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
Monday, May 11, 2015
Review: Stars Without Number
Continuing my deep dive into the OSR-based SciFi games we naturally next come to Stars Without Number. This gem was released in 2011 and was written by +Kevin Crawford and Sine Nomine Publishing. SWN is a big book, 254 pages filed with maps, sheets, a great index, but no OGL statement that I kind find.
To me this book feels more like the work of hard sci-fi; like that Asimov, Bradbury and Heinlein. Certainly it is epic in scope. There is more of a setting here than other OSR-flavored games, so if you like that, great, if not, well it seems easy enough to ignore.
Chapter 1 covers Character creation. We have seen this all before, but perfect for people new to RPGs or scifi fans new to the Classic 6 Attributes and level/class systems.
The classes are the three "archetypes" that you can find in True20 and other games, The Expert, The Psychic and The Warrior. Each has their own advancement table and Hit Die. SWN assumes a 20 level career in case you were curious. Each class also gets their own saving throw tables.
There are background packages which can be added to classes to give your character more depth and determines some of their skills. There are also training packages to further define your character.
Character creation is a breeze and no one seems to die while doing it.
Chapter 2 covers Psionics. There are quite a lot of psionic powers detailed here. So first thing, if psionics are something you must have in your sci-fi game then please check this game out first. Powers as expected have point cost values. Psionic points always give the powers a different feel for me than magic, so this is another plus really. These powers are not merely reskinned spells, they have been redone to fit within the mythos of the game better.
Chapter 3 details all the equipment you will need including the Tech Level of the equipment. D&D would be tech level 1 (or so) while we are at TL 3. The game is set at TL 5 with some artifacts at TL 6. Time Lords are hanging out at 7 or 8 I would say. D20 Future and Traveller also use a similar mechanic, so if you want to see how they can also work, checking out those games is advisable.
The standard batch of weapons and armor from sticks and stone all the way up to energy weapons are discussed. AC is descending by the way. What is really nice about this game is in addition to lasers, energy swords and computers it also includes Cyberware.
Chapter 4 is the Game Systems chapter. It includes the expected combat, but also a new twist on the skill checks with Target Numbers. Useful if you are using the skills as described here, but it's real utility comes in how flexible it can be. I would have to try it out more, but it's close enough to other skill + die roll + mods vs TN that I can see it's use in a variety of situations.
Chapter 5 covers the history of space of the default campaign setting. Even if you don't use it there are some great ideas here.
Chapter 6 is the Game Master Guide of the game. Deals with running the game and how and where to use skill checks.
Chapter 7 is World Generation which is just FULL of material for any game. While this game has a lot going for it, this is the real gem in my mind. This flows right into Chapter 8, Factions. Factions are important groups. Say a group of allied pirates or smugglers, a government or a band of plucky rebels. Several key factors when creating a faction are given and there is a huge list of sample factions.
Chapter 9 discusses what sort of adventures you might be able to have. With Chapters 6 through 8 and all the details they give, running out of ideas is the least of your worries really.
Chapter 10 covers the creation of alien species. First the hows and whys of aliens are discussed; what to use, where and why to use them. Some of this is situated in the campaign setting, but there is some good advice here even if you plan on using your own background/campaign or not even have aliens. Plenty of traits are detailed and how they might combine. There are three alien races detailed.
Naturally this flows into Chapter 11, Xenobestiary. AKA the Monster Manual. Again we are given a lot of detail on how make alien beasts and then a listing of several samples.
Chapter 12 gives us Robots and Mechs. We have various traits detailed and then plenty of samples.
Chapter 13 deals with societies. This might have felt better coming after Chapter 8 really.
Chapter 14 has designer notes. I nice little treat to be honest.
Chapter 15 deals with the Hydra Sector, or the "Known World" of this game. Instead of countries we have planets.
Chapter 16 ends the book with scores of random tables. Create just about anything with a few rolls of the dice.
There is a nice Index (sadly lacking in many books) and plenty of maps and blank sheets for characters, starships, and adventures.
Stars Without Number is big. It is a vast game with endless possibilities. If there is a sci-fi property out there chances are good that this game will be able to do it.
