Showing posts with label sci-fi. Show all posts
Showing posts with label sci-fi. Show all posts

Sunday, May 29, 2016

Starfinder

Paizo has announced "Starfinder", a new Sci-Fi game that is compatible with their Pathfinder game.



http://paizo.com/paizo/blog/v5748dyo5litw?Announcing-the-Starfinder-Roleplaying-Game

http://paizo.com/starfinder/

I am cautiously optimistic.  This could be a lot of fun and I have a ton of d20 compatible Sci-Fi games to play with.  But of course, I have to ask what will this give me that White Star doesn't already do?

Well it looks like I'll have to wait till 2017 to find out.



Friday, May 20, 2016

White Star Traveller

Free Trader Beowulf, this is "The Lady Lilith". We acknowledge your Mayday and have you on long range scan. Our ETA is 2 mins, 37 seconds.  Hold tight Beowulf, help is on the way.

I love White Star.  It's not groundbreaking, or 100% original (Star Wars + D&D), but it is a great representation and it is a ton of fun. +James Spahn did a kick ass job and managed to get me back into Sci-Fi RPGs.

But back in the day our Sci-Fi games were not this:



But this:



There are some things in Traveller that I think of as a "must have" in a sci-fi game. Things like skills, some more psionics, and dying in character creation...wait, maybe not that.

White Star's class system covers broad skills well, but I have not tried to do very granular or specific skills yet.

Plus there are just a lot things in Traveller I just liked that I would love to see added to the White Star.  Maybe this is something I can do for my Black Star game.

There are also some things in Star Frontiers I like too, but that is something more for blog posting I think.

Thursday, February 18, 2016

The Sisterhood of the Aquarian Order

The Sisterhood of the Aquarian Order



“Our only limits are imagination.”

    - From the Records of the Sisterhood of the Aquarian Order

A new class for the White Star RPG.

The Sisterhood of the Aquarian Order is a class human mystics that have guided humanity towards the stars for centuries untold.

In ancient times when mankind was still battling over feudal lands, the Order was plotting the motions of the planets. When humanity was first using solid fuel rockets the Order was projecting their consciousness beyond our solar system into the stars.  When humans first set foot on alien words, the Order already knew the songs of these Aliens. Now that humans have taken their rightful place among the stars the Order does what it can to keep humanity moving forward.  To what future, only they know.  They believe that humanity is on the cusp of a new consciousness and a new age.

This book includes:
  • The Sisters of the Aquarian Order Class for White Star
  • Psychic Powers and Rituals of the Order
  • New Equipment and space ships
  • Advice for using the Sisters in your games
Details on the Capricorn Heresies and the future of the Order.

Now available in both PDF and Print!

Tuesday, February 16, 2016

Planetary Profile: Gaia

>Galatic Data Network...Accessing.
>Begin Database transmission.
>Planetary database connection enabled.
>
>Ready...
>$ Information request: Gaia
>Accessing...
>
Planetary Data File: Gaia
Name: Gaia  (Ouranos 2)
Class: M. Rocky with nickel-iron core
Satellite: Phoebe (natural)
Semi-major axis: 85,114,187 mi
Orbital Period: 258 planetary days (300 galactic standard days)
Rotational Period: 20.95 hours (20 galactic standard hours)
Mean radius: 3,645 mi
Gravity: 1.176 g
Geography: 75% land, 24% water, 1% polar ice
Mean Surface Temperature: 65 degrees F
Atmosphere: 75% nitrogen (N2), 23% oxygen (O2), 0.9% argon, 0.5% helium, (He), 0.04% carbon dioxide (CO2), 0.02% water vapor (H20) 1.3% other gases.
Government: Planetary Hierarchal Theocracy
Leader: “Her Gracious and Wise Eternal Mother, Cassiopeia CXIV, the 1,153rd Mother Eternal”

The Sisterhood of the Aquarian Order make their home on the small, but lush green planet of Gaia.  No one but members of the Sisterhood are allowed on the planet surface.  This is one of their most inviolate laws.  Scattered across the surface of the Planet are their 40,000 temples, also known as a Priory. Each is controlled by an Prioress, an 8th level or higher Sister.  Forty temples  are controlled by an Abbess. Ten Abbesses report one of 100 High Priestesses who in turn report to four Hierophants and finally to the Mother Eternal.  The current Mother Eternal is Cassiopeia CXIV, the 1,153rd Mother Eternal.

Each temple can house up to 25 individuals of various degrees.   All are connected by the Gestalt.
Nothing happens on the surface of Gaia that all the Order does not know about.

There are a few “lay-members” on the planet, the so-called “little Sisters” that did not pass the trials of the Order.  They provide a number of the support services to the temples.

