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Yora
2019-03-04, 09:11 AM
Since I started working on my current setting, I've been pulled deeper and deeper into the world of classic space fantasy. Works that nominally claim to be science fiction, but in almost every way look like fantasy, swim like fantasy, and quack like fantasy. Barsoom, Dune, Zothique, Tekumel, and He-Man. (Does anyone know Albion?) Dark Sun dropped the pretense of being science fiction but fits perfectly in among them. And while part of a more conventional fantasy world, Morrowind fully embraces the same aesthetic.

I just love this stuff and would love to put as much of its style into my next campaign as I can. Sadly, it seems to have mostly fallen into obscurity at the end of the 90s after a wave of popularity, and it didn't have much presence in the RPGs of the last two decades. Dark Sun is fantastic, and it did a really great job of translating the style into D&D, but I think I might want to try something that isn't desert for a change. (I don't like sand. :smallamused:)

Taking He-Man aside for now, I think a general defining trait of this style is that it's starting reference point isn't medieval Europe but ancient Greece, Persia, and India. From this we get a society that is centered around city states and dependant on slaves, and priests and temples having a huge public presence. The other thing that feels important to me, though that might just be my personal perception, is that the worlds feel pretty desolate with more ruins than inhabited settlements, and that there is little sense of time. Actors come and go, but nothing really changes. There's no sense that the future will be different from the past and when you look back more than a human lifetime everything seems to blur together into a vague mush. If there was a dramatic upheaval that turnned the world into the desolate place that it is now, was it a hundred years ago or ten thousand? Could anybody tell the difference?
When slavery based city states come together with a feeling of stagnation and no prospects for the future, the two combine wonderfully into a general state of decadence. Ambition takes the form of taking something away from someone else, but barely anyone considers the idea of actually creating something new.

Stylistically I think it's pretty great. But how does that translate into exciting activities for play?

I guess looting all ruins and wasting the loot on ale and whores is always an option. But for settings that (should) have such rich flavor I think there should be much more to do. Any other ideas for plot hooks and typical elements to spice up the setting with?

Unoriginal
2019-03-04, 09:21 AM
Taking He-Man aside for now, I think a general defining trait of this style is that it's starting reference point isn't medieval Europe but ancient Greece, Persia, and India. From this we get a society that is centered around city states and dependant on slaves, and priests and temples having a huge public presence. The other thing that feels important to me, though that might just be my personal perception, is that the worlds feel pretty desolate with more ruins than inhabited settlements, and that there is little sense of time. Actors come and go, but nothing really changes. There's no sense that the future will be different from the past and when you look back more than a human lifetime everything seems to blur together into a vague mush. If there was a dramatic upheaval that turnned the world into the desolate place that it is now, was it a hundred years ago or ten thousand? Could anybody tell the difference?
When slavery based city states come together with a feeling of stagnation and no prospects for the future, the two combine wonderfully into a general state of decadence. Ambition takes the form of taking something away from someone else, but barely anyone considers the idea of actually creating something new.

I'm sorry, but what are you talking about? Are you saying that generally Space Fantasy is like that? Or are you discussing your personal setting?

Because if it's the first, and I apologize if it sounds rude, but it's a pretty inaccurate overview.



Stylistically I think it's pretty great. But how does that translate into exciting activities for play?

I guess looting all ruins and wasting the loot on ale and whores is always an option. But for settings that (should) have such rich flavor I think there should be much more to do. Any other ideas for plot hooks and typical elements to spice up the setting with?

Space fantasy is fantasy, in space. As a result, any fantasy plot can work, with the right presentation.

Defend the town against the evil horde, travel to a place and face trials to find the cure for a curse/disease, find a specific item to help a friend with a project, escort a dignitary, win the big tournament/race, help the priests of a temple that's been robbed, fight off false gods, find out secret cults, etc, all would be fitting.

Yora
2019-03-04, 09:42 AM
No, not all fantasy in space is like that. One group within the wider field of fantasy in space is like that. And perhaps not even exactly like that. That's just those elements that were sticking out to me. Star Wars, Warhammer 40k, and the more high tech Final Fantasy games are obvious quite different beasts.

Vogie
2019-03-04, 09:55 AM
The closest thing to what you're looking for is actually Firefly - which is an old-school Western that also happens to include spacecraft. You're in the William Gibson quote of "The future is already here — it's just not very evenly distributed". You get dropped off far enough away from high-tech fuel centers (or magical leylines, or mundane trade hubs), it makes sense to bring workhorses along because it can use the same fuel (that is, food) that you do. It doesn't matter if you go there on a galley, a Lyrandarian Airship, or a Starfinder Spelljammer.

You'd just treat it like every other campaign, with different descriptions.

Your PCs aren't getting on a boat and going to another continent that's wildly different, they're getting on a ship and going to another planet that is wildly different. It isn't Chult, it's Yavin IV. You don't plane shift over to Ravnica, you're taking a warp gate to Coruscant.

Sure, you may have a bunch of magic classes and items, then have a patch of nanobots that heals you instead of a "healing potion". You just have to figure out how the world works and what you do with it, and where the lines of technology and magic end.