Will there be enough fantasy in this game?


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Fardragon wrote:

{. . .}

*I've been playng PnP rpgs for 35 years. They don't get better, they don't get worse. Fashions come and go. Gamma World was something very similar to Starfinder back in the 80s, a conversion of (1st edition) D&D to a post-apocalyptic SF setting. It was D&D with mutants and ray guns.

No, I'd say that Pathfinder was a step up from D&D 3.5, which was in turn a step up from 2nd Edition, which in turn was a step up from 1st Edition. So they do get better in some cases. Now 4th Edition on the other hand . . . pulls the average down . . . But then again from what I've seen of 5th Edition, it is definitely better than 4th Edition, although I still prefer Pathfinder to it.


Fardragon wrote:

We have been over it before. But you don't seem to understand that there is a greater difference between science fantasy and space opera than there is between generic fantasy A and generic fantasy B, or are unwilling to accept that Starfinder isn't going to be better* than the space opera rpg systems that are already available (or you have unlimited funds, which I guess is also a possiblity).

Well, two generic fantasies should be nearly identical, or they could hardly be described as generic.

But space opera/ space fantasy aren't all that different. At best there are some tone issues that aren't necessarily present in space fantasy, but they aren't particularly unique to space operas. In general that's a ill-defined genre which isn't all that special.


Voss wrote:
Fardragon wrote:

We have been over it before. But you don't seem to understand that there is a greater difference between science fantasy and space opera than there is between generic fantasy A and generic fantasy B, or are unwilling to accept that Starfinder isn't going to be better* than the space opera rpg systems that are already available (or you have unlimited funds, which I guess is also a possiblity).

Well, two generic fantasies should be nearly identical, or they could hardly be described as generic.

But space opera/ space fantasy aren't all that different. At best there are some tone issues that aren't necessarily present in space fantasy, but they aren't particularly unique to space operas. In general that's a ill-defined genre which isn't all that special.

Part of the problem is that "space opera" and "science fantasy", at least as they are used here, aren't describing the same thing.

Science fantasy is being used explicitly as a cross-genre setting description. Science fiction + fantasy. Space Opera is a subgenre of science fiction. Starfinder looks like it's intended for space opera crossed with fantasy.
Shadowrun is science fantasy, but not at all space opera, it's fantasy crossed with cyberpunk. There are plenty of space operas that maybe soft science fiction, but don't have the explicit fantasy elements I expect from Starfinder.


thejeff wrote:

Part of the problem is that "space opera" and "science fantasy", at least as they are used here, aren't describing the same thing.

Science fantasy is being used explicitly as a cross-genre setting description. Science fiction + fantasy. Space Opera is a subgenre of science fiction. Starfinder looks like it's intended for space opera crossed with fantasy. Shadowrun is science fantasy, but not at all space opera, it's fantasy crossed with cyberpunk. There are plenty of space operas that maybe soft science fiction, but don't have the explicit fantasy elements I expect from Starfinder.

I might want to point out here is that it's sometimes healthy to cross-genres in writing speculative fiction. What Paizo is doing is healthy. They are hoping to do to Space Opera what Shadowrun did to Cyberpunk. And I say that they should have a good crack at it.

I can't wait until August when joe blow gamer is confronted with Starfinder. Will they accept it? Will it be welcomed with open arms? It's yet to be seen. But all the advance signs I've been reading on Facebook and here tells me that there is hope that Starfinder will be successful. People have playtested the game at GAMA this year and they say they can't wait to see it published.


EltonJ wrote:

I might want to point out here is that it's sometimes healthy to cross-genres in writing speculative fiction. What Paizo is doing is healthy. They are hoping to do to Space Opera what Shadowrun did to Cyberpunk. And I say that they should have a good crack at it.

I can't wait until August when joe blow gamer is confronted with Starfinder. Will they accept it? Will it be welcomed with open arms? It's yet to be seen. But all the advance signs I've been reading on Facebook and here tells me that there is hope that Starfinder will be successful. People have playtested the game at GAMA this year and they say they can't wait to see it published.

Agreed, it can't come out soon enough. I'm hoping my cautious optimism pays off. Even if it doesn't, I reckon I can at least mine the books, particularly the adventure paths, for ideas.


EltonJ wrote:
thejeff wrote:

Part of the problem is that "space opera" and "science fantasy", at least as they are used here, aren't describing the same thing.

Science fantasy is being used explicitly as a cross-genre setting description. Science fiction + fantasy. Space Opera is a subgenre of science fiction. Starfinder looks like it's intended for space opera crossed with fantasy. Shadowrun is science fantasy, but not at all space opera, it's fantasy crossed with cyberpunk. There are plenty of space operas that maybe soft science fiction, but don't have the explicit fantasy elements I expect from Starfinder.

