
AnimatedPaper |
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Someone, possiibly a deity, lets slip that Golarion is not the first planet to be vanished. It has happened before, and could possibly happen again.
The reason someone cracked on this secret is that there are suddenly signs that one of the vanished planets is returning.
But the knowledge is fragmented, scattered across much of the known worlds. Its up to the party to piece it all together. This campaign would be a ton of investigation, exploration, planet hopping to try and find anyone with a clue, whether they want to share that information or not. Eventually, once enough research is completed, the party is able to tune their drive to the Vanished. But some in power have misgivings. Maybe the Vanished is safer to stay that way. There are signs that the party comes across that this is not a benevolent world. More signs that maybe it wasn't lost, but sealed. But because of the frustratingly minimal information available, no one really knows for sure. And even if the dominant race of the Vanished were warlike, or powerful, or bent on absorbing everyone else into their collective, no one has a clue if that's still true today.
Some intrigue based play would be in order. The party holds all the cards as the only ones that can actually go to the Vanished *now*, but other factions with their own motivations aren't far behind. So its up to the party: is this a rescue mission, heralding the Vanished' return to the rest of the setting, or a scouting mission prefacing an invasion? Not going isn't really an option, if they don't, someone else will simply make the same decision instead.
Towards the end of the campaign, when the party finally makes it to the Vanished, they have to decide how they will enter the Vanished society. Openly? In disguise (with the perils that entails)? And when they discover the dominant race really is warlike, but not necessarily bent on conquering (yet), what do they do? And how will they deal with the leaders of the race, including an avatar of the planet's personal deity, possibly the only ones that could finally answer why the Vanished disappeared in the first place, why they returned, and could any of this apply to Golarion?
Bonus points if the Vanished turns out to be the true home planet of a non-golarion race, one that even that race didn't know existed until now. How will they reconcile the history they always believed to be true, and the new one they're now starting to remember? And if they're in the core setting NOT warlike or expansive, is the vanishing why they're like that in the first place?

David knott 242 |

I am curious to see how far I would be able to get setting up a future Golarion during some part of the time period covered by the Gap. I would obviously have to come up with my own solutions to certain problems that the Gap is meant to cover up, but it will be interesting to see how much world building I would have to do if the party meets up in (for example) "Segada Spaceport" and then leaves the Golarion solar system, possibly never to return.

Archmage Variel |
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I am curious to see how far I would be able to get setting up a future Golarion during some part of the time period covered by the Gap. I would obviously have to come up with my own solutions to certain problems that the Gap is meant to cover up, but it will be interesting to see how much world building I would have to do if the party meets up in (for example) "Segada Spaceport" and then leaves the Golarion solar system, possibly never to return.
You could do "modern age" golarion. It could take place when golarion had 21st century technology and had just recently used primitive magic to teleport to nearby planets and planetary bodies. It would be before the gap but still in Golarion's future.

David knott 242 |

David knott 242 wrote:You could do "modern age" golarion. It could take place when golarion had 21st century technology and had just recently used primitive magic to teleport to nearby planets and planetary bodies. It would be before the gap but still in Golarion's future.I am curious to see how far I would be able to get setting up a future Golarion during some part of the time period covered by the Gap. I would obviously have to come up with my own solutions to certain problems that the Gap is meant to cover up, but it will be interesting to see how much world building I would have to do if the party meets up in (for example) "Segada Spaceport" and then leaves the Golarion solar system, possibly never to return.
I thought the Gap was supposed to begin during the "present" of anyone's Pathfinder campaign?
In any case, the basic premises of Starfinder seem to be that you get greatly advanced technology but lose Golarion itself. I was hoping to be able to have technology close to whatever Starfinder has in its "present day" but with Golarion still around. In addition to the obvious problems with updating Golarion to its far future, there would be issues with any technology that was specifically invented after the Gap. Do we know of any such technology yet? For example, did FTL travel already exist at the end of the Gap, or was it introduced afterwards?

Archmage Variel |

Archmage Variel wrote:David knott 242 wrote:You could do "modern age" golarion. It could take place when golarion had 21st century technology and had just recently used primitive magic to teleport to nearby planets and planetary bodies. It would be before the gap but still in Golarion's future.I am curious to see how far I would be able to get setting up a future Golarion during some part of the time period covered by the Gap. I would obviously have to come up with my own solutions to certain problems that the Gap is meant to cover up, but it will be interesting to see how much world building I would have to do if the party meets up in (for example) "Segada Spaceport" and then leaves the Golarion solar system, possibly never to return.
I thought the Gap was supposed to begin during the "present" of anyone's Pathfinder campaign?
In any case, the basic premises of Starfinder seem to be that you get greatly advanced technology but lose Golarion itself. I was hoping to be able to have technology close to whatever Starfinder has in its "present day" but with Golarion still around. In addition to the obvious problems with updating Golarion to its far future, there would be issues with any technology that was specifically invented after the Gap. Do we know of any such technology yet? For example, did FTL travel already exist at the end of the Gap, or was it introduced afterwards?
A starting time was never given and it is implied that only about 300 or so years has passed since the gap happened I think, so we don't actually know how long it was. I think from the huge difference in technology on all planets, it can be inferred to be a few thousand years in the future and has been illuded to be as such. Of course this could all change, but the point of the gap seems to be to be intentionally vague about what happened, so you can really do whatever you like.

