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Wayfinders

AntonyFS wrote:

Great story.

We were in the middle of a firefight inside the ship, enemy crew surrounding us from both ends of the corridor. Instead of just passing my turn, I said: "I'm going to answer that comm call that's been ringing insistently since the fight started." The GM paused, looked at me, and asked "are you sure? in the middle of the firefight?" I confirmed, and he improvised on the spot a random NPC from my contact list calling to ask if I was coming to their birthday party this weekend, with laser fire going off on the other end of the line. The whole table lost it laughing.

I'm guessing the fight was going the party's way when you did that?

On the GM side, I do a lot to try to make the newer, shorter scenarios run longer. I've been thinking about why is that just up to the GM? Most of the time, when I read a review complaining about scenarios being too short, it's players complaining. Your story is another great example of a player action that could help make a too-easy encounter more challenging, last longer, and make everyone laugh at the same time.

I think it might be worth starting a new thread just on what players can do to make a game run longer/funner.

Wayfinders

That's not easy to find. Searching the Paizo store for Last Croak returns nothing; searching the Paizo store for Paizo printables only brings up the Dawn of the Frogs Miniatures Bundle. Googling Paizo printables finally gets a Paizo page that links to MyMiniFactory and Paizo's Patreon.

So it looks like seasons are 3 months long?

Is there an option to just get the adventure?

Wayfinders

I had read the recent blog post before anyone had commented. Now that there are comments, it looks like we're going to get more info on 9-21-2026

I wonder what Paizo Printables for organized play will be; it usually refers to STL files. There's Paizo Printables for One Page Rules and Paizo Printables: Dawn of the Frogs Miniatures Bundle (STL) $100.00. IS Paizo looking to start organized one-page rules battles? If so, I'd assume/hope that's in addition to normal organized play.

Wayfinders

I saw the blog post where the end of PFS scenarios was announced. I thought the plan was to cut down to 1 per month from 2, not end it outright. The same was not announced for Starfinder yet... Maybe Pathfindr was hit harder by the layoffs? Sad to see the PFS season 8 meta plot only get 2 scenarios. I had been wondering if going to just 1 per month would mean just doing the meta plot or just doing solo scenarios. At least PFS has 7 past seasons to fall back on that are all non-repeatable. SFS2 only has 1.5 seasons.

I'm also courious what the community-created scenario standards will be. I was thinking there would have been some announcement at Gen Con, but I guess not.

All the ideas I've posted about modding scenarios seem less crazy now, with everything now repeatable and Paizo cutting back or ending scenarios.

I don't mind going to community-written scenarios; it's how Paizo got started, it's what made D&D into the number one TTRPG, but I'm most concerned about the future of Paizo organized play; it's a great community I don't want to lose.

Wayfinders

I just found a Reddit thread from 9 years ago trying to figure out the Gap and what happened to Galorion.

Golarion and the Gap: What's Your Headcanon?.

Here's a theory that caught my eye:
"Perhaps the Gap is caused by the Akashic Record having been damaged?"

This is interesting because the Gap didn't happen everywhere at the exact same time, which could be explained by the Akashic Record being damaged at different times.

Wayfinders

Madhippy3 wrote:

Thought on Space Dragons?

Either they are very VERY fast or they are very VERY VERY lonely.

I feel the same way about Novans, there speed is 20 feet (Hover)

Fly 20 feet. I feel like they need a downtime speed that is near light speed.

Wayfinders

Clues from other sources (Era of the Eclips and 1-6 Magic in the Mist) hint at what happened to Galorian and seem to point to Castrovel. Is there any connection to Castrovel and the Azlanti, Thassilon, or Aroden?

The elves were heavily affected by the Gap, are also native to Castrovel, and were around for Earthfall. If not involved, at least witnessed much of Pathfinder/Starfinder history. I'm thinking the answers might be on Castrovel even if not part of the cause of Golarian disappearing.

I also wonder: even if the Azlanti Star Empire had nothing to do with the construction and maintenance of Absalom Station, that doesn't necessarily rule out that they were involved in its disappearance.

Wayfinders

That's a good analogy. Another way to look at it from the Stafinder point of view would be like if the Gap happened during the 1800s, 1700s, and 1600s. We would still know some things about the pyramids, but the Rosetta Stone would have been lost to the Gap, so the Ancient Aliens show would sound slightly less crazy.

