DCC Pulp Space Adventures
Posted: Sun Apr 07, 2013 1:40 pm
I had an idea about running DCC as a Pulp Space Game. I not really fond of writing up tons of stuff so I was figuring how to do this the easiest and fastest way.
My thoughts:
Warriors are Space Warriors, don't change anything here except flavor text. Weapons stay the same with damage dice just flavor those too. Example: Swords and Axes are now Laser Swords & Axes, Bows become Laser rifles and crossbows become Laser pistols.
Wizards pretty much become "Jedi" like space warriors with mind powers. All spells work the same they are just mental powers instead of magic or generated from a technical device.
Thief, stays same just flavor text. Most Thieves are Space Pirate types. smugglers etc.
Clerics, Medics and Science types. Spell effects are just generated by tech devices or the powers of weird alien intelligences.
Elves, Dwarves and Halflings: They become the Alien Player Races. Elves are your fancy pants aliens (Vulcans etc.) that have mind powers (spells).
Dwarves are your war-like alien races (klingons)
Halflings become any other type of odd ball alien.
You can pretty much make up your own alien description once you choose which type you want.
I think a zero-level Space Funnel would be a blast! I was looking over the "0" occupation chart and thinking about what kind of occupations would be in a Pulp Future. A lot of the occupations still work even in outer space, but some would need new flavor text.
Miner would be an Asteroid Miner, Gong Farmer might still be fun to keep. Even in space, they have to poop.
My thoughts:
Warriors are Space Warriors, don't change anything here except flavor text. Weapons stay the same with damage dice just flavor those too. Example: Swords and Axes are now Laser Swords & Axes, Bows become Laser rifles and crossbows become Laser pistols.
Wizards pretty much become "Jedi" like space warriors with mind powers. All spells work the same they are just mental powers instead of magic or generated from a technical device.
Thief, stays same just flavor text. Most Thieves are Space Pirate types. smugglers etc.
Clerics, Medics and Science types. Spell effects are just generated by tech devices or the powers of weird alien intelligences.
Elves, Dwarves and Halflings: They become the Alien Player Races. Elves are your fancy pants aliens (Vulcans etc.) that have mind powers (spells).
Dwarves are your war-like alien races (klingons)
Halflings become any other type of odd ball alien.
You can pretty much make up your own alien description once you choose which type you want.
I think a zero-level Space Funnel would be a blast! I was looking over the "0" occupation chart and thinking about what kind of occupations would be in a Pulp Future. A lot of the occupations still work even in outer space, but some would need new flavor text.
Miner would be an Asteroid Miner, Gong Farmer might still be fun to keep. Even in space, they have to poop.