John Lynch 106 |

The sczarni gangs have long been associated with vice. They claim religious persecution at which was a contentious point in the past when Shelyn, Calistoga and even Cayden Cailean were regularly worshipped. Today, these claims are dismissed as mere pretexts for their criminal ways.
The players were foolish enough to borrow money from the Sczarni to buy a ship with. However they've been late on making their repayments and so are captured by the Sczarni and transported to Akiton to meet the Sczarni gang's leader. Stories and rumours abound on who these bosses are and what they look like. No-one truly knows though. When the players are brought before him they discover what many have found upon meeting this figure. He is one of the last living Runelords and if they want to continue living, he has a mission for them.
(One of the players I game with had a character become a Runelord in a past campaign. This would be that character).

Roman "Romiras" Zorin |
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My idea:
Campaign part 1
Players are a group of Starfinders investigating the Gap. They get a solid lead on location of archives of some secret organization which was active during that period. They find out that the ancient facility belonged to non other than mythological Pathfinder Society. Moreover they find out that it was an outpost of a group of agents who were pretty active all those years back. Players start to backtrack the way of those agents, visiting different systems and planets to try and get some information on the Gap.
But it seems that somebody made a very good and methodical job of erasing almost all evidence left of the group. And at the same time Starfinders start to feel strange sensations. Places they visit seem familiar though they never been there before. The few clues they manage to find are also strange... And disturbingly familiar. Moreover the methods used to cover the tracks are also very familiar for players!
The climax of the first part of campaign will be players finding an old hologram picture of those old pathfinders presumably being active hundreds of years before. And the moment the players see themselves on that picture I'll give the "session is finished" music...

Garrett Guillotte |
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Someone, possibly a deity, lets slip that Golarion is not the first planet to be vanished. It has happened before, and could possibly happen again.
AbadarCorp = the Galactic Hyperspace Planning Council. Nothing's wrong with Golarion, its orbit simply occupied the best coordinates for a trade nexus and needed relocation. Why d'ya think Absalom Station's so successful? Location, location, location!

Garrett Guillotte |
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Kingmaker. A Drift glitch kicks the crew of scavenger PCs into an uncharted system within the Far. They find an intact but abandoned space station, claim it, and begin the task of building it into a trading outpost. As their success and wealth grows, so does their influence on nearby worlds and societies. They gain potential allies and enemies, explore the sectors around them looking for swag (or answers about why the station was abandoned), and eventually plant the seeds of an interplanetary government or cabal of their own.
Then the station's original owners show up, and they aren't happy...

Simeon |

A large circular door has opened on Aballon, disgorging clouds of drones that set about dismantling the cities of the First Ones, building a massive starship. The faction known as Those Who Become see this as a direct sign from the First Ones that their time has come. The Starfinders see this as an opportunity to both strengthen their relationship with the Aballonians and expand their knowledge of the galaxy. The Starfinder Corp must first ensure that the ship is suitable for humanoid habitation, the Aballonians are compliant, and the ship is fully completed. The party will encounter deep-space pirates, alien horrors, and ultimately a new planet to colonize.

Garrett Guillotte |
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Kingmaker. ...
I think I can "port" every AP into a Starfinder campaign pitch.
Kingmaker (above)

McBugman |

Been thinking long on this, first idea is splicing Pathfinder and Starfinder to make a Zones of Thought campaign setting.
Second idea, and likely what will happen off the bat, is skinning the 8 module Sunless Citadel arc into a journey through the cosmos. I would begin with the PCs as a blue collar astroid miner outfit for hire, finding the Citadel mysteriously inside of an asteroid they recently began accessing.

Tom Kalbfus |
AnimatedPaper wrote:Someone, possibly a deity, lets slip that Golarion is not the first planet to be vanished. It has happened before, and could possibly happen again.AbadarCorp = the Galactic Hyperspace Planning Council. Nothing's wrong with Golarion, its orbit simply occupied the best coordinates for a trade nexus and needed relocation. Why d'ya think Absalom Station's so successful? Location, location, location!
My idea is that Golarion has been exploded basically its real estate has been torn up and magically scattered throughout the Galaxy during the Gap, that is how all those races got spread far and wide. What other planets? Maybe Earth? I was thinking of dropping in planets from our Solar System, maybe a Venus inhabited by dinosaurs for instance.

DoomOtter |

My Pathfinder group has expressed interest in playing starfinder when it comes out, so i've been coming up with and idea.
The players would be part of an effort to ensure that rare species from Golarion don't go extinct. Since the planet disappeared many colonies of Strix, Kitsune, Samsarans, and the like have been founded to try and boost their numbers. The players would be part of a task force looking into problems occurring in the colonies. That's about as far as I've gotten in the couple of days since i proposed playing the game to my group.

Tom Kalbfus |
The PCs start out on the Terranore ringworld, maybe on the map of Earth section. Characters wake up on the map of Earth, conditions are the same as on the real Earth except the sky looks strange. The sun stays in a fixed position and every 24 hours a shadow square blocks the Sun for a 12 hour period creating night. A brilliant red star, of about one quarter the brightness of the Sun occasionally appears in the sky, this is referred to as the "Demon Star". The PCs while investigating their predicament discover this starship built by cloud giants I haven't nailed down the particulars of exactly how this falls out, but I have some time before the game is published.