Wayfinders

I found a SF2e creature 3 with engulf the Zalyop, it's stats are.
Engulf [two-actions] DC 18, 2d6 acid, Escape DC 18, Rupture 7

In PF2e there is a creature 2 the Ittan-Momen, it' stats are.
Engulf [two-actions] DC 18, 1d8+2 bludgeoning, Escape DC 18, Rupture 5

Wayfinders

Deceitfulelf wrote:
The first encounter lists engulf but I don’t see any of the stats for the ability such as rupture and initial damage. Any ideas how to run that ability?

You're right, it's missing. The ability above Engulf Not In Your Hand doesn't do damage. I'm guessing that Engulf works similarly to Not In Your Hand, but kind of like being stuck to the ooze but on the inside, adding the conditions that being engulfed causes.

If you read the read-aloud text for when you kill the chocolate ooze, it suggests that killing it might be the only way out, since there appears to already be someone (Jenpuh Taysiq) engulfed by it, and released when it dies. No idea how long they have been engulfed, so maybe the suffocation part is being skipped.

Looks like the ooze takes 3 points of damage each round from Jenpuh Taysiq, who is already inside it. So if the whole party gets engulfed, they would eventually get out. Also sounds like you can bite or eat your way out. Sounds like it's meant more to be a fun encounter than deadly.

Wayfinders

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Justin 2e wrote:
Why is hero point or scooby snack an or question?

It was a food-related situation with the vending machine story; it deserves a food-related hero point. I used Golden Oreos as hero points for Rites of Rekindling to represent the star reigniting, and used a Cookie Monster figure as the boss monster.

If I run Bitter Sweet, I'm diffently gets some kind of candy for the hero points.

Might be a good time to expand this thread to include the funniest things you have used as hero points. I have a bag of skulls I use for horror-themed scenarios. I have some players that have rock star characters, so I have a bag of guitar picks I use as guitar hero points.

Wayfinders

So I took a look to see how old in Pathfinder 1e the roots of Starfinder went. I was familiar with Pathfinder Distance Worlds, but it turns out the planets that are now the Pact Worlds are older than the official release of the PF1e Core Rulebook by 10 months. So look like, besides the Pact World planets, even some other star systems from PF1e have made it into Starfinder. When Starfinder even became an idea, I don't know.

1: Children of the Void: introduced the 11 planets of Golarion's solar system; published in 2008, written and balanced for D&D 3.5 rules.

2: Pathfinder First Edition: August 2009 (following a beta in August 2008).

3: The Pathfinder sourcebook Distant Worlds was released in February 2012. Deeper dive into the planets that would, in SF1e become the Pact Worlds

4: Pathfinder Player Companion People of the Stars was released on August 14, 2014. More on the 11 planets of Golarion's solar system.
Other stars:
Cynosure: Aligned perfectly with the axis of Golarion’s rotation, Cynosure is the planet’s pole star. Cynosure star has been featured in Starfinder, serving as the home realm of the goddess Desna in Nightmare Scenario, the second part of the Drift Crashers. Also in SF1e Core Rule Book.
Taru Seco: is the second-brightest star in Golarion’s sky—or rather, the second and third, for Taru Seco is a binary system.
Mentions: Black Holes, Other galaxys, and Wormholes. SF1e Core Rule Book.

5: Paizo employee first uttered the word "Starfinder," the core concept for the game was built incrementally across several years before its May 2016 announcement

6: Starfinder First Edition was officially released at Gen Con on August 17, 2017

Wayfinders

So seems like links to Aroden connections, Eye of Aroden, Thassilonian runelords, all seem plausible and well connected to Pathfinder lore. What's interesting about Starfinder lore is that the Azlanti Star Empire is very much a current thing, whereas in Pathfinder the Azlanti seem to be part of ancient history. I feel like somehow that's going to merge or cross paths in SF2e.

Wayfinders

I'm learning Pathfinder lore as this goes on, so, like Aroden, is the immortal Azlanti human who raised the Starstone from the bottom of the Inner. I wonder if there are any clues in Dead God's Hand? Or maybe sets up some early history as a setup?

Wayfinders

So if Absalom Station's seven substations are named after the 7 virtues, if I'm correct, that's new in SF2e? And more of a connection to Pathfinder lore than we knew before, which was mostly limited to the Starstone itself.

Whatever the correct answer is, it's most likely a clue we haven't had before about who built Absalom's Station, or where it disappeared to.

Wayfinders

I saw our GM's PDF map of the Absalom Station from the Recent book. He pointed out something that I wasn't expecting: the arms of the station being labeled after the Seven Virtues of rule. So is Absalom Station designed after the Sihedron Rune? Some of the arms of Absalom Station are related to actual districts in Absalom City, but Absalom City has no connection to the Seven Virtues of rule that I know of, but I'm not well versed in Pathfinder lore.

