Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Thursday, May 20, 2021

Review: Spelljammer, AD&D Adventures in Space

Cover of the Spelljammer book
Come back to me if you will to a time just right before the Internet.
(Ok, technically the roots of the Internet were here in ARPANet and what I was using BitNet at the time. But you know what I mean.)  

The time is 1989 and the game on my table is AD&D 2nd Edition.  Well, it is really Ravenloft, because, in college that was my setting of choice, AD&D just happens to be the system that ran underneath it all.  So a couple of points already.  I was playing AD&D 2nd Ed and really all I had the money for at the time was for one setting and that was Ravenloft.  There were a lot of great settings in the AD&D 2 days; Forgotten Realms loomed large and impressive, and maybe a little intimidating.  Greyhawk and Mystara only had some minor entries, much to my disappointment, Al-Qadim and Kara-Tur both looked like fun, and then we would also get Planescape. But there was one out that seemed so strange to me that I wanted to know more but yet could not bring myself to buy.  Until now. 

DriveThruRPGs Print on Demand has been a fantastic opportunity for those of us who want to go back and look at some of these other systems and games of our youth.  While I have relied mostly on the aftermarket to get myself up to speed on the Forgotten Realms (and enjoying it) I recently picked up the hardcover POD version of AD&D's Spelljammer.  And I am so happy I did.

Now don't get me wrong. I wanted to play SpellJammer back then.  We ever started a new campaign where all the characters were in a navy, so they all had 3 free levels in fighter, and then they were level 1 (or 4 for the fighters) in whatever other classes they were going to be.  Using the AD&D dual classing rules meant they could not act as fighters until later. But it boosted their HP.  They were going to spend some time at sea, but eventually, they were going to turn their ship into a SpellJamming one.  I named the ship "The Black Betty" after the Ram Jam song because every time I heard "Spelljammer" I thought "ram jam" and the Black Betty was a good name for a ship.  Sadly we never got very far. I was at University and my DM at the time was at a different school and the other players were also at yet another school. Meeting only over the summer was not helpful for a long-term campaign.

Fast forward to today.

Spelljammer: Adventures in Space

For this review, I am considering the Print on Demand hardcover and the PDFs from DriveThruRPG.  There may be things true of these versions that are not true for the original boxed set and things that might be the other way around.  I can't speak to the boxed set since I never owned it.  

Spelljammer is a whopping 278 pages.  Jeff Grubb is our primary author with art by Jeff Easley, Jim Holloway, Dave "Diesel" LaForce, and Roy Parker.  Easley is responsible for our cover, and indeed many of the covers from this time.  The interior art is Jim Holloway who really set the tone and feel for what I consider the 2nd Ed "style" of that time.  The interior is largely black and white with some color illustrations.  Mostly the pictures of ships, what were covers in the separate boxed set books, and some maps.  The scanned pages are not crisp, but they are easy to read.

The book is divided into two large sections that correspond to the two 96-page books that came in the boxed set, Lorebook of the Void and Concordance of Arcane Space.

Lorebook of the Void

We are introduced to how Spelljammer, AD&D in Space, came about.  We also now know that this was the first of new boxed set settings to come out for AD&D 2nd ed.  More would follow and make 2nd Ed more famous for their settings rather than their rules.  The goal for Spelljammer was overtly a simple one; AD&D in space, connect all the main AD&D worlds, and make them work together without changing what makes each one unique.

This section covers the basics of Spelljamming and operating a spelljamming helm.  We get a good overview of the types of spelljamming ships and that various races that can be found in Arcane Space.  We learn that gnomes and halflings for the most part avoid Arcane Space since they are too closely tied to their planets (makes sense) but Krynn's Tinker Gnomes are not so tied to their world in the same fashion so they are very much at home in Arcane Space. We even get a bit on goblinoids.  

The next third covers the various monsters and creatures you will find in AD&D 2nd Ed Monstrous Compendium format. We are given new details on the Beholders (they take the place of Daleks in Arcane Space) and the Neogi. Mind Flayers also get new treatments.  

The last thrid covers the three main AD&D game worlds, Krynn (Dragonlance), Oerth (World of Greyhawk), and Toril (Forgotten Realms).  The problems begin to show here since the cosmology of Krynn is tied very much to their gods.  This is not the fault of Spelljammer or Dragonlance, but rather one of trying to fit the divine into a scientific worldview.  I will admit I do like how the spheres are covered here.  It reminds me a little of how the solar system of Urt is covered in the D&D Immortals Set.  One could take that information and drop it rather cleanly into this book.  It was not done of course because at this time Urt/Mystara was considered part of D&D and not AD&D.  Even discussions online close to the time described AD&D as one universe, maybe even in the same galaxy, and D&D in a different universe altogether. 