Jason Mosher |

A trap that involves receiving cryptic transmissions from unexplored coordinates, and upon arrival the ship and crew are evaluated, passively or actively, and attempted to be assimilated into an alien entity. It could have a borg-like flavor or could be an entity that only collects technology. I like the idea of an AI developed to roam the stars and collect samples that took its programming too far and turned on its creators. It destroyed their civilization in order to assimilate all its capabilities, and now simply orbits the planet and sends out its location, waiting for whatever will take the bait.

hjgz89 |
The PCs are members of a diplomatic mission to make first contact with another starfaring civilization. This Federation is fully tech based and there is no reference of magic use anywhere.
They also treat the talk of magic and religion by the PCs with polite interest, but you can tell that there is an undercurrent of arrogant disbelief.
(Basically you meet the Federation from Star Trek in their most self reightous version)

Matthew Shelton |

The PCs are minding their own business in the Drift when they crash into an anomaly that tosses them back into normal space. They find themselves in the vicinity of a pulsar. Perhaps pulsars are not known to be able to disrupt Drift travel? (who knows) But the ship appears to be damaged and its star drive inoperable.
Anyway, the pulsar has several large terrestrial planets still in orbit, and the emission beams have been raking across the orbits of these deader-than-dead planets a thousand times per minute for who knows how long. One or more of these cores present as solid carbon diamond, and must have been gas giants whose atmospheres were cooked off a long time ago by the supernova of the primary and the subsequent emission beam from the pulsar.
All in all, a scientific curiosity, and hanging around a pulsar is rather dangerous. The crew wants to get back on their way and probably does not want to stick around to figure out what pulled them back into normal space.
Now faint signals are coming from a dwarf planet in an eccentric orbit with a shallow inclination, meaning the dwarf planet has a flat oval orbit and the orbit itself swings through the plane of the solar system at an angle. To put it another way, the dwarf planet spends most of its time in the danger zone of the pulsar's emission radiation twice every orbit, but during the very brief "summer" at periapsis and somewhat longer "winter" at apoapsis, the radiation danger is not 'as bad'. Currently, the dwarf planet is coming out of its "winter" season and about to swing into the ecliptic of the pulsar emission beams.
So...maybe the PCs should attempt a landing on the 'live world'? Make contact? Maybe there's someone there who can provide spare parts?
The dwarf planet turns out to be the site of an abandoned and forgotten political prison. It (used to be) co-ed, with populations segregated by population and race (size category/ferocity), but these rules went out the window long ago. The original population was large enough to sustain some growth, but most children born in this facility are turned loose and end up becoming 'feral' even by the former prisoners' standards.
During the Big Riot, the prison's inmates rose up and killed most of the legitimate staff who would not willingly collaborate with the shot-callers who ran the different gangs inside the prison. A kind of brutal civilization has developed on this world that has maintained the structured authoritarian society that once controlled the prison. The head of state and chief administrator is still called the Warden, and their government is run by Department Heads who wield authority over Lieutenants, Sergeants, and Officers. Collectively these individuals call themselves the "Faculty" and enjoy most of the luxuries that can be had at the former prison. The rest of the population consists of:
* Trustees: technically not Faculty but still highly favored. Socially they are just a little lower than Officers, and individuals who have kept their Trustee status and gained a sponsor have occasionally been granted "Parole" and allowed to promote to Officer;
* Inmates: The majority of the population, lower-ranked than Faculty members but not considered enemies of the state;
* Rats, who are the lowest of the low... the Rats include anyone from the original general population that were discovered to have been informing to the former authorities (and who could not weasel their way into a niche in the new regime), plus any former corrections officers who remained loyal to the old establishment, and anyone who fell out of favor with the Warden or one of the Department Heads in a major way.
Note, these social class distinctions bear almost no resemblance to how things were before the uprising. Most of the administrative population of the prison got 'demoted' to Inmate or worse, while many high-ranking inmates settled in as Sergeants or Officers. A few Sergeants and Officers adapted to the new situation and continue to help enforce and maintain the new social system.
The prison facility still retains enough internal power and agro facilities to feed the current population (although artificial famines have been imposed as prison-wide punishments at times). The short-range (intra-system) communication system still functions, although the long-range (interstellar) communication system was locked out using a command code during the Big Riot and has been slowly dismantled for spare parts ever since. The prison facility also has a decent defense system (to stop intrusions and escapees) but no one still alive has the command codes to reactivate it. There are a few old mostly intact interceptor shuttles and a half-dozen more disassembled shuttles tucked away in subterranean hanger bay which could be cobbled together to make one or two of them spaceworthy.
Finally, there is a starship with a Drift drive (the only other one in the system besides the PCs') stuck on the surface of the dwarf planet near the equator on the other side of the world. The starship's takeoff thrusters don't work. The current Warden has been sending out expeditions of very-expendable Rats and not-so-expendable technical experts for years, forcing them to try to work on the downed starship to get its thrusters working every winter. No expedition has been successful yet, and a few expeditions have never come back... the Warden is a very unhappy person.
The former administrative staff had several magic-users on staff prior to the Big Riot. Most of these casters were captured but a few were killed accidentally during the fighting, or they committed suicide to avoid capture. No matter what these casters may do, the Warden gives them special treatment. They can't be harmed or killed; they're too important. At worst, they can be tortured, blackmailed, forced to watch others be tortured and killed in front of them, etc. They are largely immune to the Warden's most dire threats but only as long as the Warden considers them indispensable. However, in a dire fury, the Warden may lose all self-control and kill indiscriminately...
The most trustworthy accounts of what happened during the Big Riot is that everything was staged to begin during the spring equinox of the dwarf planet, when the surface of the prison facility would be flooded with pulsar radiation and out of contact with the outside universe.
In the first couple of hours, the former Warden originally tried to contain the riot, but he misunderestimated the ability of the gangs to organize and cooperate against the faculty. He also did not anticipate how corrupt some of his staff members would turn out to be (one of them had locked out the long-range antenna and facility defensive systems, but he was killed during a counterattack and the command codes died with him). After a few hours of fighting, the rioters had gained the upper hand and forced the staff to fall back to the shuttle hangers and prisoner intake areas.
When all other options seemed hopeless, the Warden and surviving loyalists boarded the security transport that had brought in the last batch of prisoners, and tried to take off to escape into the Drift before the facility defensive systems were reactivated. (Not that the Rioters still had the codes, but still.) Battle damage incurred during the siege did not allow the transport to leave orbit; it came back down on the far side of the planet. In a last-ditch effort, the high-level caster on board the transport tried to cast an Interplanetary Transport to get them out, but the spell fritzed out in a really strange way due to the intensity of the pulsar's emission beams. Thus was created the Drift anomaly that sucked in the PC's starship.