My only complaint is a non-existent OGL declaration. Can you do a game like this without one? Maybe, but I would not want to. Plus it makes the game's utility a little less for me.
The game is beautiful and there is so much going on with it that it would take me a number of games with it just to get the right feeling for it. The overall feel I get with this game is that it is the perfect child of Basic D&D and Traveller. So much of what made both of those games so great is here.
Is Stars Without Number perfect? No, not really. But it is really, really damn close and even from a short distance I could not tell it apart from a perfect game.
To me this book feels more like the work of hard sci-fi; like that Asimov, Bradbury and Heinlein. Certainly it is epic in scope. There is more of a setting here than other OSR-flavored games, so if you like that, great, if not, well it seems easy enough to ignore.
Chapter 1 covers Character creation. We have seen this all before, but perfect for people new to RPGs or scifi fans new to the Classic 6 Attributes and level/class systems.
The classes are the three "archetypes" that you can find in True20 and other games, The Expert, The Psychic and The Warrior. Each has their own advancement table and Hit Die. SWN assumes a 20 level career in case you were curious. Each class also gets their own saving throw tables.
There are background packages which can be added to classes to give your character more depth and determines some of their skills. There are also training packages to further define your character.
Character creation is a breeze and no one seems to die while doing it.
Chapter 2 covers Psionics. There are quite a lot of psionic powers detailed here. So first thing, if psionics are something you must have in your sci-fi game then please check this game out first. Powers as expected have point cost values. Psionic points always give the powers a different feel for me than magic, so this is another plus really. These powers are not merely reskinned spells, they have been redone to fit within the mythos of the game better.
Chapter 3 details all the equipment you will need including the Tech Level of the equipment. D&D would be tech level 1 (or so) while we are at TL 3. The game is set at TL 5 with some artifacts at TL 6. Time Lords are hanging out at 7 or 8 I would say. D20 Future and Traveller also use a similar mechanic, so if you want to see how they can also work, checking out those games is advisable.
The standard batch of weapons and armor from sticks and stone all the way up to energy weapons are discussed. AC is descending by the way. What is really nice about this game is in addition to lasers, energy swords and computers it also includes Cyberware.
Chapter 4 is the Game Systems chapter. It includes the expected combat, but also a new twist on the skill checks with Target Numbers. Useful if you are using the skills as described here, but it's real utility comes in how flexible it can be. I would have to try it out more, but it's close enough to other skill + die roll + mods vs TN that I can see it's use in a variety of situations.
Chapter 5 covers the history of space of the default campaign setting. Even if you don't use it there are some great ideas here.
Chapter 6 is the Game Master Guide of the game. Deals with running the game and how and where to use skill checks.
Chapter 7 is World Generation which is just FULL of material for any game. While this game has a lot going for it, this is the real gem in my mind. This flows right into Chapter 8, Factions. Factions are important groups. Say a group of allied pirates or smugglers, a government or a band of plucky rebels. Several key factors when creating a faction are given and there is a huge list of sample factions.
Chapter 9 discusses what sort of adventures you might be able to have. With Chapters 6 through 8 and all the details they give, running out of ideas is the least of your worries really.
Chapter 10 covers the creation of alien species. First the hows and whys of aliens are discussed; what to use, where and why to use them. Some of this is situated in the campaign setting, but there is some good advice here even if you plan on using your own background/campaign or not even have aliens. Plenty of traits are detailed and how they might combine. There are three alien races detailed.
Naturally this flows into Chapter 11, Xenobestiary. AKA the Monster Manual. Again we are given a lot of detail on how make alien beasts and then a listing of several samples.
Chapter 12 gives us Robots and Mechs. We have various traits detailed and then plenty of samples.
Chapter 13 deals with societies. This might have felt better coming after Chapter 8 really.
Chapter 14 has designer notes. I nice little treat to be honest.
Chapter 15 deals with the Hydra Sector, or the "Known World" of this game. Instead of countries we have planets.
Chapter 16 ends the book with scores of random tables. Create just about anything with a few rolls of the dice.