The one thing the lay-members are not expected to do is physical labor.  Gaia is a fully technologically advanced planet, but their use of much of the technology is limited.  The food is grown on the planet by the members of the Order themselves.  They are a fully self-sustaining agrarian society.  Space ports and meeting areas for off world visitors are all dealt with in their state of the art space station on their moon, Phoebe.  Here Sisters may meet with other species who wish to visit their planet.  Transport to and from the planet is done by space ferry and transmat beams.

Wednesday, February 10, 2016

Expanding the White Star Universe

It is no secret that I am very fond of +James Spahn's White Star RPG.  So with my proof copies in I just had to take a "family" picture.


Of course I am also a fan of +Matthew Skail's Between Star and Void.



I love how these copies turned out and I'll be making it live soon.



I love all the great DIY products coming out for this.
I don't know or have them all, but there is the White Star Catalog that has most of them released as of November.

I have not tried to be 100% compatible with anything other than White Star, but I have also kept it open enough that you can drop the Aquarian Sisters into most games.  The galaxy should be big, and weird.
For example I have no idea if my Aquarian Sisters work well with the Star Sailors of Star Sailors: The Magical Girl Supplement for White Star RPG.

On that note though, Sisters of the Aquarian Order is 100% Open OGC.  So if you want to use the Aquarian or Capricorn Sisters in your product? By all means go right ahead. You don't even need to ask me.  But if you do let me know! I'd like to see what they do in the hands of other gamers.

So what are your favorite White Star products? Sell me on your favorite!

Tuesday, January 19, 2016

Dawning of the Age of Aquarius

By some calculations today, January 19th is the day that the Sun enters the constellation of Aquarius.  So it seems like an astronomically good time to make this announcement.

I am proud to announce my next book.  I give to you, The Sisters of the Aquarian Order for the White Star RPG.

(maybe not the final cover, but close)

Coming in February 2016.

This book will detail the Sisterhood of the Aquarian Order from their early, pre-historical roots to the present day and their uncertain future.  It will cover their roles in the White Star game, their goals and motivations, The Capricorn Heresies, and of course, their near-mystical Rituals and the mystery of the Gestalt.  

I hope you all enjoy this as much as I have had working on it.

Sunday, January 17, 2016

Mail Call!

Look what came in the mail yesterday!


Hardcovers of White Star from +James Spahn, Between Star & Void by +Matthew Skail and a softcover of the B/X Rogue from +Gavin Norman.

They all look great and since they came in at the same time I am thinking a Plays Well With Others is in order.

Monday, January 11, 2016

Satisfied with Alpha Blue

Alpha Blue is the latest release from Kort'thalis Publishing and +Venger Satanis.

Alpha Blue is a Space Station where the party never ends.  The book is 111 pages (114 if you count covers and extra page). The art is what you would expect from Venger; good and on the creepy side.  Some I *think* I have seen before, but I can't be sure really.  But all of it really comes with a nice vibe of late 70s/early 80s sci-fi cheese.  Basically if you grew up in the 70s and 80s watching any sci-fi you will recognize something here. If you are like me then something you will like.  They layout is clean and easy to read. I also appreciate the color and b/w versions of the character sheet.

The book has a basic system attached to it, mostly, as the author describes to set the tone for a game.  The character generation system actually would well as an additional bit of character information for your standard OSR game.  There is some good material here that can be used for something like White Star or Starships & Spacemen.  Print out your game's regular sheet and an Alpha Blue sheet back to back.

The rest of the book is the reall meat of the book and might not really be most people's cup of tea.  Alpha Blue is a Space Brothel.  The obvious nod here is to the old adult movie The Satisfiers of Alpha Blue.  I will happily admit I have seen and enjoyed the movie.  Actually the movie is an interesting social commentary that all the best sci-fi movies have. But that is for another discussion.

Alpha Blue, the book, is thankfully devoid of social commentary.  I am not trying to say the book is nothing but sleazy encounters, but there is a lot here that can be great setting material...and some sleaze.

I think that Venger missed a good opportunity here to call the game master a "Blue Dungeon Space Master" or a BDSM.  A little awkward? Yeah.  No worse than Dungeon Master I guess.

I mentioned in the past that this premise reminds me of the +Shon Richards' story Pleasure Station Sigma.   The comparison still holds, but there is more to Alpha Blue than just that.

