| xorial |
I guess this is a rules topic. My question is about the mechanics of space travel a defined by the universe that is the default for the core rules. I know I can change it for my universe, but I was just trying to confirm that the default assumes a basic SciFi set of mechanics for space travel, and not a Spelljammer type.
| The Grandfather |
As far as I know, no assumptions have been made about the properties or existence of space.
As Spelljammer never was a lucrative setting you should probably not expect Paizo to make a Sci-Fantasy expansion for PF.
I suggest you go with whatever you feel for. I would personally recomend a flogiston-free Spelljammer approach. It has worked fine for me.
| Shadowlord |
Personally, I like the idea of travel between planets. In a setting where magic is possible I would say most travel between planets would be via magical portals (almost like a Stargate system, but magic) but I also like the idea of some off world races developing space faring vehicles. In the FR setting there are flying ships kept in the sky by powerful magic, it would not be a far cry to imagine an advanced version of that which would be capable of traversing space.
| Shadowlord |
The interesting problem with a gate network between the planets is that someone had to get there to build the portal in the first place.
It is an issue, but one that can be storied out. If I were to build such a network into a campaign it would have to be built by some ancient civilization capable of extremely high magic which present day magic users are not capable of. I am thinking that specifically researched epic level spells would be needed to craft these networks and the secrets of those spells would have been lost to time and the destruction of that civilization.
Perhaps they created magical vessels to transport them to other planets to build the gates for others to follow. Or perhaps visions and extremely powerful scrying spells allowed them to use specifically researched and powerful teleportation spells to travel to the new planets they had seen in their visions/scryings and from there they built the gates.
It is hard to say how you might solve that problem but with enough imagination and high/ancient magic anything is possible.
| Kolokotroni |
The interesting problem with a gate network between the planets is that someone had to get there to build the portal in the first place.
I would imagine the gates allow anyone to travel between planets. On the other hand a very powerful diviner and conjurer (read epic level) could potentially locate/scout with a divination spell, and then ultra teleport to another planet. First crafting side A of the gate, and then when he gets to the other planet crafting side B.
| Dave Young 992 |
As far as I know, no assumptions have been made about the properties or existence of space.
As Spelljammer never was a lucrative setting you should probably not expect Paizo to make a Sci-Fantasy expansion for PF.
I suggest you go with whatever you feel for. I would personally recomend a flogiston-free Spelljammer approach. It has worked fine for me.
I did the same thing wrt the phlogiston. I just said that travel speeds worked pretty much like they did in SJ, but when you looked out into space, you were actually looking at stars, not lights inside a shell. That just never worked for me.
SJ was always evocative, just not all that well executed.
| Weylin |
Dont see a problem with getting from one planet to another. Planar travel makes that simple but not easy. Enter one plane, travel through it, exit at the other planet. Astral Plane would probably be the best option. Though you could do it through Hell, just make sure your travel papers are in order.
Possible the elves hauled what they needed to build their gate system through the astral to the destination worlds and then built the gates there as a more readily accessable and safer method of getting there.
-Weylin
| Urizen |
I guess this is a rules topic. My question is about the mechanics of space travel a defined by the universe that is the default for the core rules. I know I can change it for my universe, but I was just trying to confirm that the default assumes a basic SciFi set of mechanics for space travel, and not a Spelljammer type.
A good resource that I can think of at the top of my head that is out of print, but the contents being OGC would be Dragonstar's Starfarer's Handbook. They have rules and tables about how to determine movement / distance. Is that what you're looking for? I've been reading these comments about planar gates, but it sounds like you're wanting actual space craft travel.
| Thraxus |
There's an astronomy article in one of the Second Darkness modules that touches on methods space travel. That would be a good start.
The article is a very good one. It mentions that the planetary portals actually predate the elf gates. The article also mentions starships. However, these are usually magical devices used by the inhabitants of the other planets in the solar system.
The crashed spacecraft in Numeria is technologically advance and may well be unique.
Xuttah
|
The crashed spacecraft in Numeria is technologically advance and may well be unique.
Actual space travel takes a long time and has dangers (vacuum, radiation, space hamsters), so teleporting or using a portal is just a lot less of a hassel.
