First, a disclaimer. Science fantasy gaming can be silly and brilliant. Anomalous Subsurface Environment springs to mind (cf. Tomb of Metal). Nevertheless, I usually prefer humor, like pathos, as an emergent property of a game session, rather than something someone actively plans for. It's a playstyle idiosyncrasy.
The non-silly (least silly? Intrinsically serious? Nothing sounds right) science fantasy stuff I own — I'm mostly thinking along D&D and OSR lines here:
Astonishing Swordsmen & Sorcerers of Hyperborea. Love the juxtaposition of Weird Tales sorcery and Barsoomian tech in a Dying Earth sort of setting. Also the space-time kitchen-sink world with Vikings and Atlanteans and Picts rubbing shoulders. Probably the foundation upon which I will build my weird science fantasy game.
DCC #84: Peril on the Purple Planet. Great module, but clearly designed around a detour from a "straight" DCC campaign, rather than a full-fledged setting for a DCC-powered sword-and-planet campaign.
Numenera: Monte: "Hey Butch, let's play a New Sun sort of science fantasy RPG." Me: "Fuck yeah, let's do this!" Monte: "I'l bring the super abstract, unintuitive newfangled game engine and the artwork that doesn't really fit the setting as described, and you can bring the New Sun science fantasy bits." Me: "..."
(to be honest, I do like bits and pieces of Numenera, but I was kind of underwhelmed. 6/10 in my book because the world is so sorely lacking in the bizarre novelty of the New Sun books I at some time felt it promised me. I was told the 9th World Guidebook somewhat ameliorates the problem, and hopefully the recently crowdfunded Into The _____ series will further improve on things.)
So yeah, I'm taking recommendations.
There was Dark Space for Spacemaster. It was something of a darker, less goofy, take on Spelljammer.
Chronicles of Future Earth for BRP was a sort of Tekumel/Dying Earth setting... and is expanding into a much larger version for RQ6.
Of course there are the various takes on Tekumel and Jorune.
Well, Warhammer 40000 is mostly played straight these days.
Barring that there's Fading Suns which is plenty gloomy and serious.
From what I've read Sun and Storm was pretty straight up and dark.
Trinity seems to have been as overwrought and self important as every other White Wolf game.
I may have to write one some day. I don't think I'd go the dark and gothic route though, it's been done and done and done.
But something mythic and heroic might be interesting.
First and 2nd ed Gamma World and Metamorphosis Alpha. Both lacked the goofball aspects GWs been suffering under with ever since.
Shadowrun. Though that may be more cyber fantasy?
Rifts and After the Bomb.
Seems to be a lack of good science fantasy these days. I wonder if part of the problem is that it's a kind of nebulous concept, what exactly constitutes science fantasy? Is is Star Wars style sci-fi where the "science" elements merely are a back drop for the fantasy or is settings where "science" co-exists with "fantastic" elements?
Anyway, my last serious setting project was science fantasy. It's something I'd like to see more of.
(http://i.ebayimg.com/00/s/MTYwMFgxNjAw/z/cGYAAOSwAHZUMWwV/$_1.JPG)
For the (literary) fantasy genre Elric might have been the more important creation but Hawkmoon's Tragic Millennium is a much more gamable setting than the Young Kingdoms.
Quote from: Omega;860906First and 2nd ed Gamma World and Metamorphosis Alpha. Both lacked the goofball aspects GWs been suffering under with ever since.
I think Gamma World always had a goof side. The difference being it went from eccentric, psychedelic goofy to post-modern, ironic goofy.
Exhibit 'A'
(http://www.revolutionsf.com/images/content/gammaworldhoops.gif)
Exhibit 'B'
(http://2.bp.blogspot.com/-lKz0q3p9n50/T4Cuacg0dGI/AAAAAAAAD5E/NGa0Ho15zpQ/s400/Gallus+1.jpg)
Exhibit 'C'
(http://vignette2.wikia.nocookie.net/gammaworld/images/f/fa/BaddersWorshipinganIdle.jpg)
Quote from: The Butcher;860884First, a disclaimer. Science fantasy gaming can be silly and brilliant. Anomalous Subsurface Environment springs to mind (cf. Tomb of Metal). Nevertheless, I usually prefer humor, like pathos, as an emergent property of a game session, rather than something someone actively plans for. It's a playstyle idiosyncrasy.
The non-silly (least silly? Intrinsically serious? Nothing sounds right) science fantasy stuff I own — I'm mostly thinking along D&D and OSR lines here:
Astonishing Swordsmen & Sorcerers of Hyperborea. Love the juxtaposition of Weird Tales sorcery and Barsoomian tech in a Dying Earth sort of setting. Also the space-time kitchen-sink world with Vikings and Atlanteans and Picts rubbing shoulders. Probably the foundation upon which I will build my weird science fantasy game.
