In the interim since me talking about it, it seems that a good few other people have been working on turning the D&D 5E rules into a science fiction idea, which is just as well because after a point I sort of hit a wall.
I knew what I wanted to do, I had a good few set pieces worked out, including the big finale to any series of games that I might run (a super-sweet space battle, of course!) but had a hard time linking it all together, and more importantly getting the thing started.
At the time, I had issues that my play group tended to prefer using Roll20 to run. It was useful because often our group was a little dispersed but we could still play, and it worked fine when we were running my Legend of the 5 Rings game and the introductory D&D adventure. But I had issues as soon as I wanted to run something myself, because I had issues with mapping software and how I wanted the thing to go, not to mention planning it all and putting it together in the software, which I felt needed more of a tutorial (or maybe I missed it).
Anyway, Roll20 and my issues with it sort of derailed my game once I’d had people put characters together. Probably just as well, as now I want to tweak more rules all over the place.
But here’s my setting as it stands, in case anyone wants a read or it sparks some inspiration.
The PCs all come from a northern city on Midgard, one of the worlds of the Ósr Combine. It’s been decades since anyone has been offworld in sizeable numbers, and the godtech machines are starting to get a little glitchy without anyone in the know coming to service them. Mostly this involves some of the cybernetic implants going wrong, but it looks like more and more Galdramthr (sorcerers) are being born, and the world is starting to get colder and ice is encroaching on the port of the PCs hometown.
As the representatives of the gods haven’t shown up to help, it seems the gods have gone quiet or forgotten about Midgard. So the PCs have to go and look for them / go aviking. But, to do that they need a ship.
I had a list of new names for classes over in this post about gun proficiencies, though the rules need something of an overhaul, and it’s quite likely the classes would change a bit based on new rules put out through Unearthed Arcana and the Fifth Age rules that I’ve had a read of recently (apologies for linking to a forum that links to a forum that contains the rules, but other people are discussing them so that’s good reading, right?).
I think I’d keep the Hermathr (Fighter/Soldier), the Galdramthr (Sorcerer) and Töframathr (Wizard), and probably the Vaeringjar (Paladin). But it might make sense to include the Technician and Operative from Fifth Age, or adapt the Outlaw class from Hyperlanes that previewed on DrivethruRPG, though again I’m not sure if it works how I want it to. I’ll have to have a look.
Races definitely included Humans, Aelfr (Elves), Dvergr (Dwarves), Tröllr (Orcs) and Niflungr (Goblins, though maybe halflings or gnomes, or maybe all three?). I’m thinking about robots but I’m not sure if I like the idea or not.
All races would be divided by social class anyway, with thralls (serfs and slaves) being vat-born clones at the bottom rung, going up through karls, thanes and jarls. Or maybe it’s just the humans. Again, I’m working on this.
I think the Honour core stat shown in the Dungeon Master’s Guide might have to be used too. It fits the setting well enough, and would be useful if I could make it work.
Along the course of the adventure, there’s ways to work in undead and giants and robots and space battles. I have the magic worked out as an extension of the ‘infosphere’ (the internet) and magic items as godcrafted kit.
I just need to work on that opening. Hopefully I’ll think of something soon.
If not, I might finally talk myself into running a Vampire: the Masquerade game, or Dresden Files.