Tangent:
My party just got into a fight in a room with one of those models of the solar systems hanging from the ceiling (proper name escapes me). The darn thing came crashing down and some of it landed on the fighter. My character (bard) had recently read some elven books on astronomy and correctly identified the planet that had dented his helmet.
"Ooooh! You got hit by The Cradle! That's gotta hurt!"
| Dave Young 992 |
Dave Young 992 wrote:SJ was always evocative, just not all that well executed.Well, those of us who read Ptolomy knew what was being executed. I always liked Spelljammer :(
I just preferred a more "realistic" take on the universe.
FWIW, I'm a big fan of "Firefly." Watching it on Hulu, for the umpteenth time. Too bad the network didn't keep it going.
yellowdingo
|
Technique for interplanetary travel: Shackle a Demon to the Prow of your Ship and open a Gate to the Destination world (the moon or wherever), allowing you to sail the Sea between worlds.
That kind of restricts travel to the really powerful types...without wind the ship speed equals demon's movement rate.
| Weylin |
Xuttah wrote:There's an astronomy article in one of the Second Darkness modules that touches on methods space travel. That would be a good start.The article is a very good one. It mentions that the planetary portals actually predate the elf gates. The article also mentions starships. However, these are usually magical devices used by the inhabitants of the other planets in the solar system.
The crashed spacecraft in Numeria is technologically advance and may well be unique.
Possible the Planetary Portals are connected to the pre-aboleth ruins in the arctic region of Golarion.
Possible the elves accessed those to build their own. Possibly even copying the magics used to build them.
-Weylin
| Urizen |
All these portals and gates keep being mentioned (some being tongue and cheek humorous, I admit), the one thing I think some of us are forgetting is how to travel to unknown / unexplored locations in space. Think of it like Christopher Columbus or Amerigo Vespucci jumping aboard a space craft and jettisoning off into the unknown looking for new locations or routes. Once said destination is reached, only then do you start setting up those "stargates."
| seekerofshadowlight |
The Grandfather wrote:As far as I know, no assumptions have been made about the properties or existence of space.
As Spelljammer never was a lucrative setting you should probably not expect Paizo to make a Sci-Fantasy expansion for PF.
I suggest you go with whatever you feel for. I would personally recomend a flogiston-free Spelljammer approach. It has worked fine for me.I did the same thing wrt the phlogiston. I just said that travel speeds worked pretty much like they did in SJ, but when you looked out into space, you were actually looking at stars, not lights inside a shell. That just never worked for me.
SJ was always evocative, just not all that well executed.
I kept the phlogiston , but as a transit plan. It was at the edge of a system outside of the stars gravity well. Only in such places could you "shift" into the phlogiston, where travel time was faster.
| Iczer |
Some time ago, I slaved a permanent magnificent mansion to an apparatus of the crab.
Theoretically It could be used in space...but there are logistical problems, such as steering and food/air. That said, a bag of devouring (for waste) a necklace of adapation (for breathing) a decanter of endless water (for..you know, water) and that funky spoon for food should take care of life suport in the void.
I suppose greater teleport could be used for travel, or at least teleport circle to launch the thing into orbit. a staff of passage could be worked in there somehow to move the vessel (as stated above, with no range limit, I guess you teleport towards a star and use smaller jumps to align properlly with a planet.
I've rambled a bit but it can be done with what's available, so it should be abe to be done with more efficiency if assembled as a single device rather than a hodge podge of spells and artefacts
Batts
| Urizen |
I also forgot to mention that there should be a Traveller d20 Lite PDF that's free for public distribution at their website that's 65 pages in length. With regard to OGL availability, it includes all of chapter 1-3 and 5 (Characters, Skills & Feats, Combat Rules, and Travel & Daily Life) and in chapter 4, it includes all weapons, armor, equipment stats, and descriptions.
I'd offer a more direct link, but it's the best I can do from where I'm at right now. :) Given the unavailability of Dragonstar for the majority, I figure this was the next best option.
LazarX
|
Fantasy Flight Gaming had an interesting offering called DragonStar, basically the idea was conventional STL spacecraft that used magic to circumvent the Einstein barrier, permanent gates to create a highway that literally spanned a dozen worlds throughout an interstellar empire and some revised rules for using standard character classes like Wizard, Rangers, Druids, etc. in a hybrid space/fantasy setting. And it had a great story background to boot.