At the end of the "Salvage" chapter of ITU, the PCs download the Unbound Wayfarer's log, and get a bit of information about worlds the wrecked ship had previously visited. Additionally, the PCs find an object called an iridescent spindle aeon stone.
Is there any further information about these potential future adventure hooks? I haven't been able to find anything here on the Paizo site.
I'll second the Into The Unknown quest. As BretI mentions, it consists of short chunks, and each one is designed to introduce rules concepts as you go; the first one introduces combat rules, the second introduces starship rules, etc.
I have some experience as a GM, but one of my players is brand new to RPGs, and we're all new to Starfinder. We're having a great time playing the quest.
In the CRB, it states that a starship must be stationary for one minute before entering the Drift. So, from a visual effects standpoint, that precludes stretching star fields or stretching starships. Do Starfinder starships simply vanish from view in normal space? Just - blink and they're gone?
Also, how well-known is the Plane-ripping effect of Drift travel? Is it general knowledge anyone can find on three dozen infosphere sites? Or is it a relative secret, known to only a handful of experienced explorers?
From what little I've read so far, nothing. The second set of arms are described as used for mating, and use of them for other tasks is considered offensive. Sort of like unzipping your pants and using yer wiener to wield a rapier.
On the other hand, from a role-playing perspective, the idea of performing such an obscene act could yield some interesting interactions...
I must be in a different situation than most. My game group meets once every six weeks or so, and we play tabletop games as much as RPGs. Reading through Incident at Absalom, I feel like I could get the group through the whole module in one go. It ends at a good point, and I think playing the next one three months later wouldn't be a problem. In my case, lean is better.
I see the 1d2 roll as a way to handle preflight checks, traffic clearances, etc. without having to actually role-play all that. It allows for a passage of time to make sure everything is shipshape and Bristol fashion before lifting or landing.
The mechanism to skip is basically the PCs saying "we want to skip it", and the GM deciding the consequences. As a GM, I would absolutely allow PCs to blast out of Mos Eisley, but consequences may range from mid-air collision with a pleasure yacht to the traffic cops showing up. Blasting the hell off the Planet of The Prehistoric Creatures could entail collision with kaid's flying lizards to harried Crewman Jones forgetting to close an outer airlock.
Not sure if others have addressed this request, but -
I'd like one-shot single-session modules. My group and I don't have the time to invest in frequent sessions to explore long-running campaigns. I don't have the time to sit and develop my own standalones. I'd like something that runs in a long afternoon. Doesn't necessarily have to be tied directly in to the Starfinder Universe either.
To address bugleyman's point of suspension of disbelief:
In his Revelation Space books, Alastair Reynolds writes of "lighthuggers", massive starships approaching high percentages of C, and crewed by less than a dozen individuals. Reynolds makes it work with a strong degree of automation and crews of cyborgs, plus he uses the speed of light as an absolute. IMHO, his world building works because he blends his fantastic and familiar in a particular way.
An example IMHO where the familiar begins to not work is in Star Trek. Enterprise-D is crewed by a thousand people, which would make sense for a big ship. But what do they all do all day? It's always the same twelve people actually doing stuff. Chief O'Brien hangs out in the transporter room waiting for someone to beam out? That guy in the brig just stands behind a panel and likes it?
The bottom line is this: if the story (or adventure path or campaign) is engaging and entertaining, the storyteller will find a way to make these details work to strengthen her story, or decide these details really don't matter and find a way to work without.
I could easily see Starfinder being adapted for running games set in the universe of Futurama. Your mechanic's drone could be piloted by the head of your favorite president!
HaHa! I'm probably going to run in the Starfinder universe, I'm planning to use a tone best described as Archer crossed with Futurama.
Nomad Sage wrote:
I read this as an adaptation of some of Alastair Reynolds' ideas in Revelation Space, or Jack McDevitt's Academy series of books.
Ambrosia Slaad wrote:
I'm totally fine with no Piers Anthony books being on the list, but I am a bit surprised by the total lack of Philip K. Dick.
I'm a big Dick Head, but I never think of PKD as the kind of writer for ripping yarns stories, which is what I perceive Starfinder to aspire to. I guess you could make a world like the Alphane Moon, but would you really want to play in that?
I picked up the DVD recently. The cheesy stuff is still cheesy, but the good stuff is still really good. Part of why it appeals to me, is it gets the world-building portion of my brain in motion. Plus, the production design is amazing.