Honestly there are so many hidden gems and easter eggs here that I am still finding them weeks in to reading this game.  Which brings up a point.
The one thing this book lacks, and really could use, is it's own "Appendix N". A collection of late 70s early 80s B and C grade Sci-Fi movies and TV shows.  Off the top of my head I saw influences of Logan's Run, Barbarella (ok 60s), Battlestar Galactica, Star Trek (TOS), Star Wars (the first trilogy only), Doctor Who (explictly mentioned), Galaxina, Cherry 2000, Westworld, Heavy Metal, Weird Science, the Buck Rodgers RV series, the Flash Gordon movie and of course, Satisfyers of Alpha Blue.


There are a lot of random tables in this book too.  Personally I am not a fan of a bunch of random tables, but here it works.  After all this is a space station with a lot going on. Plus it fits not only the Gonzo-Sci-Fi style VS has going here, but also the Gonzo-OSR style all his books have.

Alpha Blue is not for the easily offended.  It is also not really for anyone that did not grow up in the 70s or 80s; too much of the content will be lost on anyone that hears "Starbuck" and thinks coffee or Katee Sackhoff.   There is the right group out there for this book, and for that group it will be a lot of fun.  Some reviews have called this an "adult" title.  Maybe.  Personally I would say it is R-rated at the worst.  Though now I do know how much damage a jelly-double headed dildo will do if used in combat.

ETA: Just learned of the death of David Bowie.  I think some stats for Ziggy Stardust, Aladdin Sane or The Thin White Duke are in order.




The stars look very different today.


Thursday, January 7, 2016

Game of the Year 2015: White Star

For me it really is no contest what last year's biggest and best game was.

It was +James Spahn's White Star.


Not that it is faux-Star Wars in a year of Star Wars (but that helps).
Not that it is a Swords & Wizardry reskinned (but that also helps).

No, it is because it is just so damn fun.  You can tell that James must have been having a great time writing this. It shows in his work.  Plus it is such a good seller on RPGNow and DriveThruRPG others must find it fun as well.

I also give it this nod for all the great supplements that have been coming out for it. You can find some of them in this nifty little guide, The White Star Catalog.

White Star isn't just a cool set of rules, it is also a nice sandbox with some minor assumptions on a game universe.   The best elements are left open for others to play with and develop further.

Between Star & Void is a great example.
This book covers the Star Knights and their enemies, the Void Knights, in greater detail.  +Matthew Skail has done a great job of showing us what both groups of Knights can do.  I came away not so much wanting to run "Jedi" or "Sith" but something more akin to the Green Lantern Corps.  At 109 pages it is a pretty full (101 pages of content) of material for Star Knights and Void Knights.  This book also includes Mystics, Star Pilot, Way Adapt and Alien Star Knight, and of course, Void Knights and an extra special group, the Eclipse Knights.
There are plenty of new Meditations for the Knights and Mystics and new Empowerments for Void Knights.  The Void Knights really kind of steal the show here a bit.  I think everyone loves a  good bad guy.  Though the Star Pilot will get a lot of love in some game groups I am sure.
We also have a chapter on Star Knight Martial Styles and a chapter on Star Sword construction.  They really put the "Tao" in "Way" here.  I have to admit reading this feels just like playing games in the late 70s early 80s when sci-fi was king and everywhere. I had toys from various franchises and freely mixed them all together is a crazy, and mostly incoherent, whole.  But I didn't care, it was fun.
This book is like that.  Not crazy and incoherent, but certainly a lot of fun.
There are some great Appendices here too. There is an alternate Meditation system in Appendix A.
Appendix B includes some "Fantasy Conversions" for Swords & Wizardry, Labyrinth Lord, Adventurer Conqueror King, or higher level White Star games.  This includes higher level Meditations

The art is a mixed lot, but I love the cover.
There are some obvious typos and the text needs some cleaning up here and there, but nothing that impacts readability or use.  There is a lot of fun in this book and I can't wait to try it out.

Even given my long complicated relationship with Sci-Fi RPGs, I think I may have found my game.

Thursday, December 17, 2015

Star Wars

I feel the need to make an obligatory Star Wars post today.
But yet I am not quite feeling the excitement.

Don't get me wrong. I love the Star Wars movies and had a blast with all of them.  I loved everything Star Wars growing up too.    I still have a couple of Boba Fetts (one I had to save proof of purchases for, one I bought) sitting on my desk.  I went from being a hard-core fan to a more relaxed one.  I did like the newer movies despite HUGE plot holes (the first movie was about a trade agreement?? really??) and my kids love them.  My adult tastes went more for Star Trek.

I really enjoyed the d20 Star Wars game.  I know "heresy"! How dare I say anything was better than the d6 West End Games version.  I have (or rather my son has) the Revised d20 version.  It is a bit like D&D 3 and so we have been adding it off and on to our regular D&D game.

