Starjammer Game Supplements


Advice


Good evening everyone,

I could really use some help! I am starting a low-magic Starjammer (new rules just released, pretty excited) game later this month using Dark Matter and Firefly for inspiration in the Vancouver, WA area. I love the Starjammer book, it has a lot of basics and helps with some things. I just need some help with getting some more supplements to support the game, I don't feel I have enough. So far I have

Starjammer PHB
Starjammer Medical Marvels
Pathfinder Campaign Setting: Technology Guide
Pathfinder Campaign Setting: Distant Worlds (using this mostly for bestiary ideas)

I really enjoy that the Starjammer Medical Marvels connects the Tech Guide and Starjammer PHB seamlessly. Also they address some of the inflated costs for a Post-Tech era for all of the technology in the Technology Guide (converting prices to "credits/comets"). I would love some advice on doing the Post-Tech prices of ships/ship components and other goods in the Starjammer PHB if someone has some advice.

So at this point I am looking for the following things

A. I would really like to get some way to easily generate planets, etc. (preferably a map of some sort) so I can create a map of the Starjammer universe (if one already exists please point me in that direction!).

B. Help with the pricing of the ships and ship components in the Starjammer PHB into a "Post-Tech" setting.

C. Any help/ideas in general to make this a fun/interesting game for the players!

Thank you everyone!

James


Greetings, starjammer!

Here are some online resources that I feel that might be useful to you!


Really, a quick Google search should turn up some good resources.

So, help pricing ships and ship components in the Starjammer Core Rulebook into a post-tech setting... There doesn't seem to be a solid formula that I can give you to figure this out. A post-tech price sometimes translates to 50% of the pre-tech price, sometimes 100% of it. Generally speaking, you're looking at 50%, though. To be on the safe side (which I generally try to be), I would suggest going at a 66% post-tech price point if you're not okay with a 50% post-tech price point.

If you're building vessels, I would encourage you to keep the point buy values the same, even if you go with a 50% post-tech price point.

As for ideas to make this a fun/interesting game for players, I'm not really sure what's fun for you and your players, so I'll leave that up to you, my friend.

Best wishes!

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