Adventures
Dystopian Adventures
These types of adventures often tell stories of heroes struggling against oppression, whether they're working within the system to dismantle it, making overt efforts to attack it from outside, or just trying to get by. Villains tend to be cruel or greedy, and the protagonists are often better described as anti- heroes who are motivated by debt, revenge, or survival. These stories frequently have dark and gritty themes, and they might take place in settlements run by corrupt authorities, planets with rigid social hierarchies, or on remote worlds that operate on uncodified rules rather than official laws.
Characters in dystopian campaigns tend to be morally gray— regardless of their personal values, they might be criminals, whether bandits, hackers, pirates, thieves, or even killers for hire. Whether they're in it for the money or just doing whatever they can to make their way in an uncaring system, they're better off in places where their activities fly under the radar or don't disrupt the status quo. A dystopian adventure might start with the characters down on their luck and end with them in riches, or it might see them ride a constant cycle of highs and lows, blowing all their hard-earned credits shortly after earning them (or having them stolen). The characters might have to lie low, especially in stricter settlements, where they might create a hideout or safe house to act as their base.
Campaign Starters
Adventure Hooks
Encounter Mode: Use humanoid and robot adversaries and include tech items as rewards. For an outlaw campaign, pit heroes against bounty hunters, rivals, or dangerous beasts.
Exploration Mode: Urban terrain creates its own challenges. Crowds and traffic might be hazards. Vehicles speed up travel. Tech surveillance is widespread.
Downtime Mode: Annoying ads are everywhere. Malware lurks in every infosphere. Characters often have hidden agendas, and celebrations can easily break down into violence.
High-Tech Adventures
High-tech Starfinder adventures often take place in cities filled with technology, or even entire planets—like Aballon— practically covered in machinery. They might also explore ruined tech relics created by ancient industrial societies, whether abandoned technological megastructures, crashed starships of unknown origin, or battlefields strewn with wrecked magitech machines. Technology is sometimes more important than magic in these adventures, though most adventuring locations in Starfinder are associated with cultures that integrate magic and science in the development of many of their technologies.
Characters and antagonists might be androids or machines, or have cybernetic augmentations. They could get involved in highly philosophical discussions about the nature and fate of people who happen to be machines, or ignore spirituality. You might downplay magic. Characters might have limited ability to cast spells, instead emphasizing the usage of tech and cybernetics. Gods might be fonts for power, acting less as personifications of concepts than as raw cosmic energy channeled through a connection. Religion might be symbolic, with explanations for cosmic phenomena relying more on logic and the sciences than myth and theology—for highly connected, multicultural societies like the Pact Worlds, these concepts coexist.
Campaign Starters
Adventure Hooks
Encounter Mode: Dangerous security measures, robots, and tech traps are everywhere. Enemies have impressive firepower. Treasures might be powerful magitech relics or cutting-edge tech.
Exploration Mode: High-tech adventures might explore magitech ruins or investigate dangerous industrial facilities. Camera surveillance and biometric locks are everywhere.
Downtime Mode: A character might seek new tech knowledge or spend time tinkering with new devices. They might browse the infosphere or relax by playing a vidgame.
Fantasy Adventures
Future fantasy adventures often have a high level of magic, whether that's characters who can cast spells, an abundance of magic treasure, or foes that tend to be more magical than technological in nature. Gods tend to be active participants in the universe, intervening on behalf of their followers or making cosmic power plays that shake the fiber of mortal reality. Pantheons are accessible to their worshippers and grant powerful magic through prayer and obedience.
Other fantasy elements might be common, such as characters who are dwarves, elves, goblins, or gnomes. Planets can emphasize magic or religion over technology, or are ruled by magical entities like dragons or liches. Technology is just as common as anywhere else in the galaxy, but many ancient and magical mysteries remain to be discovered in a space fantasy campaign.
Classic fantasy tropes—heroes' quests, magical beasts, wizards, and mystical artifacts—also abound. You might incorporate the ancient history of a place or culture into the storyline, with character actions unlocking secrets of the past or breaking old curses. Or perhaps the heroes are reincarnations of legendary heroes from another time.
Campaign Starters
Adventure Hooks
Encounter Mode: Adventurers battle or befriend classic fantasy creatures like dragons and fey. Heroes face off against spellcasting enemies, magical traps, and find powerful relics.
Exploration Mode: Dungeons are protected by scrying spells and magitech security measures.
Downtime Mode: Characters might seek out personal quests, craft magical items, practice a religious faith, or learn new magic.