DCC #84: Peril on the Purple Planet. Great module, but clearly designed around a detour from a "straight" DCC campaign, rather than a full-fledged setting for a DCC-powered sword-and-planet campaign.
Numenera: Monte: "Hey Butch, let's play a New Sun sort of science fantasy RPG." Me: "Fuck yeah, let's do this!" Monte: "I'l bring the super abstract, unintuitive newfangled game engine and the artwork that doesn't really fit the setting as described, and you can bring the New Sun science fantasy bits." Me: "..."
(to be honest, I do like bits and pieces of Numenera, but I was kind of underwhelmed. 6/10 in my book because the world is so sorely lacking in the bizarre novelty of the New Sun books I at some time felt it promised me. I was told the 9th World Guidebook somewhat ameliorates the problem, and hopefully the recently crowdfunded Into The _____ series will further improve on things.)
So yeah, I'm taking recommendations.
there was a good post at dcc g+ group about using existing dcc material to run purple planet from the start. you already have 0 lvl funnel (escape from the pp) as a part of the boxed set.
also new dcc module against atomic overlord is ok (not pp good but usable).
Quote from: Dirk Remmecke;860912(http://i.ebayimg.com/00/s/MTYwMFgxNjAw/z/cGYAAOSwAHZUMWwV/$_1.JPG)
For the (literary) fantasy genre Elric might have been the more important creation but Hawkmoon's Tragic Millennium is a much more gamable setting than the Young Kingdoms.
I agree - the Young Kingdoms just never worked for my group - the Tragic Millennium is a far better setting for a game.
Now what would be really freaky would be a game based around his Jerry Cornelius books. probably either anarchy or unplayable
If you like AS&SH, you'd probably also like Melan's Fomalhaut setting - if only it was more easily and completely accessible in English. It's a sword & sorcery setting with Hellenistic overtones and bits of long-lost high tech under a pallor of wry cynicism.
As it is, you can download some bits of it from here (http://fomalhaut.lfg.hu/2011/01/17/sword-and-magic/), and various adventure modules have been published in English in the Fight On! and Knockspell magazines; but some of the material important to recreating the setting's true feeling in actual play - such as the monster and treasure tables - are, as far as I know, only available in Hungarian.
The Fantasy Trip's default campaign setting, Cidri, is technically sci-fi/fantasy, though it's generally the low-tech magical end of its universe.
The rather good TFT programmed adventure Security Station is about medieval-tech adventurers going into a ruined higher-tech facility that's inhabited by lower-tech scavengers and such.
Under the Moons of Zoon does sword&planet science fantasy very well. It also adds elements of Lovecraftian horror.
Star Wars in its various incarnations is space fantasy.
Machinations of the Space Princess is science fantasy, it encourages a sillier approach than some but can be played straight too.
Quote from: Hybridartifacts;860946Now what would be really freaky would be a game based around his Jerry Cornelius books. probably either anarchy or unplayable
Well, there
are two Luther Arkwright RPGs...
Quote from: Soylent Green;860921I think Gamma World always had a goof side. The difference being it went from eccentric, psychedelic goofy to post-modern, ironic goofy.
Ah yes. Someone had to trot out that "evidence" again. That is art. And not necessarily goofy at all. The setting as described was anything but. Try again.
Quote from: Omega;861007Ah yes. Someone had to trot out that "evidence" again. That is art. And not necessarily goofy at all. The setting as described was anything but. Try again.
The game, as we played it, was pretty straight most of the time, but that required us ignoring LOTS of stuff that did seem awfully darn goofy... like some of the creatures, random radiation effects and whatnot.
Metamorphosis Alpha and Gamma World both can be played as gritty, dark, light, goofy, comedic or serious as desired.
There are elements of both games that lean much more to fantasy than science. The way radiation and mutations work for instance.
'Dogs of Hades' mixed Greek/Hellenic influences with space-faring and elements of the classic epics. Interestingly they used gods, the Hellenic city state gods in this instance, as an explanation for the magic.
Carcosa (http://www.lotfp.com/RPG/products/carcosa) fits the bill.
Quote from: Dirk Remmecke;860986Well, there are two Luther Arkwright RPGs...
True, but Luther Arkwright strikes me as much less 'trippy' than Cornelius which had a central character raving in a coffin for much of one of the books and a chocolate covered bishop. Its been a while since I read them but those are real stand out moments.
Why am I the first to say Tekumel:)?
Tekumel!
Also, Skyrealms of Jorune and the original setting of Tenra Bansho Zero deserve a mention, though TBZ might count as silly depending on who's reading it;).
Manhunter. Disregard the pathetic Rifts port.
Lesser advice would be merging Traveller with Adventurer and doing what you love with the setting.