This seems like a huge clue to the Station's origins, but what could it mean? If the current year in PF2e is 4726 AR, and the origin of the Sihedron Rune is 10,000 years old in PF2e.

At minimum, this is some great fuel for in-character conspiracy theories. Out of character, I'm still lost, but I think it leads to something really big... Is it linked to the cover image of the SF2e GM Core?

Wayfinders

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Need the Hiring boon for SF2e, our best roll at social skills today was someone with -1 intimidation, and no one with computers.

Wayfinders

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Justin 2e wrote:

We're sneaking into an office

"whats this thing here?

"A vending machine

"Buy the crunchiest snack I can and sprinkle it on the floor so we can hear anyone coming to check on the things we're not supposed to be doing...

That's a great use of a vending machine. Did you get a hero point for that or a Scobby Snack? I think it's also a great case for taking Vending Machine Lore.

I got courious and googled: Is there a measurement for how crunchy food is? and got this answer. "Yes, food scientists measure crunchiness using a combination of mechanical force and acoustics with specialized equipment like a Texture Analyser paired with an Acoustic Envelope Detector."

Now we know how to find the crunchiest food in the Galaxy...

Wayfinders

Hilary Moon Murphy wrote:
For those of us trying to figure out a layout for infinite scenarios, what configuration would be printer-friendly?

Good question. I don't have a technical answer, but off the top of my head, I think the simplest way to test is to make a single page with all the text and heading styles used, and then try printing it in color and black and white.

Wayfinders

Super Zero wrote:
Driftbourne wrote:

Rolling 2 Nat1s seems more common than it should be. There's only a 1 in 400 chance of rolling the same number on a d20 twice in a row, but apparently d20s all think they are Han Solo and believe the quote, "Never tell me the odds."

Probability changes based on how much information you have. The probability of your next two rolls being 1s is 1/400. The probability of your next roll also being a 1 once you've already rolled one is 1/20.

That's also the probability of rolling the same number twice in a row. 1/400... times 20 different way of doing it.

I think was better off sticking to "Never tell me the odds." But since we know, if I'm reading this correctly, you're better off rolling 2 dice at once, saying if the blue die is a Nat1 I spend my hero point and go with the red die?

I think at this point the GM might take the hero point from me before I can spend it... Which has a 1 in 20 chance of having been a Nat 1 anyway. I think for this conversation I'd better switch to playing a Worlanisi.

Wayfinders

Looks like season 2 switched from a red header to light blue, the read-aloud text looks to be a bit darker blue in season 2, but was green in season 1

I hadn't thought to try highlighters to make the text stand out. I already highlighted a lot of things, so hopefully it's not too much of a mess.

Wayfinders

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Rolling 2 Nat1s seems more common than it should be. There's only a 1 in 400 chance of rolling the same number on a d20 twice in a row, but apparently d20s all think they are Han Solo and believe the quote, "Never tell me the odds."

Besides rerolling a Nat1, the other funny one is when everyone at the table uses a hero point in the same round, and no one rolls better.

I just remember another funny one I had. I rolled really low on a saving throw, so I spent my hero point and succeeded with the new die roll, then the GM told me the result was that I had failed. It was some kind of fear effect that played into my background and would have made me flee. I had already been roleplaying my character completely freaking out by the situation. So I asked the GM if I could get the hero point back and fail to take the fleeing condition. The GM was happy to give me my hero point back.

Wayfinders

Kishmo wrote:
It feels like there was a lot of discussion about SF2 in the lead up to its launch, but not a lot since then.

More specifically, the Starfinder team was very active in the forums during the SF2e field test, then almost disappeared for the actual playtest, and haven't returned.

Kishmo wrote:
That tracks for me, personally - I checked out of a lot of forum/threads when it became clear to me that what I liked and valued about Starfinder, as a SF1 enjoyer, was apparently pretty different from what a lot of PF2 players thought ¯⁠\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯

I had an easy transition from SF1e to SF2e since I also played and still play some PF2e, but going into the SF2e playtest, SF1e was my main point of reference. The playtest did seem like there were more PF2e players testing than SF1e players, simply because there were more PF2e players overall. I do appreciate that at least some of the PF2e players are now, or have taken the time, to read up on SF1e lore.

I like stamina and split AC, but don't miss them in SF2e. We still take 10 minutes to heal instead of resting, and you still roll dice to hit someone's AC, although I would still like to see armor upgrades that would make your armor better vs certain types of attacks to emulate EAC/KAC.

Kishmo wrote:
...anyone seen any large northern European canids around lately?

He's still around, but mostly in the Gamer's Life section of the forums, it looks like. I sometimes see him on the old Starfinder Reddit.