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So am I the only one who used to play Star Frontiers, TSR's outer space sci-fi RPG in the 80s?
To be honest, it really wasn't a very good game design. I liked the alien races and overall concept. But I remember after the first couple of adventures, my group had the money to buy the best guns and grenades, so character level combat just stopped being even remotely challenging. That's kind of the danger of not having a level based system. I honestly can't remember if the spaceship combat system was any good.
But I still have all my old stuff from it, which I think includes every module, or at least most of them. There were only 8 or 9, I think. Some of them actually had interesting plots, and I might enjoy adapting them to Starfinder. My group gave up on the game after a few adventures, so I never even played some of those old modules that I bought.
I remember the first module that came with the box set involved the PCs being on a ship that got destroyed, and their escape pod landed on an unexplored planet. I think the ship they were traveling on forced them to lock up their weapons when they boarded, so they didn't have those or most of their other gear, and they had to survive with almost nothing.
At first, they had to deal with environmental dangers in the desert, and wild animals. Eventually, they find that the world has an outpost of the sathar, which is the evil snake-like race that are the main villains of the setting. There were two sequel modules to form a trilogy taking place on that planet. I really don't remember any details, since it's been close to 30 years since I last looked at the game.
I also remember one adventure I created for Star Frontiers that could easily be adapted to any sci-fi game system. It was actually inspired by the movie Gremlins 2, believe it or not. Yeah, I was a dumb kid with not enough imagination. In that movie, the gremlins get loose in a high tech building, which is locked down to keep any of them from escaping until they can be destroyed. My adventure was basically the same thing, but on a space station.
Semi-sentient gremlin-like creatures multiply like crazy, bust out of a lab, and kill the crew of a small space station. The PCs arrive knowing exactly how many gremlins there are (Hint: I named the adventure "101 Damnations"), and exactly how much time they have to kill them all before they spawn another generation of the little buggers. I think I had them multiply like tribbles, but with very specific timing, so they had less than a day to hunt down and kill them all.
I don't remember what MacGuffin I used to prevent them from just blowing up the space station from the outside. There was something on board they needed to rescue. Maybe their job was to find out if any of the crew were still alive, and they did find some survivors hiding here and there. Or maybe the station was valuable enough that the owners wanted to save it before it was overrun. I honestly don't remember.
Due to fear of contamination, if the gremlins escaped to the inhabited planet that the station was orbiting, the PCs couldn't leave the station until they had confirmed kills and bodies for every gremlin. A military ship was hovering outside the station, ready to blast any escape pod or ship that tried to leave before the job was done. And if they failed to get it done in time, the military would blow the whole station, not caring that the PCs were still on board. "Nuke it from orbit. It's the only way to be sure."
So basically a bug hunt, but in an enclosed space, with a time limit. And I really did copy the gremlins from the movies, so these buggers were pure Three Stooges in their personalities, which made some of the encounters pretty funny. Similar to Pathfinder goblins that way, actually.

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Things are going badly on a pre-industrial world that has yet to make first contact. An important ambassador has disappeared en route between two nations, and unless he is found a world war is inevitable.
Can the PCs track the strange metal men who took him, stow away on their ship, and save the ambassador from an illegal slave auction on another world?

UnArcaneElection |
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{. . .}
I think I can "port" every AP into a Starfinder campaign pitch.
{. . .}
In the same style as this, but neither Starfinder nor Pathfinder, but something in between (in case Paizo ever decides to do Modern Earthfinder), I did a set of AP port proposals for this. Needs a few additions at the end, since I wrote this back almost 2 years ago.