War-torn Adventures
Interstellar war adventures revolve around a major violent conflict, whether between interplanetary empires, warring nations, or alien threats. Some interstellar war adventures use dramatic roleplay to explore personal tragedies, while others are played as tactical simulations. They tend to explore grim, heavy themes and may not always have happy endings. The power fantasy of fighting for a righteous cause and winning is another type of interstellar war adventure. Other kinds of adventures, such as fantasy or horror, might be set against a backdrop of interstellar war.
Characters in interstellar war adventures might be mercenaries, troopers, refugees, or politicians. If they're on the front, they tend to be motivated by some combination of survival, camaraderie, duty, hope, and victory over their enemies. They might also have personal motivations, such as participating in a conflict to protect or support a specific person, to get home, or to escape to a different life. Characters on the fringes of an interstellar war might be motivated by survival, profit, or even greed—they may have nothing to do with the fighting, but a major conflict might still define many aspects of their lives, for better or worse.
Campaign Starters
Adventure Hooks
Encounter Mode: Tactical combat against enemy troops packing a lot of firepower or fighting in formation. Heroes might also participate in social encounters or use spycraft.
Exploration Mode: Battlefields and sieged cities are covered in rubble (difficult terrain). Landscapes conceal mines or turrets. Patrols guard enemy assets, borders, and generals.
Downtime Mode: Characters might drill or upgrade gear. The heroes might play out romantic interludes, heartwarming side stories, or dramatic downtime vignettes between skirmishes.
Weird Adventures
Weird adventures have bizarre, occult, or mysterious themes or simply defy genre classification. Characters might explore another dimension or rock out as a spacefaring band. Alternate realities might be in reach. Weird adventures might feel chaotic or serendipitous, involving concepts like destiny, fate, reincarnation, or parallel universes.
Characters in weird adventures might be otherwise ordinary individuals who find themselves thrown into strange places, whether because they followed up on a mysterious lead, crossed paths with an enigmatic individual, or docked at the wrong space port. Alternatively, they might be the sort of characters who intentionally pursue weird adventures: anomaly hunters, occult investigators, or explorers of remote alien ruins. Characters in weird adventures might be motivated by curiosity, magical rewards, or the desire to solve a mystery, such as interpreting their strange dreams or locating a loved one who's disappeared without a trace. They might also be motivated by a desire to protect their companions, avoid the attention of strange beings, or learn occult secrets.
Campaign Starters
Adventure Hooks
Encounter Mode: Heroes battle mutated beasts or magical entities and discover reality-bending magic. Doors might be portals to another world, with anything on the other side—like a monster from the forgotten past or an alien champion from a far-off solar system.
Exploration Mode: Adventurers might encounter bizarre weather patterns or experience anomalies such as a psychedelic atmosphere or five-dimensional terrain when exploring weird adventuring sites.
Downtime Mode: Characters might seek more knowledge about their recent encounters and record their own experiences for posterity.
0: | The Gap ends |
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3 AG: | Triune's Signal grants Drift travel to the universe |
5 AG: | Starfinder Society forms |
7 AG: | Magefire Assault |
10 AG: | Veskarium completes reconquest of Ghavaniska System |
12 AG: | First contact between Veskarium and Golarion System |
25 AG: | UPBs emerge as universal currency exchange |
36 AG: | Battle of Aledra, Silent War begins |
41 AG: | Absalom Pact is signed and the Corpse Fleet forms, dedicating itself to shattering Pact Worlds unity |
67 AG: | Stardust Plague, First Corpse Fleet raid |
83 AG: | Shirrens break free from the Swarm |
162 AG: | Battle of the Amethyst Transcendence |
220 AG: | Mechanizers split from Singularitism |
240 AG: | The Idari arrives |
259 AG: | First contact between the Veskarium and the Azlanti Star Empire |
277 AG: | The Idari gains Pact World status |
291 AG: | The Swarm Wars begin |
302 AG: | Territory disputes between Marixah Republic and Gideron Authority begin |
317 AG: | Scoured Stars incident |
318 AG: | Gideron Authority annexes Acalata System |
319 AG: | Kadrical awakens |
321 AG: | Drift Crash occurs, Drift Crisis follows |
323 AG: | Drift Crisis ends; Dykon, Kalo-Mahoi, Marata, and the Diaspora gain Pact World status |
324 AG: | Aucturn hatches; Imperator Iorian of the Azlanti Star Empire is assassinated and Imperator Yridela flees into exile; The Battle for Kehtaria instigates Azlanti-Veskarium war; Those Who Call send transmission to the First Ones |
325 AG: | [Current year] Mysterious vessel crashes into Akiton; Pulonis declares independence, joins Pact Worlds; Tomb of the Insatiable Eclipse opens on Eox |