Starfinder Rulez!
Posted: Mon Jan 08, 2018 1:24 pm
Three of my sons and I played a good 8+ hours of Starfinder this weekend, getting through the first third of Book 1 of the Dead Suns adventure path.
Friggin amazing! Seriously. Sooooo good!
I had heard from a couple places that this adventure path was only mediocre. Those reports were gravely in error. I'm wondering if those people were referring to "Into the Unknown" which was a free PDF containing a five-part mini starter adventure. Because we played halfway through that one a couple months ago, and it was a bust. We had fun--a lot of fun--but mostly because of the cool setting and cool characters. The adventure was poorly written, and worse than that... uninspired and uninspiring.
Dead Suns 1: Incident at Absalom Station is really good. A big chunk of the book is dedicated just to fleshing out Absalom Station itself. Plus, I just got the Alien Archive, so I had the ability to people the station with an amazing variety of new races. And it just came alive in our hands. I started them in a small dwarven mining colony, panicked that they're losing their ship forever (they will) and eventually get them on a shuttle back to Absalom to find work. And it felt real. I can't stress that enough. It felt real and alive the way Pathfinder feels to me. The way Shadowrun always did. The way Star Frontiers NEVER did.
Minor spoilers are coming for this adventure path, so read at your own risk...
It felt so good. (End spoilers, by the way).
We haven't experienced starship combat yet, but that will be the very next segment. We haven't played with any magic, because no one on the team is a spellcaster, and neither were any of the NPCs in this first segment. We have an Envoy, two flavors of Soldier, and a Mechanic. I let the boys choose whatever they wanted and then introduced an NPC Envoy to round out the team.
Storytime: The envoy is a bookish coward. He's sweet and lovable, but takes no initiative without someone else suggesting stuff to him. As a metatool, I found him really handy when there was some interplayer disagreement, and I though Noah was getting needlessly dismissed. Noah says, "They know we're here, so I open the door and toss in a grenade and then shut it again." His brothers, for whatever reason, thought this would be foolish and they shouted him down. Personally, I thought it was at least as good as any other plan on the table, so after some heated discussion, I just had the Envoy sheepishly interject: "I kinda liked the grenade idea." So they did it. It worked well. Noah got to shine for a little bit. Super cool.
This first segment was very Shadowrun, and in a very good way. They got to play as a tactical covert team, and it was a new experience for them. It went well. Plus, as a group, we've settled into a very comfortable combination of roleplaying and dice-rolling to handle a huge array of non-combat stuff. Between Diplomacy, Culture, Computers, and Intimidation, they managed to help me build the scenes that would get them to the dice rolls. Sometimes they'd roleplay the whole thing, or if it required a level of smoothness or expertise that the character had but not the player, then they'd fake it and describe the gist. Then the rolls decide where we go from there. I know, I know... I just described 80% of RPGs, but it really came out well here. It didn't feel artificial.
And I know I've said it before, but it bears repeating: Combat is deadly, y'all! Seriously deadly. It doesn't go so far as to make it real-life deadly where any bullet could be the one that ends you. With your HP and Stamina, you can be pretty confident of being able to take two or three hits from these pansy-ass 1st level weapons. But it racks up quick. Armor Class is really low compared to Pathfinder, so the hits come often on both sides. Getting cover should be everyone's first priority. We'll see how well this levels, but it made for very dramatic scenes.
I can't believe I have to wait two more months for the next sourcebook.
Friggin amazing! Seriously. Sooooo good!
I had heard from a couple places that this adventure path was only mediocre. Those reports were gravely in error. I'm wondering if those people were referring to "Into the Unknown" which was a free PDF containing a five-part mini starter adventure. Because we played halfway through that one a couple months ago, and it was a bust. We had fun--a lot of fun--but mostly because of the cool setting and cool characters. The adventure was poorly written, and worse than that... uninspired and uninspiring.
Dead Suns 1: Incident at Absalom Station is really good. A big chunk of the book is dedicated just to fleshing out Absalom Station itself. Plus, I just got the Alien Archive, so I had the ability to people the station with an amazing variety of new races. And it just came alive in our hands. I started them in a small dwarven mining colony, panicked that they're losing their ship forever (they will) and eventually get them on a shuttle back to Absalom to find work. And it felt real. I can't stress that enough. It felt real and alive the way Pathfinder feels to me. The way Shadowrun always did. The way Star Frontiers NEVER did.
Minor spoilers are coming for this adventure path, so read at your own risk...
It felt so good. (End spoilers, by the way).
We haven't experienced starship combat yet, but that will be the very next segment. We haven't played with any magic, because no one on the team is a spellcaster, and neither were any of the NPCs in this first segment. We have an Envoy, two flavors of Soldier, and a Mechanic. I let the boys choose whatever they wanted and then introduced an NPC Envoy to round out the team.
Storytime: The envoy is a bookish coward. He's sweet and lovable, but takes no initiative without someone else suggesting stuff to him. As a metatool, I found him really handy when there was some interplayer disagreement, and I though Noah was getting needlessly dismissed. Noah says, "They know we're here, so I open the door and toss in a grenade and then shut it again." His brothers, for whatever reason, thought this would be foolish and they shouted him down. Personally, I thought it was at least as good as any other plan on the table, so after some heated discussion, I just had the Envoy sheepishly interject: "I kinda liked the grenade idea." So they did it. It worked well. Noah got to shine for a little bit. Super cool.
This first segment was very Shadowrun, and in a very good way. They got to play as a tactical covert team, and it was a new experience for them. It went well. Plus, as a group, we've settled into a very comfortable combination of roleplaying and dice-rolling to handle a huge array of non-combat stuff. Between Diplomacy, Culture, Computers, and Intimidation, they managed to help me build the scenes that would get them to the dice rolls. Sometimes they'd roleplay the whole thing, or if it required a level of smoothness or expertise that the character had but not the player, then they'd fake it and describe the gist. Then the rolls decide where we go from there. I know, I know... I just described 80% of RPGs, but it really came out well here. It didn't feel artificial.
And I know I've said it before, but it bears repeating: Combat is deadly, y'all! Seriously deadly. It doesn't go so far as to make it real-life deadly where any bullet could be the one that ends you. With your HP and Stamina, you can be pretty confident of being able to take two or three hits from these pansy-ass 1st level weapons. But it racks up quick. Armor Class is really low compared to Pathfinder, so the hits come often on both sides. Getting cover should be everyone's first priority. We'll see how well this levels, but it made for very dramatic scenes.
I can't believe I have to wait two more months for the next sourcebook.