Quote from: AsenRG;861061Why am I the first to say Tekumel:)?
Tekumel!
You're not.
From novels there are two series that spring to mind. Not certain if they really fit your bill though, technically they are straight sci-fi.
Dream Park by Larry Niven et. al. Giant Disneyland like parks that run professional LARP games as sporting events in the near future. Computers and holograms simulate magic spells, sword blows, rifle shots, etc.
Riverworld by Philip Jose Farmer. All of humanity is reborn on a world reshaped by aliens to be one long continuous river. The humans are forced into a primitive existance as the world displays advanced technology which is almost magical in effect. Who is doing it, why and what it all means are the big mysteries.
[Farmer also wrote The World of Tiers series about super-advanced humans creating whole worlds and dimensions. I haven't read it so I don't know how much "fantasy" is in it but I suspect alot. Reportedly Roger Zelazny cited it as inspiration for his Amber series.]
Someone mentioned Zelazny, which got me thinking that 'Lord of Light' would make for an awesome sci-fan setting.
Quote from: Simlasa;861105You're not.
Oops, sorry, I wasn't indeed! Sorry, not sure why I missed your post:)!
Quote from: Battle Mad Ronin;861188Someone mentioned Zelazny, which got me thinking that 'Lord of Light' would make for an awesome sci-fan setting.
"Lord of Light" was the system FATE was originally being created for, IIRC;).
Talislanta - science-fantasy. Robotic playable races, technology-as-magic.
The Prince of Nothing series by R. Scott Bakker. It's a staight-up fantasy whose conceits are its inhabitants are dealing with Cthulu-like race of aliens hell-bent on wiping out every living thing on the planet, but think of them as "demons". Dying for some RPG treatment.
Quote from: Battle Mad Ronin;861188Someone mentioned Zelazny, which got me thinking that 'Lord of Light' would make for an awesome sci-fan setting.
His Amber books were probably bubbling around in the back of my mind when I created my tarot based rpg Fortunes Wheel https://www.kickstarter.com/projects/1613337354/fortunes-wheel (https://www.kickstarter.com/projects/1613337354/fortunes-wheel)
Not really the same sort of thing as the Amber RPG but both share Tarot cards and multiple worlds.
I agree 'Lord of Light' could make a good setting.
Quote from: AsenRG;861242Oops, sorry, I wasn't indeed! Sorry, not sure why I missed your post:)!
"Lord of Light" was the system FATE was originally being created for, IIRC;).
Never knew that - interesting.
Not exhaustive, but just a few thing on my bookshelves and/or play rotation. And as your definition of science fantasy seems pretty loose, I'll follow suit:
Iron Lords of Jupiter: Setting in the planetary romance vein, published in Dungeon magazine in their D20 Modern dedicated offerings of the day. I adapted it to a Flash Gordon style retro-sci fi premise using Fate (which turned out to be one of my best received convention/gameday offerings).
You can pick up Dungeon #101 and 102 over on Paizo here: http://paizo.com/products/btpy7z7a?Dungeon-Issue-101-with-Polyhedron-160
Mars: Published by Adamant as a subset of the John Carter Mars property (IIRC, only part of the source books were public domain at the time), sort of blended with other old SF/Science Fantasy source (e.g., the martians of War of the Worlds also exist there.) They originally put out a D20 Modern sourcebook (which mechanically wasn't great) and later, a sourcebook for Savage Worlds.
Masters of Umdaar A relatively new setting/adventure sourcebook for Fate, inspired by planetary romance fiction (Mars etc.) and Saturday morning cartoon fare like Thundaar. The setting material is pretty light, mostly a premise (basically: you're on a fantastic world ruled by warlords and you are an "archeonaut" *coff*dungeon crawler*coff* looking for ancient technology for your people.)
Much of the setting as it stands is a sort of old school "tables as a muse" sort of thing. You get to randomly generate what your character is (humanoid mutant, half-cyborg manta, scorpion-man, robot, etc.) and get to extrapolate what your people are like, etc. It's my flame of the moment and I hope to run a few sessions with my girls.
You can get it at rpgnow/drivethrurpg here:
http://www.rpgnow.com/product/155458/Masters-of-Umdaar--A-World-of-Adventure-for-Fate-Core
Quote from: The Butcher;860884Numenera: Monte: "Hey Butch, let's play a New Sun sort of science fantasy RPG." Me: "Fuck yeah, let's do this!" Monte: "I'l bring the super abstract, unintuitive newfangled game engine and the artwork that doesn't really fit the setting as described, and you can bring the New Sun science fantasy bits." Me: "..."
Yeah, I love the setting more than the system. I did run a short lived Fate adaptation to it for a bit. The system, though I don't love it, is serviceable, and I have run a few games of it as-is.
