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Subgenres
High Science Fantasy
Source
Galaxy Exploration Manual pg. 141
Related Media:
Jack Kirby’s Fourth World
(comics),
She-Ra
(TV series)
A high science fantasy campaign emphasizes the magic in the setting and the fantasy roots of roleplaying games as a whole. In a high science fantasy game, PCs are more likely to wield magic swords than laser rifles, and when they travel to new worlds, they might do so in enchanted longships rather than by starship. Elves, dwarves, and other species found in the Pathfinder Legacy chapter of the Starfinder Core Rulebook are more common.
The PCs probably pursue a quest that leads them from one world to another, each of which is home to one or two unique cultures dwelling in their preferred biome; accord is high within those societies, but there’s usually a threat from outside the city walls that the PCs must face. There’s no interplanetary government, and the inhabitants of each world are suspicious of other worlds and the people who live there, so the PCs are outsiders wherever they go.
High science fantasy settings are defined by their high magic and high religion; mystics, solarians, witchwarpers, and vanguards might be more commonplace than operatives and soldiers. Technology, though less common in everyday life, is still high—a soldier can wield a plasma doshko, though such a weapon is rare enough to be distinctive. This technology is sometimes based on arcane or disproved scientific theories from real-world history; for example, magical galleons might sail the luminiferous aether, and flame weapons could be fueled by phlogiston. You might modify armor and other equipment from the Starfinder Armory to better fit the genre; for example, instead of donning high-tech armor, most soldiers don enchanted or hybrid plate mail (with the same stats and other benefits as standard Starfinder heavy armor). Alternatively, technology could be so advanced that it is indistinguishable from magic; a mystic might incorporate a disintegrator pistol into their staff, for example. In such settings, mechanics and technomancers are among the few who understand and operate computers, so they occupy a special role as guardians or keepers of technology, perhaps sought out by magic-wielding heroes ignorant of such topics.
High science fantasy embraces extremes of alignment and archetypal fantasy tropes; the heroes are chaotic good freedom fighters waging war against a tyrannical lawful evil necromancer who lives on a planet shaped like an enormous skull, for example. The PCs delve into vast subterranean chambers, where they face devils, dragons, undead, and other creatures drawn from fantasy literature and mythology. Some so-called monsters are actually sapient creatures who have been mistaken for mythical beasts; nuars, for example, may have given rise to the myth of minotaurs, while vesk are called “lizardfolk” by outsiders. On some worlds, accord can be high, as each planet is dominated by a single kingdom, wizard’s guild, church, or empire. But there is always at least one planet, perhaps even the central planet from which most of the PCs originate, that is fractured into many different realms and where accord is low. Space replaces the wilderness of a traditional fantasy setting and is a place for bandits, reclusive wizards, and wandering monsters.