Showing posts with label Starfinder 2. Show all posts
Showing posts with label Starfinder 2. Show all posts

Tuesday, December 9, 2025

I Was This Close to Buying Starfinder 2E

I like Starfinder 1e, and I played some of that and its throwback 3.5E science fiction. The combats were fun, and the adventures were memorable and enjoyable. I also liked the concept of "space fantasy," with classic fantasy races in a futuristic world. I liked the space drow, the star elves, the space orcs, the goblins, and all the other classic Pathfinder races "in space," and it felt cool.

Seeing Traveller 5E announced got me thinking about getting the new version of Starfinder, but I hesitated. For one, I bounced off of Pathfinder 2E pretty hard, and that game is in storage. Going back to one would mean I pull out the other. Also, the classic ancestries are no longer central to Starfinder, and I know the games are cross-compatible, but the universe feels different.

The core Starfinder races are what the settings and adventures will be about. I am free to put everything from Pathfinder 2E in there, and even the OGL version, but again, that is a lot of work for a game I am not really into. Pathfinder 2E is a good game, just not for me. Things are not the same.

It looked cool, but I didn't think I would play it much. I had the store pages open, but did not add the books to my cart. I read a few mixed reviews about it, saying the writing wasn't up to the standard of the original. So I backed off, and I will likely read up more on this. If the writing isn't there, I will skip this edition. Excellent writing is something I look for in a game, especially its adventures.

Some have expressed disappointment that the game wasn't taken further from Pathfinder 2E, like it was in the playtest versions. Compatibility with Pathfinder 2E ultimately won out, which is a smart business move, but the game lost some of its identity and feels more like an expansion. Others say the "ranged meta" won, and DEX is your most important stat, and melee feels secondary. I liked melee being important in Starfinder 1E, which made the game hit differently for me. The best way to do considerable damage was up close and personal.

What I want is gonzo, anything goes, science fiction plus fantasy. I want melee strikers to be on par with ranged attackers. I want the rules to have depth and substance. I want an anything-goes science fiction world.

That game is Rifts.

Rifts backs me up, too, letting magic inflict MDC damage, so my elven arcane caster can throw up an MDC shield and blast away at power armor with MDC fire bolts. This is good stuff, and puts them on par with the armored powerhouses of the setting, and elevates magic as an equivalent force in this world. Get a rune weapon, some magic armor, and you are close to becoming a minor god at this point.

You can stand toe-to-toe with MDC armored foes in Rifts with magic.

You can also adopt a melee style and absolutely slay up close with MDC melee weapons, and beat the heck out of power armor with a rune weapon or your fists. That's cool.

The next best option is to keep everything on the hit point scale and use White Star, with fantasy races pulled from BX. This is also a viable option that works well, and I have White Star on my most-played shelves. However, this is not as flat-out cool as Rifts. My proposed game will be a mod, magic is relatively low-powered, and it feels derivative.

Another option is a science fiction campaign using Stars Without Number, incorporating the magical classes from Worlds Without Number and importing fantasy races from BX. The magic in this system is better than BX, and allows for magical casting that recharges after a scene, so magic-using classes are not "one spell and the day is done." Still, this is another mod, and it does not feel right.

But if I am going to DIY fantasy science fiction in those games, I can DIY it just as easily in Rifts, and have tons of cool monsters and enemies to battle. Plus, since Palladium games are by their nature "make your own game with this," I can drop in a group of elves, an elven faction, a kingdom of elves, or a whole planet of them anywhere I want, for any reason I want.

Dark elves? They can be in the setting. I will just mod the Palladium Fantasy Elf and port them in from somewhere in the multiverse. Anything I want is here, and it fits in. If I want a planet of them and a few gods for them, fine, go ahead.

In Rifts, anything goes.

In Starfinder, I will usually need to wait for the book. Why am I buying into this again?

DIY games are superior to those that ship with default assumptions. Rifts are so open that anything I can imagine can be here. It may sound silly, but all Palladium games are supposed to be wide open, and it supports many power levels and campaign types. There is no "this game is made for dungeons, and everything is balanced against each other" feeling. Every class is overpowered in what it does.

I don't mind MDC armor either. Nobody in D&D complains about having to wear armor. Mostly, they just ignore it and take the AC value. The MDC system simplifies Palladium combat greatly, eliminating AR, and you are either hit or not. Don't subject the players to cheap shots, and you will be fine.

Not wearing armor is not advised, and primitive weapons are useless. But this is science fiction, like Heavy Metal, where the energies and forces you are dealing with are so powerful you need special forms of protection, either tech or magic. Some miss the lower-powered science fantasy. I don't mind it since you are slugging it out with mech suits as a caster, and that is awesome.

With most other games, I feel guilty for breaking the game or playing it not as it is supposed to be played. I get this with Starfinder 2E and Pathfinder 2E, now that the OGL content has been removed. I don't see the classic Pathfinder Dark Elves anymore, and I know they will never appear in adventures, so a piece of the world feels missing.

But a part of me misses the old Starfinder, as flawed and broken as it was, with the massive weapon lists that turned into run-on sentences and felt like something out of a video game. There was a ton of 3.5E cheese in this game, too, and some classes felt utterly powerless. But the mixed science fantasy world was fun, which was the best part of the game. This is a game where most of what you put up with is for the sake of the setting. Even 3.5E was okay, I didn't mind it, but I knew how to break the system.