_________________________

I originally came to post to this thread because I recently joined Bluesky, as it seems like where thursty is most likely to post news. Much ot my surprise, there was a post from the official Paizo Bluesky account promoting the community on the Paizo forums just 2 hours ago. I was getting afraid Paizo had given up on the forums, so this is a good sign.

Wayfinders

I print out the scenarios to run in black and white to save money. The colored text for parts to read aloud is always hard to read in black and white. but the room labels (A2. Cantina, etc) in Starfinder scenario 2-02 are nearly invisible when printed in black and white.

Wayfinders

Xenocrat wrote:
Six pages of weapons is actually not many. Text descriptions and art will suck up a lot of that, we might just get two pages of tables.

I think Tech Core is more of a rules book; it will have some equipment, but I think it's going to be a lot like Tech Revolutions with starships instead of mechs. Galactic Arsenal will be SF2e's equivalent of SF1e's Armory and will be mostly new equipment, but it looks like that would be out until Gen Con 2027. My guess is Tech Core will have gear related to the tech classes, wiht a few things filling in some gaps.

I actually like the slow trickle of new gear instead of getting it all at once; it kind of simulates an arms race with every bit of new gear shaking things up.

Guilt of the Grave world: 4 new weapons, 8 magic items.
SFS season one: 3 grenades, 3 weapons, 14 magic items.
Tales of the Vast: 1 magic item.
Absalom Station book: 3 armors, 3 grenades, 5 weapons, 10 magic items.
New Swarm AP: I haven't sent it yet, and it's not on AoN yet; hoping for more items in that, maybe someone with a subscription can count them.

Wayfinders

I was thinking of being able to mix starships, at least smaller ones, and mechs. In SF1e mechs, I think if the party used mechs, the party's level was considered 4 higher for calculating encounters.

Seeing how reasonable it is for PCs to be shooting starships, I put some real-life armor stats together plus a Star Destroyer.

Imperial-class Star Destroyer armor: nearly two meters thick.

World War II battleships: 4 inches on decks to over 26 inches on the heaviest gun turrets.

M1 Abrams frontal hull armor: roughly 2 feet.
Top armor: 1 to 2 inches.

Modern aircraft carriers:
Flight Deck Thickness: 1.5 to 2 inches.
Vital Spaces: 2.5 inches
Hull and Underwater Protection: 6 to 8 inches.

The armor on an A-10 Thunderbolt II ranges from 0.5 to 1.5 inches (the bathtub)

Modern destroyers' outer hull plates 3/8 of an inch to 3/4 of an inch.

International Space Station:
Inter preasure hull: about 0.2 inches.
Between the outer bumper and the inner hull is packed with high-strength materials like Kevlar and ceramic fibers (Nextel) to absorb and spread out the kinetic energy.
Outer bumper: The outer aluminum bumper is about 0.08 inches thick.
Total thickness: 4 inches to 1 foot.

SpaceX Starship outer hull varies, typically ranging from about 1.5 to 5.0 millimeters, depending on the structural zone. Inter hull 4 to 5 mm at the bottom, down to roughly 2 to 3 mm at the top. Similar to ISS in between.

It looks like a heavy machine gun would go through Modern destroyers and any spacecraft we have made so far, but not the bathtub in an A-10 Thunderbolt.

Not sure how that turns into Starfinder numbers, but it's reasonable to think that some PCs' held weapons could damage some starships. Maybe weapons with razing?

Wayfinders

So... if NPC starships use monster stats, and when we get mechs, if NPC mechs also use monster stats, then we can have some crazy mixed combats.

Wayfinders

It seems like Blue Sky is the place to keep up to date on the latest Starfinder news from Thurston Hillman.

Preview of NPC starship statblock.

Wayfinders

Conscious Meat wrote:
Headscratching a bit at the sensor range being less than the range increment of the light laser cannon, but *shrug*.

We don't know what sensor range is even useful yet; in this example, it's less than the ship's speed and weapon range. Also, it's a level 0 NPC ship, so is likly on the low end of everything. Sensor range could be for target locks, or scanning the other ship for details?

Other than range increments being measured in zones, it looks like a regular monster stat block. The main difference from a CSS stat block is that the new stat blocks have all 3 saves instead of just 2 and list all the ability modifiers.

So if opponents are using monster stat blocks and the PCs' ship allows the PCs to use class abilities, it's using core math, which might explain why there wasn't a playtest. It looks like the main thing to test was the range increments and zones.

Conscious Meat wrote:
15 zones in a space combat flip-mat, multiple ships can be in the same zone.