There is a nice Index (sadly lacking in many books) and plenty of maps and blank sheets for characters, starships, and adventures.
Stars Without Number is big. It is a vast game with endless possibilities. If there is a sci-fi property out there chances are good that this game will be able to do it.
My only complaint is a non-existent OGL declaration. Can you do a game like this without one? Maybe, but I would not want to. Plus it makes the game's utility a little less for me.
The game is beautiful and there is so much going on with it that it would take me a number of games with it just to get the right feeling for it. The overall feel I get with this game is that it is the perfect child of Basic D&D and Traveller. So much of what made both of those games so great is here.
Is Stars Without Number perfect? No, not really. But it is really, really damn close and even from a short distance I could not tell it apart from a perfect game.
Saturday, May 9, 2015
Zatannurday: Good-bye Constantine
Well. The news is out.
Constantine has been officially canceled.
http://www.ew.com/article/2015/05/08/constantine-officially-canceled-nbc
I know there is always the hope that SyFy might pick it up. But I am not holding my breath.
Until then, here are some pics to help us remember.
I put a spell on you by Super-Fan-Wallpapers on DeviantArt
Magic Users of DC! by Camo-Flauge on DeviantArt
Zatara and Constantine by Diamanty on DeviantArt
Justice League Dark - New 52 - DC Comics by WhiteLemon on DeviantArt
A little JLA and JLAD by CookieMonster-Of-WAR on DeviantArt
Magic And Mystery 18 by Burditt-Photography on DeviantArt
Constantine has been officially canceled.
http://www.ew.com/article/2015/05/08/constantine-officially-canceled-nbc
I know there is always the hope that SyFy might pick it up. But I am not holding my breath.
Until then, here are some pics to help us remember.
I put a spell on you by Super-Fan-Wallpapers on DeviantArt
Magic Users of DC! by Camo-Flauge on DeviantArt
Zatara and Constantine by Diamanty on DeviantArt
Justice League Dark - New 52 - DC Comics by WhiteLemon on DeviantArt
A little JLA and JLAD by CookieMonster-Of-WAR on DeviantArt
Magic And Mystery 18 by Burditt-Photography on DeviantArt
Friday, May 8, 2015
Friday Night Videos: Space Age Love Songs
Welcome back to Friday Night Videos! Sci-Fi Edition.
All week I have talking about Sci-Fi games and sci-fi themes. All of this has sent me back to the late 70s / early 80s when I was hard core into scifi and playing Traveller.
I had so many ideas back then for games. Most I'd never use or even admit to today. But back then they were awesome. You just have to take my word on that!
Again. This time was ripe for ideas in gaming. Anything seemed possible. I was already associating D&D and Star Wars together so when the 80s dawned, I threw MTV into the mix.
No one (except one other artist on my list tonight) looked more like a futuristic alien than Mike Score of A Flock of Seagulls. "Space Age Love Song" was a lesser know, or at least lesser charting, song from their self titled album. But I always thought it was a great ode for the classic space age hero like Flash Gordon or John Carter.
Who was my idea of a Space Hero? It varied, but I knew his name. Major Tom.
Here is the other Alien artist on my list, David Bowie, in his Ziggy Stardust best, singing about our hero Major Tom in his "Space Oddity". This song appeared on his 1969 album of the same name. It was written as an homage to both Apollo 11 and 2001 A Space Oddity.
German born artist Peter Schilling heard "tell my wife I love her very much" and took his own stab at the story of Major Tom in "Major Tom (Coming Home)".
Major Tom finally made it into my games, but not till much, much later and as a riff on the movie "Lifeforce". Major Tom comes home but he is carrying a virus that starts a zombie plague in All Flesh Must Be Eaten.
You can also here/watch the original German version, Völlig Losgelöst and the really-cool-even-though-it-is-a-commercial version by Shiny Toy Guns.
Back to Bowie for bit. The Rise and Fall of Ziggy Stardust and the Spiders From Mars just BEGS to have a game made from it.
Ziggy played guitar...
