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I was thinking of doing a DnD game in where a Mega-corp ship
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I was thinking of doing a DnD game in where a Mega-corp ship lands on the planet for the purposes of colonizing it. Should the party be from the corporation, the natives or a mix of both? I'm using Faerun to run this.
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Assuming this is even a good idea, which I doubt, the answer depends on when the landing was relative to the start of play.

If the ship just landed, the PCs should be all one side or the other.

The longer the ship has been there, the more likely mixing will become.
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>>46020599
BAD IDEA ALERT
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>>46021576
>>46021509
IDK guys, I kind of like his idea. COuld lead to a fun game in the right pulpy setting
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>>46020599
If you make they party from the corporation, it could be a very good campaign about exploring this alien world and dealing with any sentient species, etc

Use the industry ship as a home town, etc, get loot via some sort of system where your players need to get corporate authorization for stuff already onboard the ship, send for additional shipments of stuff, etc

You get authorization by looking and then transmitting to corporate info on key resources, strategic information, biological data, etc
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>>46020599
Original idea.psd
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>>46025688
That's what I was planning to do, yea. I also was going to have it where there were other corporations on the planet competing on the planet and they may need to do some corporate espionage/sabotage.
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>>46020599
Why on Earth would you use D&D for that though?
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>>46028726
It's the only system I've ever played has. This is also my first time being GM.
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>>46028817
In that case here are some alternatives that were made specifically for space:

OpenD6 Space:
A system focusing on big cinematic action and relatively easy to use rules.

https://ogc.rpglibrary.org/index.php?title=OpenD6

Traveller:
A system that's been around for as long as D&D has. Combat is very lethal, and character creation is completely unique among most rpgs.

http://www.traveller-srd.com/
http://www.drivethrurpg.com/product/171643/Traveller-Core-Rulebook?src=slider_view&filters=0_0_10134_0_0&manufacturers_id=45


Diaspora:
A system based on FATE that's focuses on realism without the massive amount of rules that games that focus on realism usually have.

http://www.vsca.ca/Diaspora/

Sufficiently Advanced:
A diceless rpg that's meant to be played in the FAR future.

http://suffadv.wikidot.com/
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>>46029023
Thanks.
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