Augmented Gearsman

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As the title says. Are there any sort of free use premade layout/format templates for Starfinder for the purpose of making "official" looking homebrew like DnD5e or PF2e have? I know there is the free Starfinder Infinite template, but I don't think that is licensed for commercial use.

Thanks for any help you can give!


So what was everybody's thoughts on the big reveals behind one of the biggest secrets in the PF world? Did you like the reveal about Norgorber's backstory and how it was handled, or not?

Personally I'm just sad that Norgorber was not, indeed, actually four halflings in a trench coat.


So after having recently read through the Impossible Lands stuff again, I noted that we've yet to receive another AP in probably one of the biggest hotspots in the Impossible Lands, Numeria.

Thus, what would you like to see in a potential 2e Numeria AP?

Personally, I would like to see a conspiracy involving alien infiltration, culminating in a proper ""alien invasion"" type plot. Bonus points if the supplemental material gives us far reaching campaign material like that issue of Dragon magazine detailing a githyanki invasion.

Of course, there's always a chance to do a three part AP instead of a full AP like the one above. This version could possibly involve uniting the barbarian tribes of Numeria against a leftover holdout of the forces within Numeria's ruins.

All your helpful input is welcomed!


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So since I’ve recently come off of watching Arcane and reading through Outlaws of Alkenstar (still holding out for a Numeria based campaign in 2e), I’d like to discuss the Alkenstar of 2e, since Outlaws of Alkenstar was our first firsthand view of the place in this edition since like one module in 1e.

To be honest, it’s really disappointing to see that they decided to emphasize the “”Bronze Dead Redemption/cowboys with flintlocks”” thing, instead of really focusing on the steampunk/ pulp-weird tech elements.

Maybe this is just a case of a tremendously good portrayal of something being compared to a merely ok portrayal of something, but every time I look at the worldbuilding and ambience of Piltover/Zaun in Arcane and compare it to Skyside/Smokeside of Alkenstar the latter winds up looking like a poor imitation.

Having said that, I believe a great deal of things could be fixed by giving up the weird obsession with flintlock muzzle-loaders that Pathfinder seems to have and replacing them with simple mechanical revolvers and rifles, and more exotic things like maybe the Golarion/Mana Wastes version of thasteron-powered guns (would add subplots for mining that stuff as well).

A new dedicated clockwork automaton ancestry like Golarion’s version of the warforged would help the flavor as well. Lean into the mad science subplot opportunities (possible interplanetary/interplanar adventures might happen here). And depending on personal preference, maybe replace some of the dusty streets with neon lights?

What are your thoughts on this?

ps: the fact that the main plot character of OoA seems to disappear after book 1 and how the overarching plot about “”pyronite”” simply doesn’t seem to be enough of a high stakes enough plot (and that any mention of the stuff vanishes completely after the AP ends) doesn’t help anything


So as SF2e is being made, and seems it will be compatible with PF2e (at least more so than it used to be with SF1e to PF1e), I would like to ask you all what you would like to see in terms of the toolkit books for the series; ie books like the galaxy exploration manual, or Galactic magic, Tech revolution, etc.

I'll be frank: I don't like Starfinder's setting, or its mechanics. Having said that, even I have to admit that reading through the galaxy exploration manuals adventure/story prompts was entertaining and thought provoking (ironically whatever setting those prompts seem to be set in is far more interesting to me than the default one).

So, overall, what would you like to see from SF2e in terms of toolkit books? Personally, one that I would really like would be a dedicated tech levels/alternate time periods support book, sort of like the exploration manual but more focused on societies and such and less on the minutia of planetary structure, etc.


So as SF2e is being made, and seems it will be compatible with PF2e, I would like to ask you all what you would like to see in terms of the toolkit books for the series; ie books like the Galaxy exploration manual, or Galactic magic, Tech revolution, etc.

