Modern / Futuristic Campaign Setting (Pathfinder Technology Guide or another gaming system?)


Advice


Hello once again all,

I have another question for all the great people here in the Paizo community. I've been playing Pathfinder for a good three years now, and have GM'ed three full campaigns. I really enjoy almost every aspect of Pathfinder and it's system in whole. But for my next campaign, I want to do something different then what I have been doing.

All three of my past campaigns have been set in the medieval era (as most Pathfinder games are). For my next campaign I want to go into a futuristic/modern era game. I don't really want it as far as say, Star Trek, Star Wars, or anything really with lasers and space ships. I'm going for more of a cyber-soldier, high tech thing. Something were there can be lasers and such but it's not as common.

First, I looked at the Pathfinder Technology Guide. I don't know if I'm missing something (maybe because I'm just looking at the website's showcasing of it), but there doesn't seem to be too much content in it to actually play a game in that setting. It seems the book is just a launch pad for GMs to use and add/remove/modify what's in the book. Though, if I'm wrong please correct me on the book.

After that I looked to the Shadowrun 5th edition system. It seemed to be exactly what I wanted, as far as guns with actually ammunition instead of lasers and such. I was just planning on taking out the magical races and only have the humans (due to my setting). But the more I tried to learn the system, the more I was overwhelmed. The system is MASSIVE, and really hard to digest. At least it is for me. I can't quite get into the system due to this, as I flipped through the hundreds of pages just trying to get a grasp on the game. I attempted to create a character (with the help of a character creator) but there is SO MUCH customization that it's overbearing for me.

All in all, I'm looking for a system for a modern/futuristic campaign. If the Technology Guide can do it that's awesome as I wouldn't have to learn a complete new system. But, if it's as shallow of a book that it seems to be then if someone can suggest a system for me that would be AWESOME! Thank you all, I look forward to your advice on this.


What exactly are you missing from the Technology Guide. I like to run Scifantasy with Pathfinder a lot so I have way more supplements that I need in regards to Pathfinder so I can probably help on that front but I've never played Shadowrun or know how it interacts with 5th edition so I cant help you there.


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Ashmit wrote:

Hello once again all,

I have another question for all the great people here in the Paizo community. I've been playing Pathfinder for a good three years now, and have GM'ed three full campaigns. I really enjoy almost every aspect of Pathfinder and it's system in whole. But for my next campaign, I want to do something different then what I have been doing.

All three of my past campaigns have been set in the medieval era (as most Pathfinder games are). For my next campaign I want to go into a futuristic/modern era game. I don't really want it as far as say, Star Trek, Star Wars, or anything really with lasers and space ships. I'm going for more of a cyber-soldier, high tech thing. Something were there can be lasers and such but it's not as common.

First, I looked at the Pathfinder Technology Guide. I don't know if I'm missing something (maybe because I'm just looking at the website's showcasing of it), but there doesn't seem to be too much content in it to actually play a game in that setting. It seems the book is just a launch pad for GMs to use and add/remove/modify what's in the book. Though, if I'm wrong please correct me on the book.

After that I looked to the Shadowrun 5th edition system. It seemed to be exactly what I wanted, as far as guns with actually ammunition instead of lasers and such. I was just planning on taking out the magical races and only have the humans (due to my setting). But the more I tried to learn the system, the more I was overwhelmed. The system is MASSIVE, and really hard to digest. At least it is for me. I can't quite get into the system due to this, as I flipped through the hundreds of pages just trying to get a grasp on the game. I attempted to create a character (with the help of a character creator) but there is SO MUCH customization that it's overbearing for me.

All in all, I'm looking for a system for a modern/futuristic campaign. If the Technology Guide can do it that's awesome as I wouldn't have to learn a complete new system. But, if it's as shallow of a...

I'd probably suggest a different system entirely: Savage Worlds. It's a very flexible system and runs on the "Fast! Furious! Fun!", high action sort of game. Just a word of advice: while there's lots of options for Savage Worlds, if you and your group come from Pathfinder you'll immediately find that it is nowhere near as in-depth and characters are not as customizable as they are in Pathfinder, and that turns some people off. There IS lots of customization...it just pales in comparison to Pathfinder's hundreds of feats and spells and dozens of classes.