To me, d20 and Star Wars seemed a perfect match.  I think back to the late 70's and early 80's and what my obsessions were; Star Wars and D&D.  Having played the game a bit I can see why some people don't like it and why some still prefer the WEG d6 version (I don't), but to me it just works. Stars Wars and D&D share history, they share a common place in the Gen X collective sub-conscious right there next to video games.  To me, D&D/d20 and Star Wars just belong together.

Not only was it out at the same time (more or less) I discovered D&D. It became so much a part of my experiences as a kid that is hard to tease out where one influence begins and the other ends.

This movie has: A boy who would be the hero, a swashbuckling rogue, a princess to rescue, a wise old man/wizard/jedi, an evil warrior, an impenetrable fortress, magic, fights, side-kicks, monsters, sword fights and epic battle.  Everything here IS D&D.  They even meet the rogue in a bar!

Yes this another retelling of the monomyth or The Hero with a 1,000 Faces.  That's why it works so well.

Also, I have a long history of dissatisfaction with Sci-Fi games.  It's odd really.  I love Sci-Fi, but the RPGs I have tried (Traveler, Star Frontiers, Alternity) have left me feeling flat.  Star Frontiers was my favorite.   So I guess to me then, the perfect Sci-Fi game would have elements of Star Wars, Star Frontiers and Alternity all powered by the d20 system.  That is also easy to do.  I am a touch surprised I have not tried that yet.

I was talking about this with my wife last night in fact. We are not going to see Star Wars right away, but we are much more excited for the new Star Trek movie to be honest.   She also suggested I pick up the hardcover of White Star and play with that for a while, or even stick with Starships & Spacemen.  Though it is more "Trek" to White Star's "Wars".

Maybe what I need is a solid hook first for some good Sci/Star Wars/Star Trek gaming.

Friday, October 16, 2015

Kickstart Your Weekend: Alpha Blue

+Venger Satanis is at it again, this time with a sci-fi-ish setting that frankly I am bit excited about.


https://www.kickstarter.com/projects/1575519826/alpha-blue

You can go to the Kickstarter page to read about it.  He has less than a week left.

The premise reminds me of the +Shon Richards' story Pleasure Station Sigma. Which is a good thing in my mind.  And, yes growing up in the 70s and 80s I was a fan of adult feature "The Satisfiers of Alpha Blue".

Actually I could go on about Satisfiers. It has some interesting social commentary and Sharon Mitchell has always been a favorite of mine.

I am hopping this will be more like The Islands of Purple-Haunted Putrescence.
It could be fun or it could be completely puerile.  I am willing to gamble to check it out.

Tuesday, August 18, 2015

RPG a Day 2015, Day 18

Day 18: Favorite SF RPG

This one is harder since I have yet to find that perfect Scifi RPG. Traveller came close, but in the end it has to be Doctor Who: Adventures in Time and Space and it's spiritual forefather FASA's Doctor Who RPG.








Wednesday, June 24, 2015

Questions for you all. Favorite 70s Sci-Fi

Work has me busy today writing faculty training guidelines.  But that doesn't mean I am not active on my projects.

I have a question for you all today.

What is your favorite 70's science fiction or science fantasy movie (or TV show)?

I am looking for obscure stuff here and the weirder the better.

Now by 70s I do mean 1970 to 1979.  BUT I will take movies as early as 1967 or late as 1983.

A few of mine are:
2001 A Space Odyssey (1968)
Star Wars (1977)
Alien (1979)
Logan's Run (1976)
Colossus: The Forbin Project (1970) (computers were the new demons!)

I also want to extend my personal thanks and a shout out to the Space: 1970 blog.
Christopher Miller really has a great blog and I have spent hours reading it over.

Let me know what you like and why.



Friday, May 22, 2015

Throwing my hat in

I have been pretty busy this week.  Have a few projects I HAVE to get off my plate.

So what do I do about it?  Simple.  I start writing a new campaign setting for White Star.

I am not ready to reveal what it is yet, I just only got started.  But here is what I can say:
- It is called "Children of the Stars"
- It is Earth-humanity based.
- It is very, very 70s in feel and ideas.

I am not replicating any of the rules from White Star and I am going to assume that you can use everything from the core rules and leave it flexible enough to use anything else. 

It is based on a few things I have posted here over the years and I think I have something new, different and fun.  Art is going to be the issue. I have not found any I really like.

I just hope I can get it done before the blush is off of White Star!