15 zones, a lot of flexibility; games like Star Wars X-Wing with very detailed tactical combat only have 5 speed ranges and 3 weapon ranges (5 if you are using huge ship rules)

Wayfinders

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I do like seeing the Iconics get some book or comic time; it makes playing them more fun if you know their personalities.

Wayfinders

pauljathome wrote:
Driftbourne wrote:

Looks like a shadow Mystic might be able to conceal the ship too. Now I'm really courious what whitchworpers and solarins will be able to do with a starship? Starships with character class level of number of options is exciting!

In what is definitely a weird take (even I'm surprised :-)) if they actually go full bore like this and treat the ship more or less COMPLETELY like its just another character it will actually help me to suspend my disbelief.

At that point, it becomes another setting trope. And those I can accept most of the time.

I'm thinking of Moya from Farscape as a good example. Also, Starfinder Society Scenario #4-08: Precious Cargo comes to mind. Starfinder is science fantasy, so why wouldn't that apply to starship too? There was a live play series on YouTube playing Against the Aeon Throne that did a good job of making the ship's AI feel like a character; the ship thought it was a pirate.

pauljathome wrote:
Sure. But what if its, you know, a ship :-) :-) ?

A Huge SRO that flys?

Wayfinders

QuidEst wrote:
Driftbourne wrote:

This quote from Thursty is all I need to be more optimistic than I already was.

Associate Publisher on Reddit said wrote:
Soldiers who are in gunnery can suppress enemy ships. Operatives can get extra damage. Mystics can add the starship to their bond... things get wacky and the combos are MUCH more than just who has best skill check.

That's from the Reddit post linked to near the top of this thread.

I imagine Pilot is kind of the exception since we don't have a pilot class, and it's its own skill. For archetypes, Space Pirate kind of fits, but I'm hoping for an Ace Pilot archetype, kind of like the Ace Pilot theme from SF1e. Pilot backgrounds are another option. Hoping these are in Tech Core, since it didn't make much sense to have them until the full starship rules are out. Maybe a solarian with staller rush can use it on the ship when piloting?

I'm also hoping that mechanics can add their turrets to the outside of their starship.

Bonded starship sounds really cool. I'm picturing a shadow Mystic using Network Spell to have shadows pick off boarders one by one as they move through the corridors.

Hoping that they do a good job of keeping up on how new classes apply their stuff.

I'm curious to see if doing class stuff will be tied to particular stations or something? Regardless, very excited to see the final version.

Looks like a shadow Mystic might be able to conceal the ship too. Now I'm really courious what whitchworpers and solarins will be able to do with a starship? Starships with character class level of number of options is exciting!

Wayfinders

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I get the disbelief with Mystic bond, but what if the ship is a biomechanical ship? Or maybe it affects the ship's AI; I mean, Mystic bond works on androids and SROs, so why not a ship? In SF1e, there is an awakened ship with citizenship.

Wayfinders

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pauljathome wrote:
Driftbourne wrote:

This quote from Thursty is all I need to be more optimistic than I already was.

Associate Publisher on Reddit said wrote:
Soldiers who are in gunnery can suppress enemy ships. Operatives can get extra damage. Mystics can add the starship to their bond... things get wacky and the combos are MUCH more than just who has best skill check.

Thats kind of cool and all but I can see that I'm going to have major problems suspending my disbelief :-).

That just makes no sense whatsoever to me in universe. And, before anybody points it out, I know that it really doesn't make a lot of sense in universe that everybody ducks when the soldier fires his gun but ignores the envoy firing his. But that sorta kinda works in that pretty much only the soldier DOES bother with automatic weapons :-).

Also implies some weird scale issues. If the Mystic bond is going to be of any use then the ship kinda has to have ~PCish hit points.

Cast illusionary game on pauljathome to help with suspending disbelief.

Wayfinders

Cinematic Starship Scenes already allow players to take creative actions; the problem is that most players haven't thought of what those actions could be until the CSS starts at the table.

In a corpse fleet conflict, I had a player use Holo-Roger. It's too high-level for corpse fleet conflict, but Phantasmal Fleet would be fun in a CSS. As I prep for the Solar Shake Up, I've added this to the list of crew actions from the scenario. I also plan to give the players a heads-up the week before so they have time to think about extra actions.

Extra actions:
◇ Holo-Roger (Space Pirate Archetype)
◆ Talk to another ship (use any skill to influence)
◆ Aid another
◆ Guidance
◆◆ (engineer) Assisted Recovery reduces flat check to DC 10, allows an extra flat check to end persistent damage to your ship, once per round. (player core 438, GM Core 227)
◆, ◆◆, ◆◆◆ Get creative.