I'll be frank: I don't like Starfinder's setting, or its mechanics. Having said that, even I have to admit that reading through the galaxy exploration manuals adventure/story prompts was entertaining and thought provoking (ironically whatever setting those prompts seem to be set in is far more interesting to me than the default one).

So, overall, what would you like to see from SF2e in terms of toolkit books? Personally, one that I would really like would be a dedicated tech levels/alternate time periods support book, sort of like the exploration manual but more focused on societies and such and less on the minutia of planetary structure, etc.


So as SF2e is being made, and seems it will be compatible with PF2e, I would like to ask you all what you would like to see in terms of the toolkit books for the series; ie books like the Galaxy exploration manual, or Galactic magic, Tech revolution, etc.

I'll be frank: I don't like Starfinder's setting, or its mechanics. Having said that, even I have to admit that reading through the galaxy exploration manuals adventure/story prompts was entertaining and thought provoking (ironically whatever setting those prompts seem to be set in is far more interesting to me than the default one).

So, overall, what would you like to see from SF2e in terms of toolkit books? Personally, one that I would really like would be a dedicated tech levels/alternate time periods support book, sort of like the exploration manual but more focused on societies and such and less on the minutia of planetary structure, etc.


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So as it seems that Starfinder 2e is going to be fully compatible with Pathfinder 2e (our wishes for a 2e tech guide/distant worlds book seem to have been granted in a way), I wanted to discuss how the combination of classes will work.

For example, the Starfinder 1e Soldier and Operative classes were basically ""fighter and rogue in space"". How would you handle the differences, if any, in your home games?

To put up a somewhat more complex example, the Mechanic and Biohacker classes of Starfinder 1e greatly parallel the Inventor and Alchemist classes of Pathfinder 2e. Do you feel these overlap too much in terms of their niches?

Finally, on the spellcasting/magic classes, how would you handle PF2e Cleric and Wizard and other such caster classes in with Starfinder Mystic, Technomancer, etc.? Lorewise, how do you justify any differences in casting and spells?

All helpful and insightful discussion is encouraged.


So recently I've been paging through the Legendary Planet 3pp AP, as well as the 1e Distant Worlds book, everything about Numeria and its AP, and 2e's Doorway to the Red Star adventure, and I was wondering about writing up adventures and settings for ""sword and planet/sword and stars""-type adventures in Pathfinder.

I have always been very intrigued by the idea of interplanetary adventures in Pathfinder, and have always liked the inclusion of elements from scifi in the fantasy world of Golarion (and in fact in fantasy in general). For example, I've always been fascinated by the idea of ""naturalized"" alien races in fantasy worlds, and elves in Pathfinder are literally aliens from another planet! You can play a space alien right out of the corebook! This isn't even counting the plethora of ""construct"" ancestries in 2e.

In addition, the fact that Golarion is greatly post-apocalyptic helps as well, since there is the idea of fledgling societies forming around the ruins of the past in Golarion which I feel is conducive to the inclusion of weird and otherworldly pulp elements. Also, more specifically, Golarion has the status of being the Cage for Rovagug, which I feel is a great plot point for ""sword and planet"" type campaigns.

In these ways, I've been working on worldbuilding setting elements for such adventures. Currently, I'm working on a city set on a fantasy world in my personal setting that will be a major port for interworld adventure and such.

I'm very curious to hear what you all think about this. What are your general thoughts on the topic? Have you tried to include these aspects in your game?

edit: to note, I know Starfinder exists, but a. I personally dislike it since it simply doesn't work for me and b. it doesn't really fit the tone of the original scifi stuff in Pathfinder that I'm discussing in the post.


So recently I've been paging through the Legendary Planet 3pp AP, as well as the 1e Distant Worlds book, everything about Numeria and its AP, and 2e's Doorway to the Red Star adventure, and I was wondering about writing up adventures and settings for ""sword and planet/sword and stars""-type adventures in Pathfinder.