Llyr the Scoundrel |

So am I the only one who used to play Star Frontiers, TSR's outer space sci-fi RPG in the 80s?
HA! I was JUST about to make a Star Frontiers related suggestion. I really liked the idea of the Sathar as an alien threat... beings like giant earthworms, so foreign to all other forms of life they wanted nothing more than to see their destruction. I could see a good campaign could be made from them, as they were always poised on trying to invade while simultaneously using deep cover agents to cause all sorts of problems.
I could see coupling the strangeness of the Sathar along with some of the odd creepiness of some Lovecraftian threats that have been recently introduced to Pathfinder. There was often enough an association with the vastness of space to many of the Cthulhu mythos. A slowly infiltrating corruption that seeks to destabilize a region of space prior to a full scale assault?

Dave2 |

I am thinking about basing a campaign around something similar to WOWS (World Of Warcraft's) current expansion the Burning Legion. The Demons Would be the Swarm ect. The Hell knights would play strong role as possible PC antagonist later on. They have large invading armies that dominate in the planets in their path. You either fall in line or destroyed by the Burning Legion/Swarm. The PCs are part of what WOW would call army light. Allot of the themes in place. Hell Knights in place and swap out swarm with Demons.
Starfinder is an ideal game for this related strong fantasy aspect and magic. It has more of sci-fi aspect than wow but that works for me.
As plot hook you could have planets disappearance related to being in Legion/swarms path. Gods are protecting planet not able to stand against legion.
Dave2

Axial |

I'm going to use a homebrew setting, not entirely disconnected from the core setting but just in a different part of space.
There used to be a united federation of planets. Then, fifty years before the start of the campaign, authoritarian and militaristic factions seized control. Those who still valued democracy and freedom fought a war of independence against the new regime, breaking off and forming the Republic. The new establishment took the name of the Federation for itself. For fifty years, there has been either open warfare or uneasy peace between the two factions.
There are three parts of the setting:
The "Core Worlds" ruled by the iron-fist and dark shadow of the Federation.
The "Mid-Worlds" which are the seat of the Republic, and whose citizens enjoy democracy and prosperity.
The "Outer Worlds" where the rule of law does not exist; and pirates, brigands, and criminals rule.
In the beginning of the campaign, the PCs (either agents or hired mercenaries of the Republic) are called in to undertake a mission in the Erebus Belt: an asteroid chain dividing the Republic and Federation; officially a neutral zone between the two of them. A science facility on an asteroid has been taken over by Federation troops, and there is allegedly an alien artifact of great power there.
The PCs fight there way into the facility and secure the artifact, seemingly a stone marked with eldritch runes. In actuality, it is an ancient alien "source code" of magical power. When the data has been downloaded magically from it, you have a fragment of the code. When you compile all the runes which are scattered across space, you unlock the ability to access a hidden plane and find a superweapon.
Naturally, the Federation and Republic both want it.
After the PCs deliver the stone to the secret archives on the Republic capital world Hestia, the Federation fleet drops out of hyperspace over the atmosphere of the planet in a shocking surprise attack. Starfighters began strafing the skyline of the city, dropships descend onto streets and plazas to unleash Federation troops, and the two fleets clash in the skies above. The PCs must fight through the city and prevent the enemy from accessing the archives. Along the way, a vicious Federation admiral named Joseph Cain taps into the city's communications and orders the Republic forces to surrender. He is the main antagonist of the campaign. Cain is a Lawful Evil envoy who avoids direct combat with the PCs while commanding the Federation's largest warship: the Accordance. The warship itself is extremely powerful and a huge threat in ship-to-ship combat. He sends soldiers, agents, and mercenaries to deal with them throughout the game; and frequently taunts them through comms and holograms. He is a cold, ruthless military leader who will stop at nothing to crush anyone in the Federation's path. By the end of the campaign, they will get their chance to take him down: either through boarding the Accordance, or destroying the ship altogether.
The general path of the campaign is the PCs going from planet to planet to track down the rune artifacts before Cain and the Federation can. The war between the Federation and the Republic wages anew, and while the PCs have their important task, sometimes participating in the hostilities cannot be avoided. So the players will sometimes be involved in Republic versus Federation military actions in both normal and space combat.
...The problem is, one of my friends who I invited to my Starfinder FB group says my homebrew setting is boring, uninspired, and too close to Eclipse Phase. I will concede it is generic in ways, but we know so little about Starfinder that I don't really know what I'm dealing with, and by using a fairly standard foundation I believe it can be built up from there. This is more of an outline, if nothing else.