Thursday, May 21, 2015

PWWO: Wildstar Corvette + OSR SciFi Games

During my brief foray into scifi games in the 80s I had managed to create one thing, the FTL Lucifer.
The Lucifer was a Corvette class spaceship, small, light but deadly.  The historical Corvette was also a class of small war ships just larger than a Frigate. It had a small crew of officers (aka PCs) and enlisted personnel  (hirelings).  It is a perfect vehicle (pardon the pun) for a game.
A good friend of mine drew a picture of a ship for me and it was perfect.  Well....it was perfect because it was what I used and was fond of the drawing.

I lost the drawing years ago, but I kept the Lucifer.
Over the years I expanded on it and wanted to use it in a Star Trek game that never got going.  It was the first in a line of ships all named after devils in various myths.  So there was the Baalzebul, the Fek'lhr and the Kosst Amojan.

Recently I discovered Wildstar Class Corvette/RPG Battle Maps by Wydraz.
It's not perfect, but it is really, really close.   These maps are largely system free, though there is a solid hint of both d20 and Star Trek influences.  That is fine by me.

Since I am unlikely to recover the original drawing of the FTL Lucifer, this is a good substitute.
But this only gives me the basics;

Length: 340'  (104 meters)
Beam: 230' (70 meters)
Height: 80' (25 meters)
Tonnage: 18,000 (16,300 metric tons)
Cargo Capacity: 2,000 tons (1,815 metric tons)

Main Batteries: 2 dual plasma cannons
Crew Cabins: 4 Officers Quarters, 20 double crew cabins
2 Shuttles, 10 Escape Pods.

Nice little ship.

But to use it a game I will need some stats.  Thankfully I have some games I can stat it up in.
Let's see how it Plays Well With Others.

White Star
+James Spahn
The FTL Lucifer
Corvette Class Warship

ARMOR CLASS: 2 [17]
HIT POINTS: 100
SHIELD STRENGTH 10
Movement 9
TARGETING +1
ATTACK Dual Laser Cannon x2 (4d6)
Range 14
MODIFICATIONS Faster-Than-Light Drive, Proton Missiles (optional)

Cost: 100,000 CR
Crew: 4 Officers, 40 enlisted max.

Starships & Spacemen
+Dan P
The FTL Lucifer
Corvette Class Warship (CC)

Crew complement: 44
Command Rank: Lt. Commander ("Corvette Captain")
Power Pile Base: 150 energy units (one-half pod)
Teleporter Capacity: 2 at a time
Beam Banks: 2
Ion Torpedoes: 1
Shuttle Ships: 2
Sick Bay Capacity: 6

Stars Without Number
+Kevin Crawford
The FTL Lucifer
Corvette Class Warship 

Cost: 6.1m
Speed: 1
Armor: 5
HP: 40
Crew Min/Max: 10/40
AC: 6
Power: 50
Free Mass: 20
Hardpoints: 5
Class: Corvette

Fittings: Advanced nav computer, Auto targeting system, Drive 6 upgrade, 10 life boats, ship bay.
Weapons:
Dual plasma cannons (2 hardpoints each), 4d6 each, Power 10
Torpedo launcher (1 hardpoint), 3d8, Power 10
Defenses:  Augmented Plating

Machinations of the Space Princess
+James Desborough and +Satine Phoenix
The FTL Lucifer
Corvette Class Warship

Crew: 40
Attack: +2
Scale: 6
Hit Points: 5HD (22 hp)
Armour: 1d4
Defence: 6
Speed: Moderate
Weapons: 2 dual plasma cannons, 1 torpedo launcher
Toughness Save: 7
Reflexes Save: 5
Power Save: 8

Customisations: Can't Land, 10 escape pods, medical bay, science suite, shields, shuttle bay.


I like how each game gives a slightly different view of this space ship.
So who is ready to board the Lucifer and do some exploring!

Friday, May 15, 2015

Review: X-plorers

This really has been a lot of fun going through all of these OSR flavored Sci-Fi games (or are they Sci-fi flavored OSR games?) anyway. I am going back a bit to 2009 and X-plorers which comes to us from +David Bezio and  Brave Halfling Publishing.

X-plorers is somewhere in the middle of Starships & Spacemen and White Star. Both thematically and in terms of rules.  There is a more of an old school vibe of this one.  So to continue my analogies to the point of breaking, X-plorers is more Buck Rogers, the old serials and 50s sci-fi movies.

The book itself is 41 pages. This includes cover, title page, ogl page and a trademark license.  The trademark license is nice.  You can make content that is "X-Plorers Compatible" as long as you abide by the license.  Yes other games do this too.

Characters have class, hit points, and levels just like most OSR books.  The characters in X-Plorers though only have 4 attributes; Agility, Intelligence, Physique and Presence. They are still ranked 3-18. There are also four classes; Scientist, Soldier, Scouts and Technicians.  Personally I think some sort of Royalty or Ambassador class might have been a nice inclusion as well.
There are some multi-classing rules too which are nice to see.