I have always been very intrigued by the idea of interplanetary adventures in Pathfinder, and have always liked the inclusion of elements from scifi in the fantasy world of Golarion (and in fact in fantasy in general). For example, I've always been fascinated by the idea of ""naturalized"" alien races in fantasy worlds, and elves in Pathfinder are literally aliens from another planet! You can play a space alien right out of the corebook! This isn't even counting the plethora of ""construct"" ancestries in 2e.

In addition, the fact that Golarion is greatly post-apocalyptic helps as well, since there is the idea of fledgling societies forming around the ruins of the past in Golarion which I feel is conducive to the inclusion of weird and otherworldly pulp elements. Also, more specifically, Golarion has the status of being the Cage for Rovagug, which I feel is a great plot point for ""sword and planet"" type campaigns.

In these ways, I've been working on worldbuilding setting elements for such adventures. Currently, I'm working on a city set on a fantasy world in my personal setting that will be a major port for interworld adventure and such.

I'm very curious to hear what you all think about this. What are your general thoughts on the topic? Have you tried to include these aspects in your game?

edit: to note, I know Starfinder exists, but a. I personally dislike it since it simply doesn't work for me and b. it doesn't really fit the tone of the original scifi stuff in Pathfinder that I'm discussing in the post.


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So excuse me if there's some big twist in a later book that clears up all my issues, but what is the deal with the game's date (is it a different calendar form the Inner Sea one?) and the time period being 100 years before even the 1e APs?

The latter especially confuses me. What is the point of this? This is a four parter that takes place in an isolated region of the world that seems to have nothing to do with the other APs. Why could it not be set in the game's ""present date""?

(minor art confusion as well-- how could Yoon, a child in the time of 1e, be portrayed as a PC in Season of Ghosts as an adult?)


So this is my first attempt at writing up alternate/more comprehensive takes on the different worlds in the "Golarion solar system". Specifically, this is my take on Akiton, in which I hopefully retain the thematic elements that made the place fun while also expanding the possibilities available in the place.

Basic Overview
In terms of basic "planetary stats", Akiton is notably smaller than Golarion. The differences resulting from this will likely not be an incredible thing to note, but might possibly be grounds for the need to make saves for adaptation (not considering magic or other means), as well as a possible source of flavor.

In terms of technology as well as general aesthetic, as noted in the most recent published piece of info about Akiton, the conditions of Akiton have contributed to the increase in development of machinery (as well as firearms) but have resulted in the planet having notably less comforts and luxuries even compared to more ""primitive"" civilizations. Combined with the fact that much of Akitonian life seems based on city-states, I think Akiton would generally have a highly industrial aesthetic, while also having an air of austerity (that is broken up by the vibrant marketplaces, the elegant retreats and abodes of the affluent and famous, and the city-state sponsored festivals).

One large aspect I would like to add to Akiton, however, would be the introduction of canals. Canals around the planet would allow for larger communities to spring up around the major canals, and give focus to the contrast between civilization and barbarity on this relatively desolate planet.

Also, many timespans have been reduced in this version, since some of them are just too long.

Akitonian Races
The major races of Akiton are primarily composed of humans, lizardfolk, ratfolk, and shobhad, with other races being minorities. Humans on Akiton have two major ethnicities-- the red-skinned natives of the planet, and the Azlanti immigrants from Golarion. The Azlanti on Akiton have rule over several city-states, some of which are along canals, and hope to form what might be the first unified empire on Akiton in a long while. Many native Akitonian humans also live in Azlanti ruled areas, however, possibly even more live in unaligned city-states or in tribal barbarity. The ysoki and shobhad are divided between cities and the wilderness, while the lizardfolk almost exclusively dwell in the wilds.