Anyway, Savage Worlds is great because it can support all kinds of settings, including cyberpunk, science fiction, fantasy, and many more. There's also many fan-made conversions for other settings, Shadowrun included.

If you want, take a look at the free basic rules here. If they're to you and your group's liking, then (last link, I promise!) you can buy the core rulebook for under ten dollars. No joke.


@Malwing:
Honestly, just the amount of armor and weapon types. I love that they have this guide and that I could technically play a campaign with them. But the amount of armor is.. underwhelming to me. Sure, it gets the job done but look at the Ultimate equipment guide. There are so many items to choose from that usually two players won't have the same thing. Where as in the Technology Guide there are plenty of light armors, a few medium and two heavy. Which, I understand Ultimate Combat has ALL the equipment from basically every book they've had published before it. But the amount of equipment in it is.. Eh. And the weapons. Like I said in my post, I don't really enjoy laser-type weapons. I love the sense of a gun firing a projectile and having to reload that magazine. I'm not really sure why but that is just my preference. Also, the class archetypes are alright. They could have been more but, it works. All in all, I feel like the amount of content in the book is just the basics. Which I'm fairly certain that, that is what they intended to do.

@Neongelion:
I'll take a look at Savage Worlds. While I'm not really going for a "Fast! Furious! Fun!" thing, it may work if it's what you're describing it as. I want my setting in the real world, around the year 2424. I'm wanting to implement real world politics, wars, resources and the like. Hence why I want only humans and such.


I see it was already mentioned but if Shadowrun was close to what you wanted but more human based and easier to learn I highly recommend the Cyberpunk system. There "Friday Night Fire Fight" Rule system is easy to adapt to any changes you could want


Ashmit wrote:

@Malwing:

Honestly, just the amount of armor and weapon types. I love that they have this guide and that I could technically play a campaign with them. But the amount of armor is.. underwhelming to me. Sure, it gets the job done but look at the Ultimate equipment guide. There are so many items to choose from that usually two players won't have the same thing. Where as in the Technology Guide there are plenty of light armors, a few medium and two heavy. Which, I understand Ultimate Combat has ALL the equipment from basically every book they've had published before it. But the amount of equipment in it is.. Eh. And the weapons. Like I said in my post, I don't really enjoy laser-type weapons. I love the sense of a gun firing a projectile and having to reload that magazine. I'm not really sure why but that is just my preference. Also, the class archetypes are alright. They could have been more but, it works. All in all, I feel like the amount of content in the book is just the basics. Which I'm fairly certain that, that is what they intended to do.

In regards to armor types I think you'd like Fantastic Technology. You can take a look at my review on it but why I'd recommend it is that the materials and armor properties make things way more diverse. Not as much as say Ultimate Equipment but it definitely changes the dynamic of using the technology guide.

In terms of making a cohesive ruleset for future stuff I have a lot of things for Pathfinder to recommend if you tell me exactly what you need. How about you PM me your criteria for mechanics you want and your narrative needs and when I get home I'll point you to what you may want.

But my initial impression is that you'd want a mixture of Broken Earth and The Technology Guide and the above mentioned pdf. Otherwise Neurospasta is probably more your style but its hard to say without knowing your exact perameters.


OldSmith wrote:
I see it was already mentioned but if Shadowrun was close to what you wanted but more human based and easier to learn I highly recommend the Cyberpunk system. Their "Friday Night Fire Fight" Rule system is easy to adapt to any changes you could want

Seconded. You can get their entire catalog over on Drive Thru RPG if you like.

The Interlock system will be familiar to anyone playing Pathfinder, as it's one of the early "Stat + Skill + Die Roll Vs DC" systems. The character "roles" are analogous to classes, though they are much more flexible and (mostly) used as guidelines.

Combat is pretty lethal, armor works as damage reduction (that ablates in 90% of all cases), and cyberware is smoothly integrated into the system.