Call me crazy. But I always wanted to write a game called "Space Truckers". It would be the unholy fusion of late 70s sci-fi and late 70s "trucker chic". It has not been an easy sell. Regardless of how the game comes out in needs to play like Deep Purple sounds.
Few rock acts can speak credibly on matters of scifi, let alone science. Few acts are Queen.
Brian May, the lead guitarist, writer and sometimes singer of Queen is also Dr. Brian May. He has a Ph.D. is astrophysics. "'39" from 1975's A Night at the Opera is song that grabbed me from the first time I ever heard it. The story of the song is that a man and 19 other astronauts leave on a spaceship to discover a new world. They return with good news of a new world. For them it's only been one year, for the Earth and his family it has been much longer. His wife is dead, his daughter is an old woman and his own grand children are there to meet him.
"Ne'er look back, never fear and never cry."
All week I have talking about Sci-Fi games and sci-fi themes. All of this has sent me back to the late 70s / early 80s when I was hard core into scifi and playing Traveller.
I had so many ideas back then for games. Most I'd never use or even admit to today. But back then they were awesome. You just have to take my word on that!
Again. This time was ripe for ideas in gaming. Anything seemed possible. I was already associating D&D and Star Wars together so when the 80s dawned, I threw MTV into the mix.
No one (except one other artist on my list tonight) looked more like a futuristic alien than Mike Score of A Flock of Seagulls. "Space Age Love Song" was a lesser know, or at least lesser charting, song from their self titled album. But I always thought it was a great ode for the classic space age hero like Flash Gordon or John Carter.
Who was my idea of a Space Hero? It varied, but I knew his name. Major Tom.
Here is the other Alien artist on my list, David Bowie, in his Ziggy Stardust best, singing about our hero Major Tom in his "Space Oddity". This song appeared on his 1969 album of the same name. It was written as an homage to both Apollo 11 and 2001 A Space Oddity.
German born artist Peter Schilling heard "tell my wife I love her very much" and took his own stab at the story of Major Tom in "Major Tom (Coming Home)".
Major Tom finally made it into my games, but not till much, much later and as a riff on the movie "Lifeforce". Major Tom comes home but he is carrying a virus that starts a zombie plague in All Flesh Must Be Eaten.
You can also here/watch the original German version, Völlig Losgelöst and the really-cool-even-though-it-is-a-commercial version by Shiny Toy Guns.
Back to Bowie for bit. The Rise and Fall of Ziggy Stardust and the Spiders From Mars just BEGS to have a game made from it.
Ziggy played guitar...
Call me crazy. But I always wanted to write a game called "Space Truckers". It would be the unholy fusion of late 70s sci-fi and late 70s "trucker chic". It has not been an easy sell. Regardless of how the game comes out in needs to play like Deep Purple sounds.
Few rock acts can speak credibly on matters of scifi, let alone science. Few acts are Queen.
Brian May, the lead guitarist, writer and sometimes singer of Queen is also Dr. Brian May. He has a Ph.D. is astrophysics. "'39" from 1975's A Night at the Opera is song that grabbed me from the first time I ever heard it. The story of the song is that a man and 19 other astronauts leave on a spaceship to discover a new world. They return with good news of a new world. For them it's only been one year, for the Earth and his family it has been much longer. His wife is dead, his daughter is an old woman and his own grand children are there to meet him.
"Ne'er look back, never fear and never cry."
Kickstart Your Weekend: The Haunting of Oakcrest Manor
"No one is actually sure when the troubles at Oakcrest Manor began. What is known that many years ago Lord Borgric and his wife Rebecca retired from a life of adventuring to settle down in the quite village of Nahm. He built her a home where they could live their remaining years in comfort. He also built her a wing on the house where she could continue her life's calling of taking care of the sick and wounded.
We know they had a daughter, Imogene, who was as lovely as her mother, but had none of her warmth or compassion, and another daughter Marris, who sadly took more after her father in both looks and intelligence but was as warm-hearted as both her parents.
We know that many years after her parents death Imogene continued her mother's work, but sadly lacked her skill.
We know from the grey beards that one night Marris ran from the house screaming, only to drop dead of fright. That screams came from the house that could be hear all through the village and nearby wood. We know Imogene never left the house and all inside were dead.