Rules sets are one thing; fascinating worlds for adventure can be found in non-game fiction. Why pass up Gene Wolf's creation in favor of Monte Cook's imitation?
Chaosium's Hawkmoon product, mentioned earlier, illustrates I think that if you already have a flexible system (e.g., the Basic Role Playing framework) and a world vividly described in books (e.g., the Count Brass/Runestaff series), then it doesn't take much to plug them together.
Metamorphosis Alpha is sort of a mash-up of Aldiss's Non-Stop and Hothouse. As with the later Gamma World, the main draw seems to be the catalog of mutations (and secondarily of equipment).
Having stats for such things already written up can be handy, but a sufficient set of examples as starting points may be all one needs for a different variation on that theme. So, for instance, Traveller's skills and gadgets and psionics may be plenty to do something rather different than what you might think of as a 'typical' Traveller campaign.
Some literary suggestions:
Empire of the East from the tetralogy by Fred Saberhagen; the Book of Swords series, originally conceived as setting for a planned computer game if memory serves, is backstory
Well World from Midnight at the Well of Souls and sequels by Jack Chalker
Viriconium from The Pastel City, A Storm of Wings, In Viriconium and Viriconium Nights by M. John Harrison
Bas-Lag from Perdido Street Station, The Scar and Iron Council by China Mieville
Ambergris from The Hoegbotton Guide to the Early History of Ambergris, by Duncan Shriek (chapbook, also collected in City of Saints and Madmen) by Jeff VanderMeer
I must mention the great Abe Merritt, in particular:
"The People of the Pit"
The Moon Pool
The Face in the Abyss
Dwellers in the Mirage
H.P. Lovecraft of course is more famous today; his tales provide a great canvas across time and space (including the Dreamlands).
The general concept of a 'multiverse' seems up the alley, and Farmer's World of Tiers series has been alluded to. A couple of books by Bob Heinlein come to mind: Glory Road and The Number of the Beast.
Jack Vance's Dying Earth series is classic. A Quest for Simbillis by Michael Shea is an authorized (but now non-canonical) addition. Pelgrane Press published a Dying Earth RPG line.
The Talislanta game, now legally free online in several editions, was inspired by various Vance works including the Tschai (Planet of Adventure) series.
The Moon Maid, The Moon Men and The Red Hawk make up perhaps the greatest work of Edgar Rice Burroughs' career. If you assume that Pellucidar, Caspak, Poloda, Tarzan's Africa, John Carter's Mars, and Carson Napier's Venus all co-exist, then you've got TONS of adventure material on tap.
Michael Moorcock's A Nomad of the Time Stream trilogy (Warlord of the Air, The Land Leviathan and The Steel Tsar) explores alternate 20th centuries.
The Dancers at the End of Time (An Alien Heat, The Hollow Lands and The End of All Songs) is extremely far out.
Cynosure, the pan-dimensional city of the Grimjack comicbooks, was (with modification) my D&D game setting in the 1980s.
The world of The Goblin Reservation by Clifford D. Simak might make for an interesting campaign.
That of The Wine of Violence by James K. Morrow would I think be more for a short visit.
I remember Zelazny's Lord of Light as a great story. The question is what kind of game scenario to present, for instance whether the players should be 'gods' or among the medieval masses.
C.S. Lewis's Out of the Silent Planet, Perelandra and That Hideous Strength would definitely be out of the ordinary.
Speaking of Burroughs, I always thought an RPG treatment of "Beyond Thirty (https://en.wikipedia.org/wiki/Beyond_Thirty)" would be fun.
Quote from: Hybridartifacts;861419Never knew that - interesting.
That's where Aspects come from, from what I've read.
Quote from: Phillip;861690Cynosure, the pan-dimensional city of the Grimjack comicbooks, was (with modification) my D&D game setting in the 1980s.
I've seen the RPG book '
Nexus: The Infinite City' often described as being very reminiscent of Grimjack's setting.
It always reminded me a bit of Bugtown from the 'Those Annoying Post Bros' comics.
My DCC "Last Sun" Campaign is inherently silly, but it's also a coherent world. Nothing in it happens without explanation.
Sooner or later it'll be an RPG setting, either for DCC or something else.
Zelazny's "Jack of Shadows" -- a world half light and technology, half darkness and magic -- seems like a general idea ripe for game treatment. A friend worked on something along that line, based on the novels Changeling and Madwand.
Has anyone mentioned Jason Richard's BREACHWORLD?
BREACHWORLD
http://www.breachworld.com/
It's RIFTS D6 effectively, but somewhat lowered powered. Its very playable and certainly not silly. I am looking forward to Jason expanding the setting.
EDIT: it's totally possible I posted this previously in this thread. Enjoying Austrian vodka this evening while posting buzzed and headbanging so I apologize if this is a double post.