As players or I come up with more creative actions, I'll add them to my list, but most of the ones I list here are listed in the GM Core as examples of extra actions.

Solar Shake Up has a big advantage over corpse fleet conflict, because it has multiple ships the PCs can talk to in combat. A friend ran Solar Shake Up 4 times at Gen Con and said that talking to other ships is key. Don't let just the captain talk to other ships; let any of the crew talk.

As far as decreasing the difficulty of an encounter in a scenario, there are 2 posts worth reading. From the Revising Run as Written thread.

Question about adjust dificulity.

Reply from Alex Speidel Organized Play Coordinator.

Wayfinders

Not sure how PF2e 2-18 The Fanciful March of Urwa fits into the meta plot, so not sure if it needs squal, but I love the concept of having to guide someone in a trance. I'd love to see something like that for Starfinder. There are plenty of reasons for someone to be in a trance in Starfinder: the physics, energy in Myster of the Frozen Moon, or the Newbore Cultist, to name a few.

Wayfinders

This quote from Thursty is all I need to be more optimistic than I already was.

Associate Publisher on Reddit said wrote:
Soldiers who are in gunnery can suppress enemy ships. Operatives can get extra damage. Mystics can add the starship to their bond... things get wacky and the combos are MUCH more than just who has best skill check.

That's from the Reddit post linked to near the top of this thread.

I imagine Pilot is kind of the exception since we don't have a pilot class, and it's its own skill. For archetypes, Space Pirate kind of fits, but I'm hoping for an Ace Pilot archetype, kind of like the Ace Pilot theme from SF1e. Pilot backgrounds are another option. Hoping these are in Tech Core, since it didn't make much sense to have them until the full starship rules are out. Maybe a solarian with staller rush can use it on the ship when piloting?

I'm also hoping that mechanics can add their turrets to the outside of their starship.

Wayfinders

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Madhippy3 wrote:

I have a bad feeling about this. FTL isn't a multiplayer game. Its a crew management game. In my experience players don't like their turns "managed".

We are often specialized and aren't fit to take on any role. There can probably only be so many people who can plug a hole. Gods forbid that its one PC who is overworked. Gods forbid that gunners, captain, and maybe even pilot have to stop engaging in the space fight because the engineer doesn't have the speed to reach every new hole, or how that kind of emergency action could lead the PCs into a death spiral.

Ya I got a bad feeling about this...

SF1e, all players controlled the same pawn or token; what happened inside the ship was all theater of the mind. Although FTL is a single-player game, it easily could have been a multiplayer game. The important part is that once you have a map of the ship's interior, PCs have real choices again, sometimes hard choices.

In the US Navy, every sailor and officer assigned to a submarine has been through damage control training, which is especially cold if you did your training in the winter, since they used lake water to flood the training room. I did my training in the fall, and it was already damned cold.

In Strfinder, is the captain motivating the crew more importantly than damage control? Is the pilot turning on autopilot or letting the ship fly straight more important than damage control, or replacing an injured gunner? I've played in a game where the crew had no gunners at all because the science and magic officers also had good attack options.

Having a map of the ship means localized damage, which means that, for the first time in Starfinder, the ship healer gets to heal during ship combat.

Maybe with the new starship system it might make sense to not assign a station to one of the PCs so they are free to run around fixing things.

What happens when a ship is boarded while still in a ship-to-ship battle? Someone has to leave their station and fight; if that's on the bridge, that could be the pilot and captain.

All hard choices, just like any other combat.

Once we know the actual rules, it might be wise during character creation to think about what your character will do during ship combat.

Wayfinders

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Wheel of Monsters: Battle Zoo edition.

Just in general, the Wheel of Monsters format might make for easy collaborations.

Islands of the Drift. Using the Drift causes inhabitants and chunks of other planes of existence to be torn off and pulled into it. Doing collaborations for the other planes of existence. Even if not a collaboration, this could be done like the book Talies from the Vast.

I just think Starfinder as a setting has an easier time fitting collaboration in, although Warframe Operation Orias collaboration isn't canon for either setting. I think a lot of that had to do with licensing issues.

Wayfinders

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I'm courious if Historia's hideout and Ruby-17 could be tied to some of the mysteries in SF2e season one. Especially the one I think is related to the Era of the Eclipse, since one of the main characters is also an android.

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1-02: Mystery of the Frozen Moon leads to 1-23: Psychic Echoes, which clearly is not the end of the mystery.

1-10: Rites of Rekindling; the mystery of why the rekindling happened is not solved; it also ended on the planet without returning to Absalom Station, so it felt like there was room for more to come there too with the burnt circle conspirators.