Akitonian Equipment
On Akiton, "advanced" firearms are considered commonplace. Revolvers of varying caliber and capacity (ranging from 6-8 rounds) are the preeminent sidearm on Akiton, with semi-automatic pistols on the rise. "Bolt-action" chambered rifles and repeaters are also highly common firearms on Akiton, with innovations in railgun technology pioneered by Akitonian humans (and highly preferred by Shobhad) in usage and continuing development. Due to the emphasis on preservation of materials on Akiton, automatic weaponry is not much in vogue, although rapid-fire cannons on airships and skimmerships are becoming more common.

Vehicles and some weapons on Akiton are powered by thasteron, a mineral fuel that can assume the form of a liquid or a solid depending on how it is refined. Thasteron is most commonly used to fuel vehicles, ranging from one-person sand racers to civilian vehicles to skyships. These vehicles integrate technomagical engines and have translucent crystal plates where wheels would be on a mundane car or carriage, which, combined with the energy of thasteron, allows them to hover above the ground. This same "hover" technology is also being experimented in being incorporated into both smaller and larger objects, such as smaller constructs and buildings.

Less common, though still just as important as the previously mentioned are innovations in construct creation. The origin of construct creation on Akiton can most easily be traced to the arrival of the Azlanti on the planet, and their knowledge of clockwork constructs. Since then, innovations have contributed to a new breed of construct called "robots." These robots are often clunky in construction, but have the capability to follow commands more efficiently, as well as hold more potential for upgrade (think Silver age/Golden age comics for what they look like generally). While out of the reach of common citizens of Akiton, robots can be found guarding the residences of the affluent in most city-states of Akiton, not counting the ones produced by enterprising independent scientists.

Finally, the numerous gadgets, gizmos, potions and other such sundry devices hammered together by the scientists/wizards/assorted intellegentia of Akiton find their ways into its markets as well, resulting in situations in which a set of experimental "power armor" could possibly share shelf space with a "shrink ray" and a crate of healing potions.
Setting Notes
In general, this version of Akiton is meant to evoke a slightly more "modern" take on the ""sword and planet"" version of Mars in pulp fiction. Accordingly, Akiton is divided between the gilded glamour of the city-states and the wilds of the places between. Locations on the "seas" may also exist due to the canals. PCs may find themselves alternately ambushing a gang meeting in a city-state, rushing through the deserts of Akiton on a thasteron-fueled vehicle, or battling a mad scientists' robotic armies.

Note that this version of Akiton still generally strives to be "agnostic" insofar as it relates to current published "Golarion setting" works. Feel free to expand on it or adapt it to your personal setting (I certainly have).


So recently I have been reading my old copy of Dragonstar as well as some other materials about futuristic themes in rpgs, as well as my copy of the old Planescape setting, and I wondered about what ideas for scifi themed adventures could be used for the setting.

As a major fan of the "Golarion" setting's scifi elements, I really think the setting is becoming less and less "bog standard fantasy" in practically every way. As such, I definitely don't think a scifi-themed adventure adventure would be out of place at all. To give a couple ideas, the scifi themed adventure could be interdimensional or it could be a "space" themed campaign.

In terms of interdimensional adventures, I think there has been some really interesting precedent in places like Alushinyrra that I feel are really a step in the right direction for handling locations on the Outer Planes (unlike say, in earlier editions where Sigil's pop. was literally like a mere 250,000, pitifully small-- really a ton of DnD/PF pop. numbers were way too low). Really play up the differences in those places-- and note that the cosmopolitan areas could incorporate features of different worlds than Golarion, which is where the scifi element could come into play. Besides the Outer Planes though, I feel there are many adventures to be had just exploring things like alternate realities or others planes of existence.

In terms of "space" themed stuff I think incorporating magitech space ships as experimental designs for adventures originating on Golarion would be really neat, as could be an adventure in which the PCs are abducted by passing aliens. Exploring new worlds and encountering new civilizations would be really amazing.

So what ideas do you all have for a scifi themed campaign or module in the setting of Golarion?

Also, obligatory clamoring for a 2e "Tech Guide"!!