Now the house stands alone, unused, but never forgotten. No one goes to the manor. No one that goes in ever comes back out. Some even say that if you listen close you can hear the screams of the people inside and the cruel laughter of Imogene.
Everyone knows Oakcrest is haunted. No one knows by what."
Want to learn more?
The we just need to hit my stretch goal!!
https://www.kickstarter.com/projects/665143704/guidebook-to-the-duchy-of-valnwall?ref=card
We know they had a daughter, Imogene, who was as lovely as her mother, but had none of her warmth or compassion, and another daughter Marris, who sadly took more after her father in both looks and intelligence but was as warm-hearted as both her parents.
We know that many years after her parents death Imogene continued her mother's work, but sadly lacked her skill.
We know from the grey beards that one night Marris ran from the house screaming, only to drop dead of fright. That screams came from the house that could be hear all through the village and nearby wood. We know Imogene never left the house and all inside were dead.
Now the house stands alone, unused, but never forgotten. No one goes to the manor. No one that goes in ever comes back out. Some even say that if you listen close you can hear the screams of the people inside and the cruel laughter of Imogene.
Everyone knows Oakcrest is haunted. No one knows by what."
Want to learn more?
The we just need to hit my stretch goal!!
https://www.kickstarter.com/projects/665143704/guidebook-to-the-duchy-of-valnwall?ref=card
Thursday, May 7, 2015
Starships & Spacemen: Sisters of the Aquarian Order
Not a full post, but some minor tweaks to my Sisters of the Aquarian Order. This time for Starships & Spacemen.
This might be a little too powerful for the Starships & Spacemen. But I will give it a try.
--
Aquarian Sisters often serve as councilors, advisers and ambassadors. They can be found in planetary governments, great powerful houses or even on starships.
Sisters of the Aquarian Order (Witch)
Prime Attribute: Charisma
Hit Dice: 1d6 per level.
Armor: none or light
Weapons: An Aquarian Sister may only use very simple weapons as they spend no time learning how to use them.
Special Abilities: Psychic Powers, Rituals
Aquarian Sister Abilities
Skills: All Aquarian Sisters are skilled in basic astro-navigation having memorized hundreds if not thousands of star systems.
Saving Throws: The Aquarian Sister gains a +2 bonus to any save versus charm, hold or mind affecting powers.
Psychic Power: At first level and every 3 levels hereafter the Aquarian Sister gains a Psychic Power.
LEVEL 01 RITUALS
Bewitch I
Cause Fear
Charm Person
Drowsy
Far Sight
Read Languages
Soothe
Sonic Blast
LEVEL 02 RITUALS
Agony
Bewitch II
Blast Shield
Calm Emotions
Detect Thoughts
Hold Person
Invisibility
Locate Object
LEVEL 03 RITUALS
Aphasia
Astral Sense
Bewitch III
Liar's Curse
Mind Rash
Mirror Image
Scry
Toad Mind
Tongues
LEVEL 04 RITUALS
Bewitch IV
Confusion
Divination
Elemental Armor
Emotion
Mirror Talk
LEVEL 05 RITUALS
Bewitch V
Charm Creature
Dream
Feeblemind
Nightmare
Overlook
Sending
Teleport
This might be a little too powerful for the Starships & Spacemen. But I will give it a try.
--
Aquarian Sisters often serve as councilors, advisers and ambassadors. They can be found in planetary governments, great powerful houses or even on starships.
Sisters of the Aquarian Order (Witch)
Prime Attribute: Charisma
Hit Dice: 1d6 per level.
Armor: none or light
Weapons: An Aquarian Sister may only use very simple weapons as they spend no time learning how to use them.
