Hey all! I wanted to see if someone could suggest a game that would "fit the best" into a custom setting ive been making a long time now.
A while back I wanted to challenge myself to make a whole setting and I have it very fleshed out now. The question is. I am between a few systems and I can also explain what notes I wanted to touch on for my setting.
I personally have been suggested alot of OSR (Vaults of Vaarn, Electrum Archive, GROK) but most of them arent beefy enough for our groups tastes. My group loves long running games they can really sink their teeth into. Like D&D or Traveller. I half considered a Warhammer game but dont know enough about it. I also own all of the Without Number games.
Using the description below, which Science Fantasy with Magic game should I pick?
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It is a setting that is post space age collapse. Tech was so advanced they discovered magic and accidentally woke up the sun, Shamash, a now living god. The magic, destroying all of the advanced civilization with the sun gods eldritch power killing a lot of tech and pulling wild Interdimensional beings into the world.
The planet where this takes place on is a heavily mutated place. O°2 levels are intense on the surface and have made the air so thick it has a shimmer like you are under water. MagiTech devices were created to make floating islands to escape the dangerous surface (you can still explore it with gear). Now everyone uses airships and other contraptions on the surface to get around.
The main idea of the setting is to have tech and magic intertwined. Similar to the game Sable, Kill 6 Billion Demons, Naussica, Book of the New Sun, or Moebius.
The plot of the game would be explore megastructures, delve into ancient but futuristic ruins, fight old facilities defenses and eldritch horrors, spend downtime together and travel to new horizons on the waves of water like air.
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EDIT: some comments asked me to go into more detail on what systems I like and what I am looking for.
I am looking for a system that could last a long time and could run more than 10 sessions per campaign.
My players love character classes but strong abilities to differentiate them could also work.
I would like to not have to homebrew a magic system or create a way for airships to exist within the world.
Last piece, is I would like exploration be at the forefront, combat second rather than first.
Thank you!