RavynsLand
2018-10-12, 01:54 PM
I wasn't sure whether to make this thread or not, but I've been having difficulty finding good chatter and advice about the variables of running a Starfinder game. I'm a pretty ambitious DM and, in a few months or so, will be running the game for the first time at the behest of my usual players (though that group may shake up a bit; we'll see).
First some background, I guess.
Background:
I've been playing D&D since I was a little kid, starting with 2e, moving on to 3e and 3.5, and most recently jumping into 5e. Over the last three years I've been running one massive 5e campaign called the Oblivion Blink with my group, a relatively high-concept game with a single story that spanned many, many, many, many hours of playtime to see to fruition. However, as of a few days ago, the characters hit level 20, underwent their final battles, and the story saw its final, permanent end. I'll miss it dearly, and ending the campaign feels like losing a limb. But it's time to move on from that.
Starfinder:
Some months ago, as things in the old campaign were drawing to what was clearly an inevitable close, it started to be discussed what we'd play next. Everyone agreed that we wanted to move away from a regular fantasy setting in the next game, and many people agreed that Pathfinder looked delightful. I said I'd agree to run it if someone grabbed me the book.
I sit here with it now. Eep.
I'd like to point out that I've never played Starfinder before, nor have I run Pathfinder. As I carefully study the book's rules, I notice many similarities to the rules of 3.5e and a few elements of 5e as well, while the robustness of the equipment rivals a game like Shadowrun in nature. It's becoming clear that I have a lot to learn, but the problem is that I need to learn it all before play actually begins. So I'm looking at creating mock-up characters of various levels, challenge simulations, even mock-up fights... gonna be exhausting. But not as exhausting as--
Making the World:
When I first started reading through the Starfinder book, a lot of it looked really cool to me. Playable androids, the lashunta, the inclusion of various extant worlds and factions, all seemed decently lined up for play, and I was prepared to use the world offered to me.
For a while.
I then remembered why I don't play in any pre-established worlds -- I don't like to feel confined by them, and want room to play around and make things unique. In addition to that, I do have... problems, with the Starfinder world, namely that a number of the factions are cheesy, most of the races are alarmingly unimaginative ("Would you like to play a bug person, a lizard person, or a mouse person?"), and there's absolutely nothing to... you know. Do. Looking through the book I was starved for anything for the players to engage with that wasn't an actual adventure. While I don't expect every game to have the robust downtime-encouragement of Shadowrun, I need more than this.
Hence, I've set my mind to recreating the world from scratch, using the classes and much of the equipment, but changing the existing races, planets, factions, and even some of the metaphysics (it'd be awkward to change everything else but leave the Drift, for instance). And I'm absolutely terrified.
Style of Campaign:
The last campaign was, I feel, too focused on the story (despite being necessary for that specific game) and not focused enough on the characters' individual arcs. My desire for this game is to focus more strongly on establishing backstories and individual goals for the characters, while largely keeping those goals secret from the other players until they're shared through role-play or plot arcs. I want more exploration, more growth, and an overall more grounded experience with more time to breathe (the last campaign was... dark).
The Reason for this Thread:
Now that I've caught everyone up on what my plans are thus far, I'm brought to the reason for this thread. I have no experience with this system and would love to know your thoughts on its rulings, pitfalls, houserules that you might implement, why you implement them, unbalanced aspects, and hidden gems. While I'll be reading the book cover-to-cover, it's hard to suss some of these things out without actually playing the game, and I really prefer to have an extremely concrete knowledge and authority on the system before beginning play.
So, consider this more or less an open forum of advice for a first-time Starfinder showrunner, and hopefully some really cool stuff comes up!
First some background, I guess.
Background:
I've been playing D&D since I was a little kid, starting with 2e, moving on to 3e and 3.5, and most recently jumping into 5e. Over the last three years I've been running one massive 5e campaign called the Oblivion Blink with my group, a relatively high-concept game with a single story that spanned many, many, many, many hours of playtime to see to fruition. However, as of a few days ago, the characters hit level 20, underwent their final battles, and the story saw its final, permanent end. I'll miss it dearly, and ending the campaign feels like losing a limb. But it's time to move on from that.
Starfinder:
Some months ago, as things in the old campaign were drawing to what was clearly an inevitable close, it started to be discussed what we'd play next. Everyone agreed that we wanted to move away from a regular fantasy setting in the next game, and many people agreed that Pathfinder looked delightful. I said I'd agree to run it if someone grabbed me the book.
I sit here with it now. Eep.
I'd like to point out that I've never played Starfinder before, nor have I run Pathfinder. As I carefully study the book's rules, I notice many similarities to the rules of 3.5e and a few elements of 5e as well, while the robustness of the equipment rivals a game like Shadowrun in nature. It's becoming clear that I have a lot to learn, but the problem is that I need to learn it all before play actually begins. So I'm looking at creating mock-up characters of various levels, challenge simulations, even mock-up fights... gonna be exhausting. But not as exhausting as--
Making the World:
When I first started reading through the Starfinder book, a lot of it looked really cool to me. Playable androids, the lashunta, the inclusion of various extant worlds and factions, all seemed decently lined up for play, and I was prepared to use the world offered to me.
For a while.
I then remembered why I don't play in any pre-established worlds -- I don't like to feel confined by them, and want room to play around and make things unique. In addition to that, I do have... problems, with the Starfinder world, namely that a number of the factions are cheesy, most of the races are alarmingly unimaginative ("Would you like to play a bug person, a lizard person, or a mouse person?"), and there's absolutely nothing to... you know. Do. Looking through the book I was starved for anything for the players to engage with that wasn't an actual adventure. While I don't expect every game to have the robust downtime-encouragement of Shadowrun, I need more than this.
Hence, I've set my mind to recreating the world from scratch, using the classes and much of the equipment, but changing the existing races, planets, factions, and even some of the metaphysics (it'd be awkward to change everything else but leave the Drift, for instance). And I'm absolutely terrified.
Style of Campaign:
The last campaign was, I feel, too focused on the story (despite being necessary for that specific game) and not focused enough on the characters' individual arcs. My desire for this game is to focus more strongly on establishing backstories and individual goals for the characters, while largely keeping those goals secret from the other players until they're shared through role-play or plot arcs. I want more exploration, more growth, and an overall more grounded experience with more time to breathe (the last campaign was... dark).
The Reason for this Thread:
Now that I've caught everyone up on what my plans are thus far, I'm brought to the reason for this thread. I have no experience with this system and would love to know your thoughts on its rulings, pitfalls, houserules that you might implement, why you implement them, unbalanced aspects, and hidden gems. While I'll be reading the book cover-to-cover, it's hard to suss some of these things out without actually playing the game, and I really prefer to have an extremely concrete knowledge and authority on the system before beginning play.
So, consider this more or less an open forum of advice for a first-time Starfinder showrunner, and hopefully some really cool stuff comes up!