I've been thinking about my next campaign for a while now, and based on both my players' and my preferences, we decided to play a sci-fi campaign. The problem is I've never come up with one, and I don't know what I should or shouldn't add. I'm looking to make a campaign with many traditional sci-fi ideas, mixed in with some cosmic horror while keeping traditional D&D's fantasy aspects. My main inspiration has mostly been the Warhammer series. Any tips would be greatly appreciated.
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Forever DM and perpetually online
Second-In-Command and Acting Master of the Underground
What do you mean by "sci-fi"? To my knowledge Warhammer is space-fantasy more than it is "sci-fi". You can certainly play D&D in a space setting, I'd recommend adapting the Planespace and Descent into Avernus vehicle rules to design space-ships, and adapt some of the Ghosts of Saltmarsh island-creation rules to design planets for them to visit. Then ban/modify the teleportation spells (Teleport, Teleportation Circle, Transport Via Plants) so that space ships are necessary and inter-planetary teleportation isn't possible, and add some sort of inter-solar system transportation system - hyperspace, "jumps", stargates, etc... - and you're pretty much done if you want space-fantasy.
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
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What do you mean by "sci-fi"? To my knowledge Warhammer is space-fantasy more than it is "sci-fi". You can certainly play D&D in a space setting, I'd recommend adapting the Planespace and Descent into Avernus vehicle rules to design space-ships, and adapt some of the Ghosts of Saltmarsh island-creation rules to design planets for them to visit. Then ban/modify the teleportation spells (Teleport, Teleportation Circle, Transport Via Plants) so that space ships are necessary and inter-planetary teleportation isn't possible, and add some sort of inter-solar system transportation system - hyperspace, "jumps", stargates, etc... - and you're pretty much done if you want space-fantasy.
I suppose you're right about the Warhammer thing, but I'd say that's what they want to play. Thanks for the suggestion though. Other than mechanics, I'm more so trying to figure out ways to properly write this since I've never done a setting in space.
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Forever DM and perpetually online
Second-In-Command and Acting Master of the Underground
I've been thinking about my next campaign for a while now, and based on both my players' and my preferences, we decided to play a sci-fi campaign. The problem is I've never come up with one, and I don't know what I should or shouldn't add. I'm looking to make a campaign with many traditional sci-fi ideas, mixed in with some cosmic horror while keeping traditional D&D's fantasy aspects. My main inspiration has mostly been the Warhammer series. Any tips would be greatly appreciated.
If you like Warhammer 40k, it has a few tabletop RPG systems of its own. I'd recommend looking into them and seeing if any strike your fancy. You can find the setting books... around.
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I've been thinking about my next campaign for a while now, and based on both my players' and my preferences, we decided to play a sci-fi campaign. The problem is I've never come up with one, and I don't know what I should or shouldn't add. I'm looking to make a campaign with many traditional sci-fi ideas, mixed in with some cosmic horror while keeping traditional D&D's fantasy aspects. My main inspiration has mostly been the Warhammer series. Any tips would be greatly appreciated.
Forever DM and perpetually online
Second-In-Command and Acting Master of the Underground
What do you mean by "sci-fi"? To my knowledge Warhammer is space-fantasy more than it is "sci-fi". You can certainly play D&D in a space setting, I'd recommend adapting the Planespace and Descent into Avernus vehicle rules to design space-ships, and adapt some of the Ghosts of Saltmarsh island-creation rules to design planets for them to visit. Then ban/modify the teleportation spells (Teleport, Teleportation Circle, Transport Via Plants) so that space ships are necessary and inter-planetary teleportation isn't possible, and add some sort of inter-solar system transportation system - hyperspace, "jumps", stargates, etc... - and you're pretty much done if you want space-fantasy.
SPELLJAMMER. ITS LITTERALY DND IN SPACE.
it can be a bit... mutch though
Pronouns: Any/All
About Me: Godless monster in human form bent on extending their natural life to unnatural extremes /general of the goose horde /Moderator of Vinstreb School for the Gifted /holder of the evil storyteller badge of no honor /king of madness /The FBI/ The Archmage of I CAST...!
Alignment: Lawful Evil
Fun Fact: i gain more power the more you post on my forum threads. MUAHAHAHAHAHAHAHAHAHA!!!!!!
I suppose you're right about the Warhammer thing, but I'd say that's what they want to play. Thanks for the suggestion though. Other than mechanics, I'm more so trying to figure out ways to properly write this since I've never done a setting in space.
Forever DM and perpetually online
Second-In-Command and Acting Master of the Underground
If you like Warhammer 40k, it has a few tabletop RPG systems of its own. I'd recommend looking into them and seeing if any strike your fancy. You can find the setting books... around.