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So I was recently thinking about worldbuilding the "Golarion setting" based off of inspiration from Guns and Gears and "universal" rpgs like MnM/GURPS, for a personal project.

Thus, I wanted to write down some ideas for an "Industrial Age period" for Golarion.

In terms of weapons, I really don't see the problem in having at least "World War" (roughly corresponding to irl 1 and 2 as well as late 20th century stuff) level firearms in the setting, in order to bypass the wonkiness of the "early firearms" thing (minor digression, but due to some bad experiences with certain rpgs, overemphasizing equipment and the minutia of the system is a pretty bad design decision), alongside swords and bows and other things-- it's perfectly appropriate for high fantasy "genre-mash" settings.

Vehicles could finally play a greater role with the rise of cars, planes, and trains (the last also doubles as a source of great action scenes). Communications would also obviously improve.

However, I feel the most important aspect is to play up the "fantasy" factor. Things like magitech, or even "alternate physics" super-science like gadgets and devices (with precedent from GnG, and they don't need to be "steampunk" either). New spells and forms of magic as well.

Personally, I think Golarion changes to fit this setting very easily, considering the many precedents already in published material. I mostly just made changes in terms of reducing arbitrariness of certain design decisions as well as cutting down many overly long timescales.

Any and all constructive input on the topic is welcomed.


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So I've been doing some reading on the area and realized that, like many other non-Inner Sea areas tbh. such a large and seemingly important area has had very little comparatively written for it.

As such, I am writing to ask whether anyone might be interested in a possible Casmaron based AP, whether focused on the obvious locale of Qadira or further in Kelesh. In any case, it would be useful to get more information on those areas (beyond the stereotypical "Arab Land" stuff).

If such a Casmaron based AP were to be written, what do you think it would be about? Feel free to post your own ideas as well.


So recently I was reading through my old APs and thinking about writing up campaigns, and I decided to try out writing out "module ideas" in the 3/6 module "AP-style", finding it helpful in formatting campaigns/coming up with ideas. Here is my first attempt:

(Note-- this is my personal and customized version of the "Golarion setting." This is the reason for things that seem different from the base version, though I try in this transcription to keep things the same)

The New Worlds War (working title-- all titles are working rn tbh)

Themes: War, Technological Advancement, Magic, Interworld Travel, Politics

Location(s): Technically the entire solar system, but with a heavy focus on all the parts of Golarion, with Castrovel and Akiton being second (and other places not to feature much until book 4-- tentatively speaking)

Book 1 : A Powder Keg, Ignited (Levels 1-3)

The PCs are a group of world travelers (of varying composition) representing various exploratory societies (possible source of campaign traits) on a mission in Qadira, hoping to follow up on leads of an incredible discovery. While in the city of Katheer, however, an act occurs which rapidly plunges the city-- and soon the world-- into chaos: the assassination of a major political figure from Kelesh. The PCs must contend with the consequences of already fraught international relations exploding into open tumult, from outraged civilians to government patrols seeking to apprehend any they suspect of the crime. In making their way out of the country, however, the PCs may have to deal with the remnants of the forces behind the unrest as well.

Book 2: The Burning Red World (Levels 4-6)

Having escaped the unrest in Qadira in the previous book, the characters find themselves transported to the world of Akiton via an ancient portal located in a Thassilonian temple since converted into the headquarters of a cell of the Cult of the New Eon, the anarchistic group responsible for the assassination in Qadira. There, the PCs join a passing trade caravan between the city-states of the Akitonian continents. Upon their arrival in Seldo, a major trade hub of the region, the PCs find themselves embroiled in the intrigue of the city-state's changing relations with other places on Akiton, culminating in a daring battle with Casmoran Empire soldiers on board an experimental skyship over the burning ruins of Seldo.