Equipment is covered next.  The basic unit of commerce is the credit (cr).  It functions largely the same way the gold piece does.  Gear and weapons are covered, but also vehicles and robots.  Near the end we cover skills as well.

Chapter 3 covers running the game.  This includes saves, combat and skill checks.  All similar territory to other games.

Chapter 4 details Space. This covers ships, buying and outfitting with crew as well as combat.  Each phase of combat is discussed, so the gunner, engineer, pilot and so on.  This reminds me of some the of old school Naval ship battles.  Ship repair is also covered.

This is followed by a referee's section.  This covers creating a game and running one.  There is a small section on Aliens and Planets.
NPCs, Allies and Monsters are featured in the next section. I would have liked more, but again, these are easy to take from any fantasy game.

Chapter X is an adventure/background piece on Roswell.  There are even stats for the Greys, whic is really cool to be honest.
Chapter Y covers psionics and pyschic characters.  This is also pretty cool.

We end with some sheets for characters and ships.

X-plorers is a light game and designed to emulate the games of the 70s.  So in that respect it does the job well.  Some people will want more, but there is still a lot here.  Rule-wise it reminds me more of White Box Swords & Wizardry, in fact you could use S&W as the rules and the rest as add-on.

There is a free version with no art, X-plorers (no art)a Quick Start, a printable Players Guide, and Character Sheets.

Thursday, May 14, 2015

Review: Metamorphosis Alpha, 1st Edition

MORBIUS: Back. To. The. Beginning!  - Doctor Who: The Brain of Morbius.

There is a game going all the way back to the dawn of time, or at least the dawn of the roleplaying age, that has fascinated me.  I knew of it's children games, Gamma World and Expedition to the Barrier Peaks, but it has not be till recently that I have seen the father of sci-fi games.

Metamorphosis Alpha is considered to be the first popular Scifi game available.  While many of us heard of and purchased Traveller first (and that could be another entire week for me) MA really is the first. Published a year before the Traveller books.  Written by James "Drawmij" Ward, MA has deep ties with D&D.  The game was playtested by Ward and Gygax and others at TSR.  This lead to the aforementioned Expedition to the Barrier Peaks and Gamma World.  The forward of the game was written by Gygax and Brian Blume.

The basic game outline is that characters, human, mutant and other all live on a fantastic colony ship, The Warden, that has broken down.  The ship is basically a giant flying dungeon. In space.
The character creation rules, monsters and everything are like Original D&D through a distorted lens.  To use an analogy from computer programing if D&D/AD&D is Pascal then Metamorphosis Alpha is Modula. Naturally this makes Gamma World Modula 2, AD&D2 Turbo Pascal, D&D3 Borland Pascal, D&D4 Oberon, D&D5 Delphi and so on...

It would be a fantastic game to play when you are in a great old-school mood and I do know people that have made great long campaigns with it.  Think about it, the idea would later pop up in the series Red Dwarf.

The book itself is 40 pages which includes front and back cover, an updated errata sheet, pages of tables, character sheet and maps of the Warden.

The game itself is complete and a prime example of old-school minimalism.  Modern readers might be tempted to ask "is this it", but to these eyes it is succinct and complete at the same time.

MA of course is perfectly playable on it's own. Has been for 40 years.
But it also works great as a setting or a as a "Mega dungeon" in space.

Mix MA with any of the games I have been reveiwing over the last few days and you have a mysterious, ancient colony ship. 80 km long, 40 km wide and 14 km tall and filled with humans, mutants and who knows what else.   Think of the ship in "WALL-E" now fill it with mutants.

Honestly I am using it in my own old-school D&D game and it is part of my world's history.  The uses and re-uses of this game are endless.

The mutant rules in the book are easily ported over to any game.  So use them as mutants or aliens or even demons in your fantasy game.

At just under 6 bucks it is also a steal.
There are character sheets too for humans and mutants at a buck each.  Normally I think sheets should be free, but I am only paying $5.99 for the pdf.  If the sheets were free and the game was $7.99 I would not balk or fret at the price.

If you have any interest in old-school gaming, sci-fi gaming or even the roots of our hobby, then this is a fantastic game to add to your collection.
If you are playing any of the new "old-school" sci-fi games then I consider this a must buy.

Wednesday, May 13, 2015

Review: Strange Stars

Every so often you come across a product that is so different than the rest it is hard to know what to do with it.  +trey causey's Strange Stars is not exactly that.  Strange Stars is a product so different it is hard to know what I can't do with it.