Removing alignment in 2E, I did mind, and the entire aspect of playing chaotic or evil characters is now an afterthought and gone from the game. Rifts and Palladium? It has the best alignment system in the industry, and playing anything is on the table.

A lot of people love Starfinder 2E, so there is something here.

But I almost bought Starfinder 2E today. It is a game I miss. But I need to learn more before I make a purchase, especially these days. It is on my radar, but I have other games taking up my time currently.

I don't find much enjoyment in sifting through rules. Let a computer game do that for me. I want story and easier character builds and powers. I don't play a tabletop game to slowly work my way through a few hundred pages of rules to simulate a combat. If I do want that, GURPS gives me a better end result, and there are far fewer rules to follow if you follow them all.

Most of GURPS' rules are optional. Few of Starfinder 2E's are.

People like the "-Finder" systems, and I bounced off hard after trying them. Pathfinder 2E was not for me, despite how hard I tried. I may give it another chance. I may grab the PDFs and skip the books.

We shall see.

Sunday, November 30, 2025

Traveller 5E

Y&T was a great 80s metal band. Then, their label forced them to make cheesy pop-rock music. Then, the band died. Longtime fans felt they sold out. The new fans never showed up after the original MTV video went into high rotation, and then everyone dumped them. They could never return to their deeper cuts, and they were stuck in limbo until grunge killed the genre.

So what do they have to do with Traveller 5E?

https://forum.mongoosepublishing.com/threads/traveller-5e.126195/

I see people saying, "If Traveller wants to survive, it needs to attract a younger audience." Yes, the Traveller players are getting older, but this new audience is not interested in the current Traveller. The universe is not engaging with them, and a new set of rules won't make it any more appealing. If it were, they would be playing it.

So next year we are getting Traveller 5E, which is a terrible name since we already have Traveller 5.

But repackaging the current Traveller universe is not as compelling to the players they are trying to attract. They will want dragonborn, tieflings, animorph races, fae creatures, talking plants, robot people, dark elves, puppets, space elves, and all sorts of cute and cool things running around in space. 

Frankly, Starfinder 2E is the better game for them, and it is not even close. What the younger players want from science fiction is not what Traveller will give them. Starfinder is the better game, with better player options, and it plays perfectly to its audience and knows what it is.

Starfinder also feels more relevant to today's mood and feeling, and it feels more like a game for young players than Traveller in a 5E wrapper will ever be. Starfinder is an exciting, engaging universe that feels fresh and is begging to be explored and used for adventures. Traveller has the best-established universe in science fiction, but if it hasn't already attracted these players, a change in rules won't do much good.

The above is an excellent video on the Y&T band and a recounting of the events around this label-forced mistake that ended a great run and wonderful music. Please like and subscribe, and watch it all the way through. Great music commentary is very cool to see, and I support thoughtful, engaging commentary.

But it is an example of trying to be what you are not.

And trying to appeal to new fans who won't be there for you in the long run.

5E is not a universal solution to every problem with marketing and aging audiences. Companies that feel 5E is the answer to every issue will alienate their core fans, and the new fans they thought would be there will go right back to their Baldur's Gate 3 adventures and cartoony player options they are comfortable with. But if younger players like these things and it lets them express themselves fully, that is cool, too. Having fun is what gaming is about.

We are clearly in late-stage 5E, where every company is rushing to get its game on the platform. I fear the announcements of Runequest 5E, Rolemaster 5E, Tunnels & Trolls 5E, Call of Cthulhu 5E, Twilight: 2000 5E, Savage Worlds 5E, Paranoia 5E, Lamentations of the Flame Princess 5E, OSE 5E, and who knows what else. The modern audience will save us all, right?

Tell that to the band.

I get it, Traveller's audience is getting older. Tell that to every '80s band when grunge came out, and the kids walked away. There are times when there is not much you can do but try to please your core audience. The answer is not in rebranding; the answer is always in creating something new that speaks to the next generation.

You don't need to wrap Traveller with 5E.

You need to do what Starfinder did, and build a new universe that appeals to younger players. The best they can do is fork the Traveller universe and fill it full of neon-colored fantasy races. I know, it sounds like heresy, but you need to play to what your audience wants.

Starfinder 2E wins this fight before it even begins.

Thursday, August 3, 2023

Starfinder 2 Announced

 https://paizo.com/starfinderplaytest

Two days after I wondered about this, they announce it. Starfinder 2 will be 100% compatible with Pathfinder 2e (remastered) next year.

This fixes many of the mixed feelings I had with the remaster of Pathfinder 2e. I can put Pathfinder 1e's world in the past and play a science-fantasy mix of Pathfinder 2R and Starfinder 2. We aren't losing anything, evolution is happening, and we can put the old content in the past and move forward.

This aligns the system more with a Dungeon Crawl Classics mix of fantasy and sci-fi, and it feels right to me. I would play all in one world, with a fantasy world existing under the stars and the space tech coming from the ruins of lost civilizations. Sort of like a Numenera-style world, but with a stronger fantasy core.