2-02: Solar Shake Up, also ends without exploring the new star that is named after a character from Dawn of Flames; they also appear in 1-04. SF2e Season One dealt with the First Ones, possibly coming from the Pact Worlds Star? The Deep Cultures Institute shows up in several scenarios, and there seems to be a lot of What's going on with stars? Are all of these strange star events connected? Besides sequels to all of those, I'm hoping for a Deep Cultures Institute background and/or archetype.

1-06: Magic in the Mist seems to be leading to something big, really big. Combined with reading Era of the Eclipse. I have enough for a conspiracy theory or an episode of Ancient Aliens about where this leads. I've even built a Giorgio Tsoukalos, Graham Hancock inspired charater to find the answer.

1-04 The Great Absalom Relay could easily be a yearly event; it's fairly easy to reflavor if it doesn't get a sequel, but if it does, it was written like 1-23 Acts of Association; it would be replayable for a long time without doing mods like I like to do. A sequel to this would be great when the Luminary Class comes out.

1-03 Disaster At Dreamlink Labs leads to 1-13 Foul Humors, which seems to lead back to Absalom Station, so I feel it's in a good place with the season 2 meta plot to get a sequel, but hard to tell with the cuts and in the number of scenarios. With the number of scenarios from Paizo being cut in half, it makes me wonder if Paizo will focus on the meta plot?

For SF1e, all my games were played by post and, for the most part, didn't follow plots in order, so I don't really know whats has room left to explore. At least locally, about 90% of the SF2e players are PF2e players who didn't play SF1e. I think the best way to do anything from SF1e would be to find a way to tie it into something more current.

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I have Warframe Operation Orias. I don't know enough about Warframe to know how good of a collaboration it was. My main use of it is to run it as a virtual reality game inside of Starfinder, where the PCs pick the Warframe pregens as game avatars to play Operation Orias.

Besides, what would make a fun collaboration? The other question is: what makes a good collaboration? Was Warframe Operation Orias enough material? Would the Game Night box format be better, with maps and pawns for it and a bit more written content? Or, if it's just a PDF, maybe have printable pawns? Also, is a one-and-done collaboration enough?

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kaid wrote:
Conscious Meat wrote:

There's a difference between a ship breaking up and being outright disintegrated. Even with a ship breaking up, it -- and individual sections that remain -- may be quite large; and there may be magical or technological steps taken to limit the scope of such hazards as depressurization, and to facilitate survival until rescue or other escape.

"May" of course rather than "will be". Whoever designed the *Nova Rush* seemingly gave no thought to such things as containing fires or pressure loss from breaches, for instance.

For pressure loss I suspect it will be like guardians of the galaxy ships if your hull gets breached some kind of emergency force field pops up to keep the insides inside and the outsides outside. Given even basic body armors are described as having forcefields to do stuff like this it seems odd to not expect starships to have even more robust internal shield options.

Use of force fields could also work for fire control allowing you to seal off small effected areas and evac atmo in just those rooms boom no more fire.

We shall see what the rules actually say but given hardlight is a thing in the setting and complex environmental sealing forcefields are common it opens up what you can do for ship layouts a lot especially to have crew with different atmospheric/pressure likes/dislikes.

We have already seen similar force fields in 1-17 Corpse Fleet Conflict. Although they are not on the player's ship, but they are on the ship that has a map like the player's ship will have in the Tech Core starship rules.

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I just thought of a good WW2 analogy for a hero ship or plane in this case. If Starfinder were a WWII game, we're not just flying a B-17; we're flying the Memphis Belle.

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Thanks, I found it. I had been looking under New to Roleplaying were Battle for Nove Rush was listed, and had been looking directly under digital editions, where both Free RPG adventures are not listed.

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Typically, I thought it was 30 days after the event, which was on June 27th this year; it's now 3 days away from 2 months. The hard copy is still unlisted, too. Was this caught up in the Diamond situation?

Also, is there still a free PDF version of The Gap? I'm gusees it's been long enough that Paizo is trying to sell off the last of the hardcover books of The Gap. I'm surprised this hasn't sold out; it's the best April Fools' joke ever for a TTRPG. It's a great book to create a gap between my PF2e and SF2e books, and if nothing else, it's fairly priced as a blank journal. Just courious so I don't keep looking for the PDF when new players ask about the gap.

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The forums were down last night. I just noticed today that the link from the store to the Paizo Blog/forums is missing. I'm not sure when that happened, but I think it's recent. Hope this isn't a sign that the forums' days are numbered; I'm hoping the link from the store was just removed by accident.