Book 3: Storming the Gates (Levels 7-11)

The PCs are back on Golarion, after miraculously surviving the Ardent Sirocco 's first (and only) in-action usage of its experimental crystalline wind drive. The PCs are rapidly extracted from their crash site in the Inner Sea region by Taldan soldiers of the United Avistan Alliance (or the Allies for short), and brought before a local Taldan military governor, who inducts them into a special unit of the Taldan military as a result of the UAA declaring their exploratory societies military assets. They are promptly sent out to aid and assist in securing potential magical gates and portals to other worlds, against Casmoran occupation, taking them one end of the war front to the other, where they must confront the war and its aftermath up close.

Book 4: Shooting Over the Moon (Levels 12-14)

With the final Casmoran-threatened gate secured, the PCs are called back from the world of Castrovel to the Allied command in the famous city of Absalom, where the salvaged parts of the wreck of the Ardent Sirocco have contributed to the creation of new ships to traverse space and travel to different worlds on the Material Plane. The PCs are given the honor of being on the first to travel offworld with these first generation ships. Their first mission? Travel to the Moonscar and recover vital intel on the suppliers of Casmaron's new war material.

Book 5: A Wartime Tour (15-18)

The battle between demon residents, Casmoran forces, and Cult of the New Eon agents on and over the desolate landscape of Somal has concluded, in the UAA's favor. However, the Casmoran empire has found other allies in secretive alliances with the Bone Sages of Eox. In the face of this assembled fleet, the UAA scrambles to build up industry and alliances throughout the other worlds of the system. The PCs are sent to attend major diplomatic missions on Castrovel and Akiton, investigate and counter New Epoch plans throughout Triaxus and Verces, and ultimately lead a major battle in space for the safety of all the system.

Book 6: Having Done All, Stand (19-20)

With the ultimate deception of the Cult of the New Eon revealed, and their forces shattered, the PCs must ally with one-time enemies and old allies alike to prevent the Cult's plans for the activation of Apostae. Traveling past the Diaspora, the PCs must battle the remnants of ancient and modern foes alike to make a final stand against the plots of the New Eon in the depths of Apostae, with the knowledge that their universe might change-- for better or worse, is up to them.


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After reading through my copies of the Rise of the Runelords and Return of the Runelords campaigns, Guns and Gears, and some other books, I decided to post this thread.

What does your current Golarion setting look like, and what changes, major or minor, have you made to the setting to make it your own?

On my end, having been fascinated by the themes and ideas present in the Rise amd Return of the Runelords lore, as well as themes of interworld travel and technology raised throughout the publications of camapigns as well as Guns and Gears, I decided to place much more emphasis in terms of Golarion's legacy affecting both its past and its future.

Specifically, the "ancient age" of Golarion had basically the same themes as Godbound or Exalted, in terms of the great empires that spread across Golarion and their champions (this is my reinterpretation of a lot of the early "god" lore of the setting). Eventually, a vast cataclysm(s) ended this age. The "current" age of Golarion is set some 2000 years more or less after this (I decided to shorten a lot of overly long timespans), in a vastly post apocalyptic world in the ruins of greatness but also in a time of restoration and progress afterwards, although large tracts of the world are still unexplored.

I've also set up a number of crossover points with my other settings, through my Planescape Future "nexus" setting.

I would very much like to see what you have done! Your input is encouraged.


So recently I was working on some aspects of my homebrew PF 1 Golarion setting in the course of porting it to 2e, and I read through Guns and Gears and was inspired by its content, especially in terms of lore and setting elements.

As such, I was interested in the idea of making some kind of magical clockwork android ancestry available to players to use. Any help on this in terms of design?

Fwiw, there is a bit of precedent with this kind of thing with the automaton ancestry iirc, not to mention things like sterling dynamo and basically "steampunk cyberware".


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So this is basically a thread I wanted to make to get some input on this topic, especially after having read Guns and Gears.

What are your thoughts on incorporating guns in your games, and on Guns and Gears in general?

Personally, I think 1d4 for the flintlock pistol is a pitiful amount, much for the same reason I think 1d4 for a baseball bat style club is too small. I would bump it up to 1d6 for both.

