The World of Star's Edge
Fundamentally, when I looked into game systems to run a space campaign, I hit a roadblock. Most space-centric TTRPGS I saw were so outside of my comfort zone, as well as likely other's comfort zones, that it was daunting. That is why I choose Starfinder, as it was basically Pathfinder, which was just a generic varient of D&D 3.5e when it was made.
Sadly, however, Starfinder's original lore relied so much on magic, gods, and material planes, all stuff I wanted to avoid. Not only that, but the density of life that made up the Starfinder universe was so densely packed, so annoyingly full of life, that I felt I needed to start over. That I had to start building my own lore archive to make the game actually feel like science fiction spacefaring adventure.
That is Star's Edge.
Now, that is not to say, I removed all mention of magic and religion. Magic is still a major part of some classes, and some societies still worship.
But I have tried my best to remove all mentions of Triune, the reliance of churches on space travel, and the planar travel aspects of Drift travel. And the space goblins. As cool as they are, I don't want elves and races that are just awakened animals in my universe.
A Technomancer could be a Spellcaster that channels through Technology, or they could just be so good with technology that it looks like magic. A Mystic could manipulate the energy of the world around you, or they could just have knowledge that some don't, psionic powers or something. A Solarian is basically already combining a Monk and a Druid, and flavoring it as an innate control of the building blocks of the stars. We don't need magic to make these ideas work, we just need to bend science a bit to make things work. That's what most Sci Fi already does to make the fantastical work inside it.
Star's Edge is Science Fiction first, Space Fantasy second. If we can't get around just having magic and fantasy elements, we can at least make it less common.
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