Special Abilities: Psychic Powers, Rituals
Level
|
XP
|
HD (d4)
|
Rank
|
Psychic Powers
| 1 | 2 | 3 | 4 | 5 |
1
|
0
|
1d6
|
Initiate
|
Empathy
| 1 | - | - | - | - |
2
|
2,600
|
2d6
|
Neophyte
|
ESP
| 2 | - | - | - | - |
3
|
5,200
|
3d6
|
Adept
|
Telepathy
| 2 | 1 | - | - | - |
4
|
10,400
|
4d6
|
Sybil
|
Clairvoyance
| 2 | 2 | - | - | - |
5
|
20,800
|
5d6
|
Mystic
|
Empathic Projection
| 2 | 2 | 1 | - | - |
6
|
40,000
|
6d6
|
Enchantress
|
Telekinesis
| 3 | 2 | 2 | - | - |
7
|
80,000
|
7d6
|
Soror
|
Illusiory Projection
| 3 | 2 | 2 | 1 | - |
8
|
160,000
|
8d6
|
Aquarian Sister
|
Hypnosis
| 3 | 3 | 2 | 2 | - |
9
|
320,000
|
9d6
|
Aquarian Sister
|
Molecular Control
| 3 | 3 | 2 | 2 | 1 |
10
|
440,000
|
10d6
|
Aquarian Sister
|
Energy Leech
|
4 | 3 | 2 | 2 | 2 |
11
|
560,000
|
10d6+1
|
Aquarian Sister |
Brain Drain
| 4 | 3 | 3 | 2 | 2 |
12
|
680,000
|
10d6+2
|
Queen Mother
|
Tentacles of the Mind
| 4 | 4 | 3 | 3 | 2 |
Aquarian Sister Abilities
Skills: All Aquarian Sisters are skilled in basic astro-navigation having memorized hundreds if not thousands of star systems.
Saving Throws: The Aquarian Sister gains a +2 bonus to any save versus charm, hold or mind affecting powers.
Psychic Power: At first level and every 3 levels hereafter the Aquarian Sister gains a Psychic Power.
LEVEL 01 RITUALS
Bewitch I
Cause Fear
Charm Person
Drowsy
Far Sight
Read Languages
Soothe
Sonic Blast
LEVEL 02 RITUALS
Agony
Bewitch II
Blast Shield
Calm Emotions
Detect Thoughts
Hold Person
Invisibility
Locate Object
LEVEL 03 RITUALS
Aphasia
Astral Sense
Bewitch III
Liar's Curse
Mind Rash
Mirror Image
Scry
Toad Mind
Tongues
LEVEL 04 RITUALS
Bewitch IV
Confusion
Divination
Elemental Armor
Emotion
Mirror Talk
LEVEL 05 RITUALS
Bewitch V
Charm Creature
Dream
Feeblemind
Nightmare
Overlook
Sending
Teleport
Review: Starships & Spacemen 2e by Goblinoid Games
I have been in a real Sci-Fi mood of late. Partly due to the new Star Wars film coming out, partly due to the release of the revised d6 Star Wars game out there on social media, but mostly due to the release of White Star. It got me thinking about about another favorite game of mine, Starships & Spacemen.
If White Star is "Star Wars" then Starships & Spacemen is classic "Star Trek".
The author, +Dan Proctor admits his love for Star Trek in the forward of the book, and the cover is certainly evocative of the Original Series.
So what is Starships & Spacemen (S&S)? It is a "military style" missions-based, old-school game in the milieu of Star Trek. First off it is important to point out that while this is the "2e" version of Starships & Spacemen it is more compatible with Goblinoid Games other products like Labyrinth Lord, Realms of Crawling Chaos and Mutant Future. In fact I would go out on a limb and say Mutant Future is a must have since it has rules that can used to create mutants aka aliens. Realms of Crawling Chaos is Cthulhu and those creatures are aliens after all. Labyrinth Lord of course provides more monster/alien creatures.
Also, given that it is compatible with Labyrinth Lord it is also compatible with 100s of other products also compatible with LL. It is also compatible with 1000s of other OSR/Old School products too.
The book itself is 95 pages of content, some ads for other Goblinoid Games products, two full color covers (front and back), character sheet, ship record and hex map. There is no OGL page that I could see.