The game is also the only RPG that Walter Jon Williams (one of the early Cyberpunk genre writers, and arguably still one of the best) put his name to, in the form of the officially licensed Hardwired supplement.

Full disclosure, I've written for this game a number of times, but that is only because I love it so dearly.


Mutants and Masterminds is a d20 based game (so it should be easy to learn coming from Pathfinder) that has A BUNCH of high-tech and modern stuff. I would go with that game.


Ashmit wrote:

@Malwing:

Honestly, just the amount of armor and weapon types. I love that they have this guide and that I could technically play a campaign with them. But the amount of armor is.. underwhelming to me. Sure, it gets the job done but look at the Ultimate equipment guide. There are so many items to choose from that usually two players won't have the same thing. Where as in the Technology Guide there are plenty of light armors, a few medium and two heavy. Which, I understand Ultimate Combat has ALL the equipment from basically every book they've had published before it. But the amount of equipment in it is.. Eh. And the weapons. Like I said in my post, I don't really enjoy laser-type weapons. I love the sense of a gun firing a projectile and having to reload that magazine. I'm not really sure why but that is just my preference. Also, the class archetypes are alright. They could have been more but, it works. All in all, I feel like the amount of content in the book is just the basics. Which I'm fairly certain that, that is what they intended to do.

@Neongelion:
I'll take a look at Savage Worlds. While I'm not really going for a "Fast! Furious! Fun!" thing, it may work if it's what you're describing it as. I want my setting in the real world, around the year 2424. I'm wanting to implement real world politics, wars, resources and the like. Hence why I want only humans and such.

Plenty of official Savage Settings have only humans as playable races, so you're all right in that regard. The Sci-fi Companion will be your best friend.

Just keep in mind that, unlike Pathfinder, where you go from zero to hero via level 1-20, Savage Worlds starts somewhere in the middle; characters begin play as competent right off the bat. While there are optional rules for more gritty damage, as a whole Savage Worlds characters are by default a cut above the average person, not everyday joes. The game as a whole is meant for fast-paced game play and fast-paced combat, and requires far less preparation on the GM's part in comparison to Pathfinder, since in the core book there's generic profiles for enemies, weapons, and vehicles can be tweaked very slightly on-the-fly to give them a unique feel and shoehorn them into the setting.


Thank you all once again for your awesome suggestions!

I'm really looking into Savage Worlds and am trying to learn it as well as test it out to see if it fits. The system seems very digestible and easy to learn. I'll let you know what I think of it once I learn a bit more!


Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

Might want to check out GURPS as well. Even if you decide you don't like the system, they have a lot of tech built up that may be of interest to you. I found all their high tech books worth the read.


Ashmit wrote:

Thank you all once again for your awesome suggestions!

I'm really looking into Savage Worlds and am trying to learn it as well as test it out to see if it fits. The system seems very digestible and easy to learn. I'll let you know what I think of it once I learn a bit more!

You might want to ask Tinkergoth about his experiences with Savage Worlds and modern/futuristic/cyberpunk scenarios. We've been having a side discussion about the lethality of the combat system, specifically.

I'll always suggest Cyberpunk 2020, myself, but if you go with SW, you should have a good handle on what you're getting into.


Don't mean to Necro this but I just wanted to give a final update to this!

After a lot of reviewing and testing, I found that Savage Worlds will be an awesome system for my next campaign! Maybe even other campaigns for my group in the future. I find it easy to learn and adapt to, coming from Pathfinder. The various different sources of settings is amazing as well. I find the combat a bit like Tabletop Warhammer: 40,000. There is a TN, (Target Number or AC/DC) that you roll to hit. After that you roll damage that goes against the targets toughness. Then, they have wounds (not HP). I personally love it, big shout out to Neongelion!

In conclusion, I'm going with Savage Worlds and absolutly love the system. It's cheap ($10 PDF Core Rulebook), easy to learn and can be used with almost any setting.

Thank you all for your suggestions! You're all what make this community amazing!

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