Cole Deschain |
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Might not be enough combat in some of these discrete components for some, but, you know, deal. It's just me brainstorming a plot
Adventure One:
Upon approach, it seems its airlocks have all been opened. The PCs have to board (with atmosphere-dependent sorts in EVA suits) to close it up and sort out how to get it working and back to their bosses.
Just one problem: There's a survivor, a single comatose Lashunta in a space suit... with his hand on the master switch for the airlocks. For whatever reason, he voided the atmosphere without regard to the rest of the crew. While many of the ship's records have been purged, the basic navigational seems to indicate that it passed near Eox not long before its erratic passage indicated that something went awry.
Adventure Two:
Undead normally laugh off mind-affecting shenanigans, so this freaked them out more than somewhat. The Sages offer the PCs the coordinates of the world they'd sent the ship to, to see if they can track down the source of the problem.
Adventure Three:
Adventure Four:
Adventure Five:
Adventure Six:

Bluenose |
During the fall of the Kingdom of Paravon, the last king sent the last surviving ships of the Royal Armada out to launch one last attack on the alliance of pirates and reavers that threatened to overrun the kingdom. The commanders waited for him to arrive to take command and lead them into this last battle.
They waited in vain. Instead of leading the defence he ordered his personal guard to gather the treasures of the palace, the royal art gallery, and empty the planetary treasury before loading everything they could onto the royal yacht and fleeing. Leaderless, the armada was quickly defeated. Yet as the royal yacht entered the drift, someone's missiles struck even as the drive was spooling up. Who fired those missiles remains unknown, but the effect was that instead of a controlled entry with a planned destination the yacht entered uncontrolled with a destination that could not be predicted.
That was four hundred years ago, and no sighting of the yacht has ever been confirmed. Many scholars believed the uncontrolled drift passage destroyed it. Except now, a scavenger has sold an item, part of a cache they claimed to have found, that was part of the royal regalia of Paravon.
Some people want to find him so they can make a claim to the kingdom. Some want it for the treasure. Some want it for historical research. And some are willing to kill to prevent the secrets it holds about the fall of Paravon from being revealed.
Find the scavenger among the teeming population of Paravon Highport. Discover the cache that he found, and learn where it came from. Sneak through Swarm space to find the wreckage of the yacht. Learn the final fate of the last king of Paravon.
Whether sponsored by universities or museums interested in the history, collectors interested in the treasure, or potential heirs seeking validation for their claims, the PCs will need to do some searching. Quicker than the competition.

Tom Kalbfus |
This is an alternate setting for Starfinder, it is one that doesn't involve spaceships, or at least not too much. The PCs are natives to this world. They start off here. Pathfinder and Starfinder classes exist side by side in this setting. It is a "future Earth" in which the Earth and all the planets of the Solar System have been demolished to build this ringworld. Of particular interest is a section of this ringworld where there is a 100:1 scale map of Earth, a Fuller projection if you will. Basically it is the Earth's surface projected onto the faces of a 20-sided die and that die is then unfolded in such a way as to preserve the shape and area of all the continents while approximating their relative positions to each other as the are centered around the North Pole in this projection. The scale of the map is 100 times that of Earth, distances of land features on each continent are about 100 times the corresponding distances between the real features of the real continents of the Earth. The land area of all the continents in this map segment is 10,000 times th continental land area of al the continents on Earth.
The environment is closer to that of Gammaworld than to Star Frontiers, basically were talking about a fallen and regressed civilization with relic technologies from the heyday of the ringworld builders. Unlike Niven's ringworld, this ringworld was build our of our own Solar System. The average thickness of the ringworld from sea level to bottom is 1 mile. Additional thickness above sea level are the continents and islands rising above the oceans, maximum altitude is about 5 miles, for a total of 6 miles thickness in some places. So what do you think? Could Starfinder be adapted for this with Pathfinder filling in for the low tech areas?

Tom Kalbfus |
The ringworld is stabilized by magic, and it is supported by magic, its structure is in fact an ancient goddess, known to some as Gaia the Earthmother, here she forms herself into a different shape than a ball. The concept is similar to that of the Earthmother of the Moonshae Isles of the Forgotten realms, only in this case it is much bigger. This goddess, unlike others, resides in the Prime Material plane, her body is the ringworld itself, she has avatars and worshippers like all the other gods and goddesses, but she is local to the Ringworld much as the Moonshae's Earthmother was local to those islands in that setting. Physically what the inhabitants see is they can dig down to a mile below seal level and they encounter an invisible wall of force, much like the spell of that same name, that wall of force is actually the goddess herself, the dirt and rock and oceans and atmosphere is what she supports, much as Atlas was said to have held the weight of the World onto his shoulders, in this case its literally true! Gaia in this setting has over trillions of worshippers on this Ringworld surface which also goes by the name of Terranor, which is both the name of the World and of the goddess who is the world. There are many other gods that are worshipped besides her, and Gaia for the most part just sleeps, while the other gods take a more active role in things on the surface. Gaia/Terranor's avatars are also active in various places and often have different agendas from each other, the actual goddess spends most of her time sleeping, so her avatars have individual personalities and often different alignments as well, they vary in power as well, some are associates with various land features and are called Nymphs or Dryads and so forth, statistics being identical to the Bestiary entries. The walls of the ringworld, which hold in atmosphere are also walls of force.

