shekaka
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I rarely post here ,but lurk quite a lot. I generally like the ideas generated here and thought I'd ask for some advice.
I have always run fantasy games and am about to stretch my GMing wings by running a sci-fi game.
Anyhoo:
1.) What things should I be aware of that make running sci-fi( prefer more star wars-y than star trekkie) different than fantasy?
2) How should I approach adventure/story creation? I would prefer a sandbox style game ,but if that is tougher to do in this genre then maybe go the 'quest" route.
3) What do sci-fi players like to see in these games?
4) How can I be sure to run the game in such a way as to make it seem different than my fav fantasy game?
5) What would be some really excellent reading material to get my juices flowing?
Other info of note:
1) I have mainly GMed DnD( nearly all variations...now playing PF) for about 30 years.( holy crap I'm old!)
2) I do like a good mix of rping and combat.
3)I am trying to create the setting and story elements first and then try to fit them to a game system...am considering Star Wars Saga , Modified PF, and Savage Worlds currently ,but am willing to consider or modify other game systems.
4.)I have a decent collection of game systems ,but not exhaustive. I won't say that money is no object ,but I am willing to spend a little if I can get a decent pre-made system to fit my needs.
5) I do not plan to make this a mega-campaign ,but rather a break for the group during the spring/summer when things get hectic around these parts with our schedules and such.
If you can think of other things I should be aware of in the development stages, please feel free to let me know. Thanks in advance for any comments.
Ashe Ravenheart
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First off, sit down with the players and see what type of Sci-Fi game they want to play. Do they want to be fish-out-of-water heroes in a strange galaxy (Buck Rogers/Flash Gordon)? Are they part of an ongoing struggle between two opposing forces (Star Wars/Firefly)? Or do they prefer the exploration and new worlds and civiliations (Star Trek)? Or maybe politics are more their cup of tea (Babylon 5/Battlestar Galactica)?
There's a lot of different sci-fi out there. Make sure you know what they want to do before anything else. It sucks if you set it up to be space-opera like Star Wars and they sit down expecting Aliens.
In all other respects, Sci-Fi isn't that different from fantasy. Replace magic with technology, traveling the galaxy instead of overland and add in 'bots and blasters and you're done.
Finally, in regards to reading material, wait until you find out the type of game they want to play. If they want Buck Rogers/Flash Gordon, break out the old comics and movie serials. In all cases, however, I'd definitely recommend movies/tv shows over books. Sci-Fi movies will give you a better sense of how to make the story exciting and get a sense of rhythm. Sci-Fi books, even the great ones, can easily get bogged down in "man's journey to find himself" type of prose.
| mearrin69 |
A note on systems: Saga is quite good, especially if you're used to 3.5. The old Alternity was pretty good as well. If you want more detail/realism maybe have a look at GURPS. Finally, and I have yet to play it, but Dark Heresy/Rogue Trader look pretty good if you like that universe and WHFRP-style rules.
I think that the same elements that make sci-fi fiction entertaining come together to make sci-fi gaming good as well...and it's highly dependent upon what genre/playstyle you and your players like. Decide if you're playing Alien, Aliens, Dune, Hitchhiker's Guide, Lost in Space, Outland, Red Dwarf, Star Trek, Star Wars, or what. Obviously I don't mean to choose one of those universes (unless you want that) but that you should think about your game adn how you want it to feel...and those movies/books/shows and others will be a good way to relate to each other how you expect the game to be. If a guy shows up wanting to play a game like Aliens he's going to be disappointed with your Red Dwarf game (most likely).
M
| northbrb |
the one thing i would point out about saga edition star wars is how they handled the races, they went for realism with the races by not worrying about making every race balanced and with no level adjustments.
there are really week races and really strong races and everything in between, it is probably my favorite race options of all d20 games.
| Michael Johnson 66 |
shekaka, I've been working on a PF-compatible post-apocalyptic sci-fi RPG called Ruins & Wastelands, which you might be able to mine some useful material from. It's a big pdf, and might take a moment to download, but in it you will find alot of sci-fi elements converted from D20 Future SRD to be Pathfinder-compatible, including mutations, cybernetics, robots, and hi-tech weapons/armor/equipment/vehicles. Hope you find it useful and interesting. :)
If you do make use of any elements from R&W and play-test them, I'd love to read about how it went here (or on this thread if you prefer).
| Michael Johnson 66 |
Anyhoo:
1.) What things should I be aware of that make running sci-fi( prefer more star wars-y than star trekkie) different than fantasy?
The obvious thing is technology, but the difference between what a PC can do with high-level magic and what they can do with powerful hi-tech is very little (I think it was Aasimov who said the thing about technology being indistinguishable from magic?). Both, for example, can instantly transport characters across vast distances.
2) HQUOTE="ow should I approach adventure/story creation? I would prefer a sandbox style game ,but if that is tougher to do in this genre then maybe go the 'quest" route. [/QUOTE}
If you want to limit the scope of your story, there's always the tried-and-true "marooned on a planet after a crash landing" device ...
shekaka wrote:
3) What do sci-fi players like to see in these games?IMO, they like to see their PCs get their hands on cool hi-tech gadgets and vehicles. Spaceship dogfights are a popular staple of the genre.
shekaka wrote:
4) How can I be sure to run the game in such a way as to make it seem different than my fav fantasy game?Stress the differences between the futuristic and the fantastic (though the line can be blurred and the effect still results in fun, a la Star Wars). Magic does not exist, and gods, demons, and other theological elements should be avoided, but otherwise, a good story is a good story.
shekaka wrote:
5) What would be some really excellent reading material to get my juices flowing?I'm a fan of "planetary romance"-type sci-fi, like Edgar Rice Burroughs' Barsoom novels. Also, check out Clark Ashton Smith's sci-fi short stories. You can read both authors for free online somewhere.
Hope this helps!
| Mynameisjake |
The obvious thing is technology, but the difference between what a PC can do with high-level magic and what they can do with powerful hi-tech is very little (I think it was Aasimov who said the thing about technology being indistinguishable from magic?).
Arthur C. Clarke formulated the following three "laws" of prediction:
1. When a distinguished but elderly scientist states that something is possible, he is almost certainly right. When he states that something is impossible, he is very probably wrong.
2. The only way of discovering the limits of the possible is to venture a little way past them into the impossible.
3. Any sufficiently advanced technology is indistinguishable from magic.
shekaka
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Thanks for all the good advice guys. I knew I picked the right place.
And MJ66: dowloaded your Ruins and Wastelands...nice work...it is on the top of my list to use...but am still working on the setting.
I am kind of leaning towards a Logan's Run/Judge Dredd type ruined earth with lots of action. I will definitely let you know how your PDF work if i go with that rules set.
Any more advice is definitely welcome.
| Michael Johnson 66 |
Thanks for all the good advice guys. I knew I picked the right place.
And MJ66: dowloaded your Ruins and Wastelands...nice work...it is on the top of my list to use...but am still working on the setting.
I am kind of leaning towards a Logan's Run/Judge Dredd type ruined earth with lots of action. I will definitely let you know how your PDF work if i go with that rules set.
Any more advice is definitely welcome.
Awesome! FYI, I'm still doing a bit of editing with R&W, and when I'm done, the page count will be considerably lower (using smaller font and double column layout, redoing all tables). Also still finding and fixing inconsistencies (changes from 3.5 to PF, etc.). When I'm done, I'll post a link here to the new & improved edition! :)