Honestly the whole "flintlock cowboy" vibe of the gunslinger really doesn't sit well with me.

In terms of setting stuff, I would really want to get more info on Arcadia considering it gets a section of its own in Guns and Gears, indicating that it's clearly a hotbed for what the book discusses, as well as it is clearly coded as the "Americas" which is an interesting combination.

I also have integrated "early firearms" as core weapons in my setting. Fwiw, it's also easy to include more modern firearms in there by fiddling with weapon qualities and referencing the "techno-junk" stuff in the Numeria modules (although that's not exactly "modern" per se).

The one big thing I'm really waiting on for in 2e PF is the "tech guide", which it seems others here also would like (considering the two threads on the subject). Fwiw I would want to emphasize the "guide" part of that by being less a list of guns and more a "tech level table" thing for GMs to build equipment of multiple different kinds.


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So recently I have been reading the Numeria AP as well as some threads on Paizo forums and other forums, leading me to write this post.

How should I, as a GM, describe technology like from that of a crashed early interstellar spaceship (like in Numeria) convincingly to a group that is (both in world and out of world) used to bog standard pseudo-medieval fantasy? That is, how should I describe them, and how would the in-world characters react?

Like, how would a medieval or possible pre-medieval tribal person understand things like robots, cybernetics/biomodifications, consciousness transfer, spaceships, advanced weapons, and computers (and a lot of other stuff, etc. etc)? What would they think of them as?

Likewise, how much info should I parse out at a time? Would/should they just remain ignorant of 99% of things they encounter?

Any help you can give is encouraged.


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So I have been writing up some more details for my Planescape Future setting, and I wanted to ask how the Outer Planes (and really, the rest of the wider multiverse) interacts with the Prime Material and its worlds and civilizations in Pathfinder to get some more inspiration.

Specifically, do the denizens of the multiverse at large have any interactions with more advanced worlds and/or civilizations, and would they therefore incorporate such knowledge (ie do they know how to travel between worlds, such as in space travel, interdimensional travel; use/develop advanced tech/magic, etc. etc.)? Remember, Golarion is a comparatively recent world in the grand scheme of things, and even in that grand scheme it's implied that Golarion isn't the most important place on the Prime. And then of course there's the obvious thing of Androffa, which predates many events on Golarion by millennia.

Adding on this, we know that cities on the planes/the multiverse are much more populous at least, such as in the example of Alushinnyrra, which to me implies a higher level of organization and progress at the very least. (Incidentally, I remember there's also a rather interesting fanmade expanded gazetteer of the place written up in a thread somewhere on this forum, which incorporated many elements from more advanced settings-- from 20th century gangster dive bars to advanced sci-fi tech districts to Warhammer 40K and other sci-fi franchise troops being abducted and forced to fight in the arenas.)

This isn't even counting what's already in Golarion's own solar system, considering the lore of Aballon and Verces. Or the canonical presence of Earth, and the amount of lore with that.

More on topic, on the idea of "other worlds", could the Prime incorporate a sort of "quantum multiverse" (for lack of a better term) of alternate dimensions as well? (mainstream examples being, say, Rick and Morty and the Disney Connected Cartoon Multiverse-- Amphibia, Owl House, Gravity Falls etc.) To me, I feel this is feasible, considering iirc JJ himself said that the Universe/multiverse of the Prime could possibly include pretty much any RPG/media setting you care to toss in (although take this quote with a grain of salt if you want).

I think expanding on all this would be extremely cool, and would really like to hear your own ideas and answers.

(Personally, I would be blatantly lying if I said I didn't want to run an adventure involving cyborg demons raiding a repository of magicks from the multiverse over, and the PCs, a dimensionally-lost caped superhero, a medieval fantasy knight, and an alien mage, needing to stop them.)

Ps: I also know about SF, but I that's still exceedingly vague on the planes, and I never really liked SF either (too bland, and I honestly think there just wasn't enough set-up for it to not feel weird).