The book is a joy to look at.  Yes it is only 32 pages with cover, but each page is so rich with art and color it must have cost a lot to make.  Since art is important to how this book can be used it is a better investment than say page after page of text.
Let's start with that cover.  There are homages to late 70s, early 80s sci-fi shows and movies.  I can feel the influences of Star Wars and even Jason of Star Command here. Not to mention the obvious, but loving, nod to the classic Star Frontiers.   Really, I should be able to buy that as an art print for my game room.  I put that cover up there with some of the best RPG covers ever.  Plus the overt homage to Star Frontiers is a huge plus.

Strange Stars is not a game itself, but a setting book for other sci-fi games. Not just the OSR-flavored ones of my last few reviews, but any sci-fi game.  As a mental exercise I kept asking "can I use this in Traveller? Star Frontiers? Alternity?" most times I was saying yes.

The book starts out with a historical overview of the setting.  The "Ancient times" in this case is humanity leaving "Old Earth".  So already this is a setting far flung into the future.

Various forms of life are introduced, or Sophonts.  This can be your garden variety human or other life form that is mostly biological, self-aware robots, or AIs.  Or, most likely some combination of the above.

Really a couple of the great features of this book are not chapter by chapter but concept by concept.
Free of system Causey's mind rushes down dark un-explored pathways, strange lands and truly alien worlds.  BUT, and this is very important, this not so far removed from our experiences to be really out there.  There are roots here. Roots with names like "Star Crash" and "Buck Rodgers" (the TV series on NBC, not the serials) and "Logan's Run".  Jenny Agutter's "Jessica 6" practically jumps off of page 12.
Speaking of which, the characters here BEG to be stated up for your favorite system.  Siana Elizond, the previously mentioned Jessica 6 clone, is more interesting in a picture and paragraph than some characters with pages and pages of back story.  Plus I can't help but think that Elphaba Mandrake was made as a personal challenge to me!

So yes. The page count is small, but it is chock full of great ideas, eye catching art and more than enough to get you going on a campaign set out among the stars.

In truth everything you need to know about what this game-supplement is about can be summed up in this one picture.


The best of what the late 70s / early 80s had to offer.


You can find Trey at http://sorcerersskull.blogspot.com/

Tuesday, May 12, 2015

Review: Machinations of the Space Princess

Continuing my reviews of OSR Sci-Fi games.  Next up is Postmortem Studios' Machinations of the Space Princess.   Continuing also with the comparisons. If White Star is Star Wars, Spacemen & Starships is Star Trek then Machinations of the Space Princess (MotSP) is Heavy Metal, the Movie.

Written by +James Desborough and art by +Satine Phoenix this game has a really cool, sexy vibe.
Firmly planted in the PG-13 area, this game does more with a nudge and wink than some games try to do with out right R material.
The game is described as a game of "Kick Ass Heroes".  It is. It is also a game of rogues, smugglers, free wheeling pilots, more-than human psionics and accountants.  Seriously, you can hire them.  But more on that later.

This game is built on Lamentations of the Flame Princess, but it takes more than a few liberties with it.  Bottom line here; you can add this to any of the OSR Sci-Fi games I have been reviewing.
The book itself is 244 pages which includes cover, OGL, title pages and acknowledgments.  There are a few pages of "What is Roleplaying" and examples of play.  Anyone reading this review though can likely skip these sections.

There is a section on the default setting, the Urlanth Matriarchy, and it's fall.  Also each page has a note with some tidbit of information.  Don't ignore these, there is a lot colorful commentary here.
The section on Kick-Ass heroes is a good one and even though it feels like something we have read before it is worth reading again (or for the first time).   MotSP is fully character focused.  The empire, the aliens, the tech, that's all just backdrop to playing a Kick Ass character and having a good time.  This is refreshing for an old school game and honestly for me it nudges MotSP ahead in my book.
The mechanics of building a hero are also here. This is old hat for most of us.
Note: Ability score bonuses are more in-line with D&D 3.x than old-school D&D.  But you could use whatever you like really.
MotMP has Seven attributes.  Comeliness is back.
There are actually a few compelling reasons to include Comeliness and MotMP is a good game to use it.
Races are covered with the default humans and various archetypes of other races (Amoeboid, Aquatic...). Races are also divided up by Species (an actual species), Cultural (many species or one species that make up a culture) say like a planet of criminals or Exotic (something about them is very different), for example everyone is dead or a cyborg.  There are a lot of of these races given and they can be combined in different ways.
Classes cover many of the basics; Experts, Killers, Psions, and Scholars.  Each class has their own sub-specialties, HD, Attack Bonus and Skill Points.   Psions get Psi Points and Power Points.  In what seems reversed to me Psi-Points are your reserve of power to use your psionic powers and Power Points allow you to buy your Psychic Powers.  I am planning to spend some time with the Psion since it is the closest thing I have seen to a witch-like character.