The system is class and level based. There are various races your character can belong to. Three basic classes all in the "Confederation" military-like branch; Military/Command, Sciences and Support/Tech. Or if you prefer, Gold Shirt, Blue Shirt, and Red Shirt. There is Officer level advancement to level 12 and Enlisted advancement to level 9. So if you are running a game of a starship "boldly going where no one has gone before" then you are set. While I am enjoying class/level systems much more now than ever before I do have some issues with this, but I will talk about that later.
The introduction covers the basics of the system; very much the same as Labyrinth Lord.
Section 2 covers the characters and character creation. Here we have our classes and basic races.
Each class has some basic skills that improve with leveling and each race has ability modifiers. The races are as expected pastiches of the expected races. This is fine since it works so well here. There are a couple of others too, including some reptoids and a frog like race.
Equipment covers the expected range too. Though there are two entries that caught my eye. The robot dog for you K9 or Daggit fans. Also there is a telepathic dog. This caught my eye because back in college I ran a brief "Trek" game where the medical officer had a telepathic dog on board.
Section 3 covers Psi powers. These are not class based, but a random d6 power. The powers are detailed like spells and there are couple of special powers for stronger characters. Like other sci-fi games built on the d20 core adding new powers can be easy, but care should be given as to not make the game too much about powers.
Section 4 covers Planetary Adventures. Or what your away team is doing. This covers a lot of "adventuring" style topics including mapping, various weapon damages, and other hazards.
Section 5 is the meatiest of the book. This covers Galactic Adventures. I think my favorite bit here are all the space hazards. Space Mirrors, Gravity Wells. Enough for a full season of starship disaster scenarios. Atmospheric combat, diseases and even time travel is covered. So of the top of my head nearly any episode of the classic series can be reproduced with this chapter. How is plays out of course is up to the players.
Section 6 covers Starships and discusses their basic use, creation and stats. Combat systems are covered, energy weapons, solid projectiles and shields.Transporter Teleporter systems are discussed including the ever popular mishap (yes there is a table). Computer systems are covered (yes they can run more than one program!) Ship to ship combat gets a pretty decent section since it covers new ground.
Section 7, Alien Encounters is the biggest. This covers not just sentient aliens, but "monster" types as well. Again move creatures from other games back and forth here with no effort. The best section is the random "forehead" alien system. Roll some dice and you have a new alien race. You can even randomly determine a background and environment.
The flows right into Section 8, Alien Artifacts. Lost tech of ancient civilizations.
Section 9 is advice for the "Star Master" or Game Master. Some brief background on the setting is given. There is just enough information here to start a campaign and then get going. Really this is all you need. The game is one about exploration and discovery. So it follows that much of the galaxy should be unknown. This game is so flexible that you can do just about anything with it.
Frankly, the game really is awesome and has all the joy of Labyrinth Lord, only with spaceships and lasers.
Critiques
Ok so this game is perfect for a Trek-like game where everyone is serving aboard a starship. The class/level system works for this. But I do have two issues I want to bring up. One is outside the scope of the game, the other is inside it.
First off. If I want to play a game of "Orion" Pirates or Smugglers I have to bend my Officers level advancement a bit. Indeed, some of the classes would not quite work with a group of characters where everyone has to do a little bit of everything. Yesterday my friend Greg Littlejohn (gm for my oldest in his other game) talked about a Smuggler class. That might work well here too.
Secod point is the level titles them selves. While it make perfect sense to have a bunch of Ensigns (1st level) running around doing things, it makes less sense when everyone on 10th+ level and all Admirals. For this I would use the level titles as suggested ranks only. Or maybe make the PCs part of a special task force that allows them to work outside the normal ranking system.
Despite this there is enough here to make it all work.
If White Star is "Star Wars" then Starships & Spacemen is classic "Star Trek".
The author, +Dan Proctor admits his love for Star Trek in the forward of the book, and the cover is certainly evocative of the Original Series.
So what is Starships & Spacemen (S&S)? It is a "military style" missions-based, old-school game in the milieu of Star Trek. First off it is important to point out that while this is the "2e" version of Starships & Spacemen it is more compatible with Goblinoid Games other products like Labyrinth Lord, Realms of Crawling Chaos and Mutant Future. In fact I would go out on a limb and say Mutant Future is a must have since it has rules that can used to create mutants aka aliens. Realms of Crawling Chaos is Cthulhu and those creatures are aliens after all. Labyrinth Lord of course provides more monster/alien creatures.