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So I was recently reading my old Dragonstar books and other sci-fi RPGs, as well as a bunch of PFS modules involving Numeria and decided to write this post to generate more thoughts and ideas about adventuring off-world, specifically on Androffa, but possibly in other places as well. It is also notable that D&D in general has a legacy of mixing ""out of genre"" things even going back into the 70s.

Now, on the specific topic of Androffa, I know that JJ technically has his own canon of the place, but I'm writing this post assuming slightly different assumptions, inspired by another poster on the topic.

In terms of general background, it would be similar to Golarion but different in many ways. A fallen high tech spacefaring empire, and their descendants in the post-apocalyptic ruins in the centuries after (I prefer to generally set the "dark age" of this time not extremely very long after the fall-- centuries, not multiple millennia). To paraphrase another poster, Androffans know as much about their ancient ancestors as Golarions do Thassilon and Azlant-- most people have no idea whatsoever, a few have heard rumors, and a very small group - mostly scholars, sages, and adventurers - know what really happened.

There would be huge dungeons that might be the ruins of ancient bunkers, or even communities and fortified cities that have sprung up out of these bunkers.

There are mysterious ruins, possibly former sprawling metropolises or crashed ships or even stranger things on Androffa, and these sites would be treated exactly like Golarions treat Hollow Mountain or Xin-Shalast: forbidden, mysterious, cursed, and packed with treasure.

In terms of races, the humanoid type present on Androffa would be prevalent (possibly with homebrew modifications to represent a small sort of alien-ness), but elves and dwarves and other fantasy races might need some explanation. A possible explanation or source is "genetic experiments made them," but personally I feel that's a bit boring. Thus, my interpretation also involves an explanation of why Androffa fell. The solar system of Androffa was located at a multiversal crosspoint, and a interdimensional disaster caused a massive interdimensional pulse to occur, blasting Androffa's early interstellar civilization with all sorts of strangeness from the multiverse, including wild magicks, and seeding the planet with races such as elves and dwarves and fantastic creatures. The chaos caused the fall of civilization, but centuries later Androffa rebuilds in new ways.

However, alongside these new arrivals, artificial races on Androffa such as androids would also be common, creating their own cultures and identities in the changed world. This is because Androffa is an entire world that was most likely once riddled with technological wonders. It stands to reason that the number of androids on that planet would be vastly higher than those on Golarion, probably by several orders of magnitude.

In terms of creatures and monsters, escaped alien creatures from cells might be common, and further become diverse through centuries of interbreeding and exposure to strange dimensional energies. Many creatures from the Bestiaries could be classified as such with minimal editing, if any.

A campaign originating on Androffa as it is now would involve a mashup of the high tech and low tech, of limitless horizons and crushing limitations. Specifically, Androffa. Specifically, PCs might be agents of a burgeoning multi-national alliance working to stabilize tenuous situations, or be thieves trying to survive in a ruined bunker-settlement, or wasteland barbarians surviving with jury-rigged tech.

In terms of a crossover, iirc Androffa is "in a galaxy far away", so getting there would probably need some kind of intergalactic portal. But in any case, a crossover adventure with Golarion would be very cool, in terms of crossing over existing campaigns (I notice there's been a slight uptick in interplanetary adventures in 2e APs).

Another major campaign idea could be made by taking a page from Dragonstar-- in essence, that setting basically posits the idea that all "prime" campaign settings are set in the same universe of the Prime Material Plane and that there exist advanced civilizations in the Prime (ie it is only a matter of time before someone in a spaceship comes across Toril, iirc there is a cool post on enworld called Realmsian Dragonstar that explores this very issue).

What are your takes on these possibilities? Any constructive ideas you have are encouraged!

PS: Some other materials I think are relevant here for inspiration could be Numenera and its two major companion books, and Planescape. As well as the Dragonstar setting.