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pauljathome wrote:

I have a significant problem with willing suspension of disbelief. I'll buy almost any assumptions of a genre but then the fiction has to stay true to those tropes. I loved Toy Story, I enjoy superhero movies, etc.

But, outside of those tropes, the fiction just has to "make sense" to me.

If I'm greatly enjoying myself I'll note how silly something is but it won't bother me very much. So, as an example, the first Indiana Jones movie where Indy encounters a photo voltaic trap I noticed how silly it was but I was just having too much fun :-).

But if I'm NOT greatly enjoying myself or the thing is just TOO silly it will totally jar me out of the experience and I'll hate the whole thing. My best example is the Matrix. When they decided that the whole purpose was to use people as energy sources it was just TOO TOO TOO silly and I hated the entire movie afterwards.

I have the same problem with D&D/Pathfinder. I used to do medieval reenactment battles and had a full suit of plate armor. I can hike, sleep, and move silently if I'm just wearing the breastplate, with no tassets, and it takes seconds to put on or take off; it's just one belt holding it closed. I also have a hard time with studded leather, too, and why it isn't brigandine, and also most as good as plate.

pauljathome wrote:

Note, I don't WANT to have this issue. But it is outside my conscious control. At some point something too silly will happen and I'll be jarred out of the fiction and I can only VERY rarely get back into it.

I think I see "Space Combat" and expect it to at least hit the insanely low bar of "as realistic as Star Wars and Star Trek". I have to adjust my standards downwards :-(.

When comparing Starfinder to Star Wars for PCs' ships, about the only ships to look at are the hero ships: Millennium Falcon, Ghost, and Razor Crest; somehow, they all survive or keep coming back. Even when the Razor Crest is destroyed, Mando is not on board, and new ships find him. For Star Trek a good example of a hero ship would be the Defiant in DS9.

I think with Star Wars it's a war, so ships exploding is more expected, whereas Starfinder most of the time is an adventure. Movie or TV series-wise, I think Guardians of the Galaxy or Farscape are better examples, just because they focus on a ship with a crew of the same size you would have in Starfinder. The Netflix version of Lost in Space also has a great hero ship; it's the right size crew and set up to move and live on another planet, and even has a ground rover stored inside. For Star Wars, the animated Star Wars Rebels is good hero ship series. The Ghost also has the advantage of a detachable shuttle.

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pauljathome wrote:
The only SFS2 scenario that had ship combat was just about as awful an experience. Nobody really knew the rules and the system was almost designed to make my character feel totally useless.

There is a 2nd Cinematic Starship Scene in season 2 2-02 Solar Shake UP. I've read it but haven't run or played it yet, but have talked ot a GM that has run it 4 times. If run well, it has something that I haven't seen done before in SF1e or SF2 that I really like

spoilers:
The PCs are not alone, and there are multiple friendly NPCs with starships to deal with in combat. It's not super tactical but has some fun friendly NPC social skill interactions during combat, that shouldn't be limited to just the captain or an envoy.

I think for CSS the funniest games will be with a GM that puts lots of work into it and/or has played that scenario a few times to work it out. My friend who ran it 4 times at Gen Con said every game played completely differently, largely because of the different parties, and also by the 3rd and 4th game they leaned hard into what's in the spoiler.

pauljathome wrote:

Most encounters have a few outcomes

1) PCs kick ass and use essentially no resources (this is the default and by far the most common outcome). But there is always the risk of
2) PCs win but use some resources so there is some cost
3) PCs suffer some kind of loss but continue on. A friendly NPC dies, the PCs have to retreat to come back better prepared the next day, etc.
4) Characters or the entire party dies.

I don't think it's the authors; for organized play 1), and 2) happen or don't happen because the PCs are using a borrowed ship from the Starfinder Society, so it's like being in the real-world Navy and flying a fighter jet that you don't pay for or pay to arm.

I don't see that part changing in organized play, but if the new starship rules damage individual PCs and let them use spells or other consumables during combat, there could be the same cost in consumables and risk typical of any normal combat.

3) I've seen some scenarios use a simple piloting check to determine if the PCs get to a location on time, with a bad effect if they didn't. That could also happen if the PCs lose a starship battle but survive, slowing their trip time down for repairs.

pauljathome wrote:
"run away" option that wasn't quite certain but that worked most of the time.

Is a chase; if you're trying to get away by doing a Drift jump, it could be a very short chase.

Good conversation, but I'm out of time for now.

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There are several scenarios I'd love to see squals for. I'm hoping that the freelance writers for organized play get Infinite Master status and can maintain an open channel with Pazizo to be able to finish or expand on existing store lines that have not been finished. Pazizo's role would just be making sure there are no conflicting projects.