So I've been working on adapting Sburb to D&D (5th) for several years and I am currently in the middle of my first run of the campaign. I have 6 players, and it's going pretty well. I'm far enough along to feel comfortable sharing it. Definitely not the final version, so you could say this is...
Sburb Beta...
Yeah.
Anyways, there are 6 files. The biggest is the handbook and I hope it's pretty comprehensive. All players go up the rungs the same, with a few class or aspect specific features that you have to go to that specific part for. All the feature descriptions are near the bottom of the document and are sorted alphabetically by class/aspect relevance, not by feature name. This is so all 'knight of void' features are together, for example.
The God Tier abilities for each classpect are things they definitely can do if they figure it out, but if the player tries to use their powers in a way that kind of makes sense for their classpect but isn't listed, I say allow it.
I've also made backgrounds that I made by sorting all the humans and trolls into and generalizing.
The 'Enemies' file is far from complete, but it underwent the most change since starting DMing the game. The first page (I think) is the only one I still use during combat, but the other pages are good to keep up to date. Just remember that every re-entry prototyping gives the underlings new characteristics, and therefore now abilities that you (DM) have to make up. For example, one of my players threw a knife into their kernalsprite and so some of the imps have knives now.
Grist Keeper is just for the players to keep track of how much of each grist they have. There is a simple formula in each one so you just have to add or subtract however much instead of using a calculator or doing mental math. One of my players requested it.
*each grist represents a different aspect for convenience reasons, to make it easier to standardize prices in alchemy
My players like the character sheet I made and if anything doesn't work out I update it, but so far it's golden.
The 'Alchemy' file is a work in progress. Every time they make something new I record it there so I can standardize prices and ingredients. The first time they try to alchemize something they have to roll to see how successful they are (outlined in the handbook). Feel free to ignore it and make your own ledger or build off from this one.
And lastly, I made a map of the meteor that the ectobiology lab is in. Some of it is based on cannon, other I extrapolated, the rest I made up. The circle room has six yransportalizers because I have six players. In HS, the reference was twelve because they each led to the trolls' personal spaces. Keep it six for your campaign for convenience reasons or make your own version with the appropriate number of rooms for your players, whatever floats your boat.
I think I'm going to post about spesifics in these files off and on because I did work really hard on these and I'm excited. And any questions about stuff I 100% would love to clarify or rewrite in the documents.
I'm not posting my maps (extensive) for the planets or the dungeons on the planets until my current session is over, I don't need my players finding this and seeing spoilers.
And I really want to thank @creative-classpect because your classpect analysis helped me a lot in writing out abilities. It was really helpful!




