I might want to point out here is that it's sometimes healthy to cross-genres in writing speculative fiction. What Paizo is doing is healthy. They are hoping to do to Space Opera what Shadowrun did to Cyberpunk. And I say that they should have a good crack at it.

I can't wait until August when joe blow gamer is confronted with Starfinder. Will they accept it? Will it be welcomed with open arms? It's yet to be seen. But all the advance signs I've been reading on Facebook and here tells me that there is hope that Starfinder will be successful. People have playtested the game at GAMA this year and they say they can't wait to see it published.

Absolutely. There's some damn cool cross genre stuff out there and I really hope Starfinder becomes another good example.

Mostly I'm just trying to tweak the expectations of those who seem to be looking for a more straight science fiction take. This isn't going to be a d20/Pathfinder version of Traveller. It's gonna have all the magicky goodness too. :)

Scarab Sages Developer, Starfinder Team

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Often the question of how far you can vary from an RPG's intended default is a matter of what you are willing to work on, what you are willing to overlook, and what you are willing to accept.

I ran a pulp-adventure campaign set in an alternative timeline 1930s using Star Wars Saga. Blasters because pistols, the Force became rare ESP talents, the Jedi class was restricted to people playing someone with strange backgrounds and powers (if you wanted to use a Jedi to be a masked hero with Mystic Powers, like the Shadow, that was fine), and starships became fighters and airships.

We had to decide how to handle medpacs and their advanced healing potential, and everything else worked fine as a reskin.


Owen K. C. Stephens wrote:

Often the question of how far you can vary from an RPG's intended default is a matter of what you are willing to work on, what you are willing to overlook, and what you are willing to accept.

I ran a pul--adventure campaign set in an alternative timeline 1930s using Star Wars Saga. Blasters because pistols, the Force became rare ESP talents, the Jedi class was restricted to people playing someone with strange backgrounds and powers (if you wanted to use a Jedi to be a masked hero with Mystic Powers, like the Shadow, that was fine), and starships became fighters and airships.

We had to decide how to handle medpacs and their advanced healing potential, and everything else worked fine as a reskin.

That's pretty much what I see myself using Starfinder for, if I end up liking its ruleset. "Reskin" is going to be a key phrase.

I don't think anyone here is expecting Starfinder to be able to emulate Traveller or more straight sci-fi settings well, and certainly not me. If I did, I wouldn't even allow the technomancer, solarian or mystic as classes, and at that point it wouldn't even be worth it. I like those classes as concepts a lot and I'd use them in my own setting. Maybe finally I'd get a decent system to run the Destiny setting with. They use the term "mythic science fiction" to describe their setting, but that's just a fancy way to say science fantasy, even if I prefer how "mythic sci-fi" sounds more :P


I guess, after reading the posts here, I should be less interested in the amount of Sci-Fi to Fantasy flavor (which we all can tailor to our own tastes) than the mechanics of the game, which, in my opinion, has never been done right in any Sci-Fi game since.... ever.

Things I want, which I have never seen together in one SciFi role playing game:

1. Interesting character progression

2. Miniature support for characters and starships

3. Interesting starship design from fighters to capital ships

4. Fully fleshed out available stories (don't tell me about the planet or the city only. What is in that ROOM? How many bad guys, their stats and tactics and what is that computer console on the wall for?)

Every game I've tried from Traveller until Savage Worlds: Space has fallen completely flat in at least one of those categories.

As a bonus, I also want to be able to play a full starship campaign 4x type game AND a Privateer type game with the system, which Traveller did a decent job of, but fell flat in almost every other way...


I doubt there will be "4" at launch.


Isn't it launching with an AP? That should take care of #4.


What is 'interesting' in this context for characters and starships?

I can see some being turned off because it's D&D progression with levels and hit points, rather than classless and wound bars, and others excited that it keeps those things.

As for ship design, I can't think of anything but aesthetic taste there. Usually the more 'interesting' ships are, the more non-functional they look.


levels and hit points are ok with me, but I did like the Savage Worlds interesting progression of abilities. But Traveller had basically... nothing so anything is a step up....

I have never played a Pathfinder adventure path. How detailed is it? Macro? Micro? Can it be played with minimal setup or is the adventure path just an over view?


There was a game I played a while back, it was called Lords of Creation, once you played all the modules, there was little else you could do. Lords of Creation


No, progression was never much of a thing in Traveller. There are some detailed adventures published though, some of which could work quite well converted to Starfinder.

I remember in White Dwarf magazine in the 1980s there was a Traveller adventure published in which the PCs where aliens who crashed on Earth in 1944 and got caught up in an allied raid on a German heavy water plant. That would work quite well (via a wormhole or Drift Drive malfunction).