Skills define what a character can do.  The skill system is a d6 roll under the skill points you have for a particular skill.  There are some common skills that everyone can use, the Psi skills (Psions), Combat skills, Scholastic skills, and General skills (ones that anyone can learn but don't start out with).

After skills we discuss gear, which includes arms and armor. Some basic ship stats are also given.  Ships can also have a number of qualities.  My favorite so far is "Killer Paint Job" which makes your ship "look totally rad".  Seriously it like this is the only game that remembers that fun is important!  Ok, not really, but fun is in the forethought here.

Of course you are are going to get all that loot from doing what ever your kick-ass characters do, but can you afford that "killer paint job"?  Better hire that previously mentioned accountant.  Retainers are discussed next.  How many hit die they have (space is a dangerous place) and how much they need to be paid.  So do you want 10 accountants or 1 elite assassin?

There is a chapter on cybernetics and enhancements.  It isn't as fully transhuman as say Stars Without Number, but it gets the job done.

Bodly Going is the chapter on space and planet exploration.  It can also be called 1,001 Ways to Die in Space.  I give James a lot of credit here. I know the guy outside of the gaming world and he is what I call a science-cheerleader.  He does not hit us over the head with hard core science in this, but he is paying enough lip service to the real thing to make this chapter fun to read.  I know he could have dialed this up more, but since his goal is fun this is perfect.

Rocket's Red Glare gives us more details of spaceships.  This includes a lot on combat.  What I do like here is that ships are treated like characters.  It is something a lot of games do so there is a real pragmatic approach to it all.

The rest of this section covers things characters can do and psionics.

A little after the half-way point we get into the Game Master's section.
If the players make kick-ass characters then the game master is instructed to be a bad-ass Game Master.  Additionally advice is how to keep the game fun.
So everything from planetary romance, swords and planets stories, sexy (or sleazy) fun, traps, killing things and taking their stuff and more are discussed.

The book ends with an index and character and ship sheets.

There is so much here to be honest that I doubt I'd ever run out of things to do with this game. It may be more tongue-in-cheek than other sci-fi games.  There are plenty of "Serious" sci-fi games that play great and are fun, but I doubt I will find one with a bigger sense of fun than this one.

Monday, May 11, 2015

Monster Monday! Yog, The Monster from Space!

It was my pleasure to meet Natasha Duncan-Drake and her sister Sophie Duncan in last years A to Z Challenge.  They both posted a lot of great stuff and plenty that can be used in any game.

Well Natasha has started a new feature.  Monster Mondays.
http://tashasthinkings.blogspot.com/2015/05/monster-monday-2-talos-bronze-giant.html

You might recall I did something similar here for a while and there are other blogs that also do this.
MindweaverRPG has done a few, so has Dispatches from Kickassistan, and I know there are others.



I like Tasha. She is cool, so I am happy to get behind this monster monday.  Plus I love monsters.

Since I am talking about Sci-Fi games all week how about a sci-fi monster.
And no space monster is loved more here than Gezora from Yog, The Monster from Space!

Gezora
Is a giant (100ft/30meter tall) squid controlled by the "Space Amoeba" Yog.
Gezora usually attacks a planet, but can be transported through space.
Gezora, Yog and other kaiju are the "stars" of "The Space Amoeba" aka "Yog the Creature from Space".

Gezora can walk on land, swim in the ocean and travel through space.  While it has 10 tentacles it can only attack with 2 of them.  Any natural 20 attack roll means that Gezora has grabbed onto a victim and will swallow it whole.


(White Star)
Armor Class: -2 [22]
Hit Dice: 25
Total Hit Bonus: +20
Attacks: 2 attacks with tentacles, 4d8x2. Swallows whole on a natural 20.
Saving Throw: 5
Special: Survival in water and in space
Movement: 18 (on land, sea and space)
HDE/XP: 20/7,500


(Starships & Spacemen)
Encountered: 1
Movement: 180' (60')
Intelligence: None/Super Genius (Gezora has no intelligence, Yog does)
Psionic Potential: Telepathic
Hits: 25d8
Armor: -4
Combat Skill: 20
Save: L20
Attacks: 2
Damage: 4d8 x2
Morale: 12
XP: 5,480


(Stars Without Number)
Armor Class: -2
Hit Dice: 25
Attack Bonus: +20
Damage: 4d8 x2
No. Appearing: 1
Saving Throw: 5+
Movement: 40' (land, swim, space)
Morale: 12