EltonJ |

Lets see. . .
This site contains maps of one hundred of the closest stars to the Solar System. I suggest Galactic Map 3.0.
Then there is the Magellanic Clouds as possible places where to put your campaign. I'm just glad we aren't limited to Golarion's star system. You're imagination is the limit.
For instance, Working off my campaign model, In the Galaxy, there is three star systems that form some kind of triangle; but are located in the Libra Sector (yes, in the Libra Constellation). The sector is divided into quadrants, and within each quadrant is the solar systems that are inhabited, and some that aren't.
Campaign Model: Sell the Moon, WHOLESALE. The PCs are a bunch of useless jerks in the beginning selling a bunch of stuff in the sector's interstellar trade. Somewhere along the line, they don't become useless anymore as they get caught up in strange interstellar events. Hopefully they are redeemed jerks by Campaign's End.
Stardrive: the tried and true Spatial Jump Drive. PCs just have to lock in coordinates in their computer navigation program and press the jump button, and they can jump from one star system to the other through a tunnel in Hyperspace. It's also possible to "jump" from our Galaxy to both of the Magellanic Clouds.
Player Races: Human, Replicant (Android, just looks different), a monitor Lizard reptilian race, a feline race, Ysoki (ratman), Orc, Elf. Hybrids are possible through gene-splicing. Replicants can't reproduce in the same way, they are just manufactured.
Other Races: are mostly non-player.
Bad Guys: Pirates, the Church of Purity (nasty Church stolen from Origin's Privateer; they want to destroy all technology), a reptilian empire is the big bad. They want to enslave, and eat, humans.
This will get better in time.

Matthew Shelton |

Golarion has its own constellations for Bayer-style star designations, which would be helpful for figuring the names of nearest stars. But I'll bet you could make up random coordinates for fifty fictional stars within a hundred light years of Golarion, and there would probably be at least one star in all the galaxies of the observable universe that would be a close match.

UnArcaneElection |

The ringworld is stabilized by magic, and it is supported by magic, its structure is in fact an ancient goddess, known to some as Gaia the Earthmother, here she forms herself into a different shape than a ball. {. . .}
Well, that's also one way to get repair -- depending upon her regenerative capabilities, she might be able to patch the hole herself in case of asteroid strike, and might even be able to come out ahead in some such cases (capture the asteroid with minimal or no damage, and use its material).
This concept also reminds me of Ophanim (not that I have any expertise with these, but by a remarkable coincidence several people have posted about them recently in a few other threads). Only in this case, it would be truly humongous.

Steven "Troll" O'Neal |

Your team is hired to guard an expedition to an undocumented planet. Once there you find a pre-industrial society of humans. Over the course of the campaign you discover that these human are the descendants of an ancient civilization that possessed technology and magic far beyond the level available currently. After further investigation you find that this world was seeded by a cabal of anunnaki. It's at this point things start to go bad. Turns out that one of the anunnaki went rogue, and was imprisoned by his compatriots. Unfortunately, they left shortly thereafter and the human society they were ruling at the time did not last long after their departure. Now all the delving has weakened the seals holding the rogue alien demigod and it is about to escape. It's up to your party to stop it before it takes over the world, and the galaxy.

Tom Kalbfus |
Tom Kalbfus wrote:The ringworld is stabilized by magic, and it is supported by magic, its structure is in fact an ancient goddess, known to some as Gaia the Earthmother, here she forms herself into a different shape than a ball. {. . .}Well, that's also one way to get repair -- depending upon her regenerative capabilities, she might be able to patch the hole herself in case of asteroid strike, and might even be able to come out ahead in some such cases (capture the asteroid with minimal or no damage, and use its material).
This concept also reminds me of Ophanim (not that I have any expertise with these, but by a remarkable coincidence several people have posted about them recently in a few other threads). Only in this case, it would be truly humongous.
The other gods (greater Titans worshiped on Terranore) are her children: Oceanus: Titan God of the Sea, Tethys: Goddess of the Sea, Hyperion: "God of Watchfulness, Wisdom and the Light", Theia: The glittering goddess and the goddess of science, Coeus: God on intellect, Phoebe: Goddess of Prophesy, Cronus: God of Agriculture, Rhea: Mother of the Olympian gods and goddess of motherhood and childbirth, Mnemosyne: The goddess of Memory, Themis: The goddess of Justice, Crius: The Titan god of War, Iapetus: The Titan god of craftsmanship and mortality. These were the Greater Titans and Gaia's children that were overthrown by the Olympians on Earth, they escaped from Tartarus and came here with their mother. As far as the inhabitants of the ringworld is concerned, the Ringworld/Terranor is the Prime Material plane, their wheel of Cosmology shows a ringworld surrounding the Sun, which is also regarded as the Elemental Plane of Fire, and the Crystal Sphere surrounding the ringworld, which is said to hold the stars, is also the home of the outer planes where the Titan gods are said to dwell. The Titan gods do have homes in the outer planes, but the ringworlder's cosmology is a bit off. The ringworld has an edge, there are force fields that hold in atmosphere, but allowing passage of solid objects. There are waterfalls in places at the edge of the World, the water boils away as the atmosphere things, and the water vapor is retained by the invisible barrier surrounding the ringworld and the water is recycled as rain some place else.

The Goat Lord |

A previously unknown dyson sphere is discovered in an empty pocket between systems. It dates back to before the Gap, constructed by long forgotten engineers. It's protected by a central artificial intelligence that sends robotic guardians to attack anyone that nears it or boards it. Within this superstructure the PCs discover physics bending environments, vast treasure, knowledge, and alien technology.
As the AI continues to harass the PCs, they slowly learn that something ancient and powerful is hidden within the complex, something the AI endeavors to protect. Upon defeating the AI, the sphere begins to disassemble, and in the end the PCs uncover not a star in its core, but a waking Azathoth!