Progression was basically how much stuff you got, if your character became really rich, he could have armies at his command, and then he would become a remote figure in command of it all.


Reading Cepheus Engine, which is a retroclone of T1, there were rules for increasing skills. You could also get some stat boosts, but the importance of progression was based more on getting more money and doing the adventure, rather than getting experience for better stats. Which for me, I've honestly preferred adventuring and gaming for fun and the excitement rather than getting loot and XP.


Yeah, the original Traveller (which I played a lot) did have some rules for improving skills, but it wasn't as a reward for adventuring. Basically, you had what you got at character creation (which tended to lead to PCs being quite old at the start of the game). But players aren't expected to be motivated by xp gain.

Star Trek is a more extreme example, since not only is skill progression minimal, there is no gold or loot either. Players are expected to be motivated simply by a desire to resolve the story. That worked fine for our group, but I'm sure there are some players who won't move unless there is the prospect of fat loot on the table. Indeed, I suspect that is the reason for D&D being more successful than other PnP rpgs.

Liberty's Edge

The only thing that has me concerned so far is that while the art is awesome from a production standpoint, it is almost completely devoid of fantastic elements. Both the core book cover art and the iconics lineup say "Space Opera" much more loudly than "Space Fantasy" -- especially a space fantasy where the fantastic elements are born of D&D tropes. Where are the dragons versus mechs? Cobbled together goblin corvettes hitting gnome transports? A chainsword wielding paladin making a stand against a cyborg oni on a collapsing space elevator? Like that.


Fardragon wrote:

Yeah, the original Traveller (which I played a lot) did have some rules for improving skills, but it wasn't as a reward for adventuring. Basically, you had what you got at character creation (which tended to lead to PCs being quite old at the start of the game). But players aren't expected to be motivated by xp gain.

Star Trek is a more extreme example, since not only is skill progression minimal, there is no gold or loot either. Players are expected to be motivated simply by a desire to resolve the story. That worked fine for our group, but I'm sure there are some players who won't move unless there is the prospect of fat loot on the table. Indeed, I suspect that is the reason for D&D being more successful than other PnP rpgs.

Honestly, I always found that mindset silly, especially in a game where everything including the loot is imaginary. That's why I play the game to have fun, face challenges, and chill with friends. Because gp isn't real.


Reynard wrote:
The only thing that has me concerned so far is that while the art is awesome from a production standpoint, it is almost completely devoid of fantastic elements. Both the core book cover art and the iconics lineup say "Space Opera" much more loudly than "Space Fantasy" -- especially a space fantasy where the fantastic elements are born of D&D tropes. Where are the dragons versus mechs? Cobbled together goblin corvettes hitting gnome transports? A chainsword wielding paladin making a stand against a cyborg oni on a collapsing space elevator? Like that.

I have a sneaky suspiscion that the art has more fantasy elements than we have been shown so far... for some reason or other they are really not highlighting it in the way they show us the art. for example:

We have seen the Iconic Enoy with a classical looking medieval sword, ornate and possibly magical but only in one piece of art and no explanation to go with it. We have also seen her with a very magi-tech looking blaster that had a very different aesthetic to it than other weapons seen so far. i believe there was even a post from a developer that confirmed the pistol was supposed to look different from tech based weapons.

The Iconic Solarion in the group of iconics preview has one of four hands hidden from view but the visible forearm is surrounded with a golden glow and the unseen portion is likely to be their mystical energy blade, like a Psi-blade or lightsaber instead of a physical weapon. We also know that solarions use their powers for armor as well but they are not showing that off in any art yet. In fact we have more art showing the solarion using a two handed rifle than anything we expect to come from being a solarion.

We have seen a few Shirren now but the only images of the actual iconic is heavily covered by other characters, you can only see the barest portion of their staff which is one of those truly iconic trappings of a spell caster.

We have only seen one image of our Technomancer as well and it is more of dynamically checking text messages than casting a spell...

So of the seven iconics, two are known spell casters that we have seen little to... even less than little art of yet, another who is supposed to not be a magical class but seems to have magical gear that hasnt been previewed or explained yet and one class that is supposed to be mystical if not also outright magical but they have gone out of their way to not show that side of the character. I think they assume people will think of the fantasy connections since this is the house of Pathfinder and they are trying to reassure people that the sci-fi part is there too. Wait until we get class previews, i bet we will get more actions shots there and that will show more of the fantastical side off the game.


If you like tropes, how about this one: "you can't tell a book by its cover".

If you want your players to fight dragons in mechs, that's up to you. We know the rules for dragons are there, anyway. I wouldn't count on mechs at launch.

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