Also, given that it is compatible with Labyrinth Lord it is also compatible with 100s of other products also compatible with LL. It is also compatible with 1000s of other OSR/Old School products too.
The book itself is 95 pages of content, some ads for other Goblinoid Games products, two full color covers (front and back), character sheet, ship record and hex map. There is no OGL page that I could see.
The system is class and level based. There are various races your character can belong to. Three basic classes all in the "Confederation" military-like branch; Military/Command, Sciences and Support/Tech. Or if you prefer, Gold Shirt, Blue Shirt, and Red Shirt. There is Officer level advancement to level 12 and Enlisted advancement to level 9. So if you are running a game of a starship "boldly going where no one has gone before" then you are set. While I am enjoying class/level systems much more now than ever before I do have some issues with this, but I will talk about that later.
The introduction covers the basics of the system; very much the same as Labyrinth Lord.
Section 2 covers the characters and character creation. Here we have our classes and basic races.
Each class has some basic skills that improve with leveling and each race has ability modifiers. The races are as expected pastiches of the expected races. This is fine since it works so well here. There are a couple of others too, including some reptoids and a frog like race.
Equipment covers the expected range too. Though there are two entries that caught my eye. The robot dog for you K9 or Daggit fans. Also there is a telepathic dog. This caught my eye because back in college I ran a brief "Trek" game where the medical officer had a telepathic dog on board.
Section 3 covers Psi powers. These are not class based, but a random d6 power. The powers are detailed like spells and there are couple of special powers for stronger characters. Like other sci-fi games built on the d20 core adding new powers can be easy, but care should be given as to not make the game too much about powers.
Section 4 covers Planetary Adventures. Or what your away team is doing. This covers a lot of "adventuring" style topics including mapping, various weapon damages, and other hazards.
Section 5 is the meatiest of the book. This covers Galactic Adventures. I think my favorite bit here are all the space hazards. Space Mirrors, Gravity Wells. Enough for a full season of starship disaster scenarios. Atmospheric combat, diseases and even time travel is covered. So of the top of my head nearly any episode of the classic series can be reproduced with this chapter. How is plays out of course is up to the players.
Section 6 covers Starships and discusses their basic use, creation and stats. Combat systems are covered, energy weapons, solid projectiles and shields.
Section 7, Alien Encounters is the biggest. This covers not just sentient aliens, but "monster" types as well. Again move creatures from other games back and forth here with no effort. The best section is the random "forehead" alien system. Roll some dice and you have a new alien race. You can even randomly determine a background and environment.
The flows right into Section 8, Alien Artifacts. Lost tech of ancient civilizations.
Section 9 is advice for the "Star Master" or Game Master. Some brief background on the setting is given. There is just enough information here to start a campaign and then get going. Really this is all you need. The game is one about exploration and discovery. So it follows that much of the galaxy should be unknown. This game is so flexible that you can do just about anything with it.
Frankly, the game really is awesome and has all the joy of Labyrinth Lord, only with spaceships and lasers.
Critiques
Ok so this game is perfect for a Trek-like game where everyone is serving aboard a starship. The class/level system works for this. But I do have two issues I want to bring up. One is outside the scope of the game, the other is inside it.
First off. If I want to play a game of "Orion" Pirates or Smugglers I have to bend my Officers level advancement a bit. Indeed, some of the classes would not quite work with a group of characters where everyone has to do a little bit of everything. Yesterday my friend Greg Littlejohn (gm for my oldest in his other game) talked about a Smuggler class. That might work well here too.
Secod point is the level titles them selves. While it make perfect sense to have a bunch of Ensigns (1st level) running around doing things, it makes less sense when everyone on 10th+ level and all Admirals. For this I would use the level titles as suggested ranks only. Or maybe make the PCs part of a special task force that allows them to work outside the normal ranking system.
Despite this there is enough here to make it all work.
Labels:
basic,
osr,
review,
sci-fi,
White Star
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