Matthew Shelton |

A primordial black hole has been detected outside the Golarion system, from the direction of the northern star. Its trajectory will take it straight down and through the Golarion system and come close enough to Triaxus to disrupt its orbit. The Triaxians cry out to everyone for ideas how to save their planet. The Eoxians say they know of a way to create a great machine that could alter the dark star's course to send it safely into the sun. The Aballonians object strongly and use statistical calculations to prove it. They accuse the bone sages of trying to set up Aballon for direct impact or destruction (20% chance) or to extinguish the Great Mother (70% chance), which would freeze-out the rest of the planets and let Eox take over everything. A certain corporation, meanwhile, has proposed some crazy ideas for creating a wormhole to send the rogue black hole through to the other side using the Drift...

The Gold Sovereign |

Tarnished Destroyer
Background
Veskarium is attacked and destroyed by insane gold dragons. The Pact World Alliance is preparing to defend itself, but the attack came sooner than they predicted. A minor planet size spaceship appears in the middle of the solar system, and it is completely made of an alien material that shines as if it was gold. Hoards of uncountable gold dragons start attacking the solar system, and the chances of its survival is zero.
A great wyrm time dragon appears in front of the PC, not because they are special, but because they were the first creatures the dragon could come in contact. The time wyrm sacrifices itself and sends the PC years back into the past so that they can prevent the Tarnished Destroyer from achieving his nefarious goal: creating the spaceship that forced the gold dragons to bring doom to their solar system.
Goal
The PC most stop the cult of Dahak from creating the spaceship known as the Golden Eye of the Destroyer - a spaceship carved from the largest Orb of Dragonkind that will one day bring the end of all civilizations.
The leader of the cult is the great wyrm gold dragon now known as the Tarnished Destroyer, a broken soul dragon tortured and brainwashed by Dahak himself. The PCs must put an end to his pitiful life.
Dahak's loyal servant, a half-white dragon ice devil, is also serving under the Tarnished Destroyer as his general. If the PCs are able to capture the gelugon, they might be able to learn more about the devices and about the cults of Apsu and Dahak.
In several planets around the universe, the Tarnished Destroyer's agents (composed of evil dragons mystics of Dahak, dragonkin soldiers, summoned devils, and half-dragon creatures) are searching for the devices needed to carve the orb in the might weapon. The PCs must find these devices; they can choose to destroy or use them as they please. Together, the devices are able to use orbs of dragonkin to force and create technological weapons, gears and even vehicles - all deadly to dragons and able to exert control over the creatures.
Meanwhile, the present self of the Time Dragon technomancer that saved their lives in the future is searching for the PCs, as he suspects them to be a threat even greater than the Tarnished Destroyer. He doesn't know they were sent back in time by his future self, but he can feel they aren't from the present. The time dragon is the governor of a nation in Triaxus and is served by the future incarnation of the triaxian Dragon Legion. The PCs might find a powerful ally in the Time Dragon and the Dragon Legion if they are able to solve the misunderstanding.

Arley |

It's very early phase, but I have an idea to introduce my players to Starfinder and one another. The pcs are captives of a fascist regime (the Empire, or Peace Keepers sort of thing) and are aboard a prisoner transport. The ship is hijacked and stolen by an npc who has been given a death sentence and is escaping from a space station. The pcs will be released one by one from their cells and asked to use their individual talents to help the npc and the ship as a whole to defeat the fighters that have been scrambled to stop them. The pcs will learn how to use their skills in the fight, as well as find some gear that will get them started. The concept will also give them an old and clunky ship that will need constant repairs and upgrades. This will drain resources and provide motivation for the characters to go on lucrative adventures. Aside from the ship and getting them together, it will give them a major enemy to oppose (the empire thing). I think it would be an interesting way to get the characters engaged in a new reality/system. Now if I can only get my players excited about a space game...
Let me know if anyone has any thoughts to make this a better start.

Lord Fyre RPG Superstar 2009 Top 32 |

EltonJ |
1 person marked this as a favorite. |

The Gold Sovereign wrote:The leader of the cult is the great wyrm gold dragon now known as the Tarnished Destroyer, a broken soul dragon tortured and brainwashed by Dahak himself. The PCs must put an end to his pitiful life.Mengkare?
Sounds like it, doesn't it?

Jason Mosher |

A physical entity has been somehow digitized and part of whatever net is used in the SF world. As it re-discovers itself to become digitally self-aware, it makes innocent yet increasingly complex and harmful attempts to contact the real world. Failing those (for reasons TBD), it becomes frustrated and malevolent as a full-fledged AI more intelligent and powerful than any previously known. It begins hacking Androids in attempts to re-manifest itself, but they don't satisfy; it sees them simply as an extension of the digital world it's been trapped in for what is now an eternity in real-time. Thus, it seeks to steal or engineer a fleshly body once more, and become a Technomancer(?) capable of incredible power...
This concept basically assumes that there will be no Shadowrun style digital world, or if there is, that this entity would be somehow unable to interact with its users. Perhaps it isn't capable of doing so before becoming frustrated.