into Sword-and-Planet gameplay, I have a creeping fear that we'll see (or, more likely, the judges will see and dump into their reject pile) tons of things-lasers, space suits, rockets, plasma swords, whatever-that run afoul of this rule.
Which, I think, still applies just as much with DW in the canon.
John Carter isn't modern
In a lot of ways, the Sword-and-Planet genre predates science fiction as we know it, even though modern S&P is greatly informed by it.
But Burroughs' A Princess of Mars turned 100 years old this year. As DW roots itself in S&P, and Barsoom is arguably the foundation of the genre, I think it's extremely important to remember that the context of S&P is far, far more late Victorian/turn-of-the-century than sci-fi.
That means if you're considering a S&P item, it might be a good idea to instantly discard sci-fi, however tempting it may be. No lasers, no rockets.
Steampunk, as popular and potentially fitting as it may be, is also a little behind scope--Burroughs' world was one that had seen the automobile and scooter. The French already had a national air force. Marie Curie won the 1911 Nobel Prize for chemistry. People were already watching the very first movies.
If we're tacking "punk" as a suffix to the world that birthed S&P, it's oil, but more broadly (and in my opinion, accurately) this is an era of groundbreaking awe-inspiring invention as opposed to the motifs of augmentation, scale, and efficiency that define so much of the steampunk aesthetic. It was a time of rapid, visible, tangible scientific discovery, the likes of which inspired Burroughs to write about civilization on Mars as much as it enabled Méliès to make Voyage to the Moon, much less imagine it.
None of these things exist in Golarion, but the flavor of the Earth history that inspired DW has to be accounted for when dipping into that playground.
Think about it this way: Minor tweaks to function and form of the inventions of the 40 years surrounding 1900 would have dramatically reshaped everything we know, do and use today. What tweaks to those turn-of-the-century forms and functions would create a civilization or society that could exist in the stars of Golarion, and could potentially interact with it and leave a Wondrous trace?
Invent what can't exist
My advice--which is probably not worth much, but I'll throw it out for discussion--is if you're planning to riff off DW in your Superstar entry, stay far, far away from anything that exists.
Don't just follow SKR's rule against modern devices; expand it, not just to what you might want to create, but what you know and understand about our universe.
The toughest thing for me to grasp sometimes with fantasy worlds like Golarion is that as much as we know about them, they know nothing about us, and as their world exists entirely in fiction, the laws of reality in each of our worlds mean nothing to each other unless a relationship is explicitly (or very strongly implicitly) defined.
In Golarion, we assume a lot of things. For instance, we assume most of Golarion's creatures and common sentient races breathe air like we do, water has the same effects on most humans in Golarion as it does to us on Earth. But if you're going to design an item that plays with the interplanetary (and interstellar) concepts of DW, throw out your understanding of our universe's physics. Forget about Earth. Turn off your science brain.
Sean K. Reynolds, on Chris Shaeffer's 2012 Top 32 item, wrote:
If it's magic, you don't have to justify it with science. If it's science, I don't want it in my magic item ...
(via)
If you're going to play with the rules of DW, remember that the rules of our universe don't necessarily apply unless explicitly described, and the presence of magic means the rules and limitations that do exist are also are ripe for exploitation--which is especially relevant for a Wondrous Item.
I'll re-iterate this with an example:
If it's out of this world, how in this world can someone craft it?
So a Wondrous Item that comes from DW may do some very modern-sounding things, in that the words "space" and "starship" and "terraformed" might crop up because DW explicitly describes those concepts.
But this is also a universe of aether, and
This is a universe that doesn't make sense, and that's
awesome when it comes to opening up new, creative ideas for fantasy items.
Just don't take it as an excuse to make a space shuttle, because that isn't the Pathfinder definition of Wondrous. We already know what a space shuttle is like; it's not fantasy anymore. A Gnomish Steve Jobs could possibly whip together a sort of GolariPhone, sure. Big deal--There's (already) a Spell for That(tm).
The key in SKR's rule is to avoid making something "plausible enough that someone could invent them." Mechanical inventions, and even minor magical items, are fundamentally mundane. Wondrous items are extraordinary. Superstar Wondrous items play around with the rules in creative ways.
But on the other side of the coin, Wondrous Items are still crafted items. They have costs. They can be reproduced with the right materials, knowledge, and spells. The crafting requirements for an otherworldly item may require some creative applications of the item-creation mechanics; DW does a good job suggesting spells for specific environments, which may help.
But if you're going down this sort of route for RPGSS, ask yourself what would be Wondrous and fantastic to someone who's never seen anything more advanced than a windmill, staring up at the stars, asking what could possibly be in all of that inky mess. Make that thing Pathfinder Wondrous and put it in that person's hands.
Worry about how to craft it once you've made it, and don't worry too much. Your job with a Wondrous Item is to supply the item, the wonder, and the instructions; it's the GM's job to fill in the why, or the history and backstory, or to determine how relevant it is to be able to craft it on Golarion.
Best of all, even if DW inspires the item, don't make the item require it if you can help it at all.
Judges have gingerly knocked niche items as less marketable, but niche items + attention to detail + great flavor - dumb mistakes = the kind of thing that's made it to the Top 32. If you can't unwedge a Distant Worlds-inspired item, I haven't seen any reason to hold back.
Just make sure your idea is a fantasy idea rather than a good implementation of real one.