Concordance of Arcane Space

The second major section of the book covers the rules part of Arcane Space.  The first chapter describes some basics of how Arcane Space and the Phlogiston work.  Chapter 2 covers some changes to the AD&D rules.  The first change, Lizard Men are now a playable race.  There are changes to some spells and how clerics can talk to their gods. We also get some new spells.  Chapter 3 covers the ships. How they are made, flown, and the capabilities (armor, weapons, storage) of examples.  Combat is covered in Chapter 4.  Ships are a lot like characters in they have an Armor Rating and Hull Points.  Damage by large ship weapons can deal hull damage and/or hit point damage. Chapter 5 covers celestial mechanics, or how systems are made. While in real-life astrophysics we know that forces like gravity will produce round (or oblate) planets and stars, there is a wide variety of things found even nearby to us.  Arcane Space should be just as diverse if not more so.  Oerth (Greyhawk) is a Geocentric system, Toril and Krynn are heliocentric. There are other systems that can be and should be, even stranger.  We learn that there is a flow to the Phlogiston and that some worlds might easy to travel to, but harder to travel away from.

We also have several appendices.  The first covers how magic spells and items work in space.  Appendix 2 covers travel times with Earth and the Solar System as an example along with Krynn, Toril, and Oerth.  Mystara/Urt can be substituted for Earth easy enough.  Flow can affect travel times.

The last section of the book are the color deck plans of various spelljamming ships. Maps and cut-out-and-fold ship minis. Best get the PDF along with the printed book so you can print these on your own.  A large black-hex map would work great for movement in space. 

Reading it today I can overlook some of the flaws that would have bothered me in 1990.  

Print on Demand Book

The Print on Demand book is hardcover, mostly black & white with some color art inside and color covers. It is a hefty volume on premium paper which makes it a little thicker than you expect a 278-page book to be.  It is very high quality. 

Covers of the Spelljammer bookCovers of the Spelljammer book


Interior of the Spelljammer book


Interior of the Spelljammer book

Interior of the Spelljammer book

Interior of the Spelljammer book

Interior of the Spelljammer book

Converting to 5e

In the first chapter of the first section, some advice is given about converting older AD&D monsters to use with Spelljammer since in theory every monster could be found somewhere.  The example given is the Grimlock from the Fiend Folio, a monster they describe as not likely to be updated to 2nd Edition.

Well. We know now the Grimlock. And updated to 3rd and beyond.   So there is no good reason to assume that Spelljammer will "Never" be updated.  In fact with D&D 5's desire to embrace the past and every world of D&D in their products it is reasonable we will see some Spelljammer at some point.  A spelljamming ship was already placed on a level in a 5th edition adventure. 

But converting to 5e based on the material in this book? Well really there are two main areas of focus; monsters and magic.  Many of the monsters have newer 5e writeups now, so this is less a question of conversion and more of replacement.  Magic, in particular spells, would need some more work but the guidelines are in place.  Similar spells should change in similar manners.  Combat can be swapped out for 5e combat, which not terribly different. So yes, if you are playing a 5e game then you can get a lot of use and play out of this book.

If you have ever been curious about Spelljammer but did not want to pay the aftermarket prices then the PDF is an absolute steal.  If you know about it and want to give it a go again (or for the first time) then the POD version is equally cost-effective.

Saturday, May 15, 2021

Review: Space Opera, 2nd Edition (1982)

Space Opera, 2nd Edition, 2nd cover
Space Opera has always been one of those games that I have wanted for years but never tried. Anytime I thought about the game it was usually out of print and the prices were a bit high.  Then I'd forget about it again.  Reading through all my old Dragons, especially in the 1980-1983 time frame, there was an ad for it every issue.

Since this is SciFi month I figure I should go back to this one.  Thankfully for me, it is now available as a PDF from DriveThruRPG.

Space Opera (1982)

Space Opera, 1st Edition, was released in 1980 which makes it one of the first competitions to the Classic Traveller RPG.  The 2nd Edition version, which is what DriveThruRPG has, was released in 1982.  I can't really speak to the differences.  According to a post over at Wayne Books, there are not really many differences between the 1st Ed "Blue" box vs. the 2nd Ed. "Black" box save for the art. 

There also seems to be a slight difference between the two black box 2nd edition covers.

Space Opera was written by Edward E. Simbalist, A. Mark Ratner, and Phil McGregor and published by Fantasy Games Unlimited. 

The PDF from DriveThruRPG is 200 pages split into to two volumes. There are two color pages of the box art and the rest is a very old-school style b/w text with some minimal art.   While this sounds like a drawback the game is very much a sandbox-style game. So the "Art" that would be here is from whatever your favorite sci-fi property is.  Space Opera tries to be all things to everyone and ... well we will see how well it does at this. The PDF is a scanned image, then OCR'ed.  There is no bookmarking.

Out of the box we learn that Space Opera is exactly that. A game to emulate your favorite Space Opera fiction.  This is not the hard science of Traveller or the weird science of Gamma World/Metamophasis Alpha.  This is Star Wars, Battlestar Galactica, Buck Rogers. I have heard it described as "not drama, but melodrama."

The sections are numbered like many old-school war games. 1.0 is "Space Opera" 1.1 is "Required Materials & Equipment" and so on. There are four major sections of Vol. 1, the player's book, 1. Space Opera, the introduction, 2. Character classes, 3. PC Career Experience and 4. PC Knowledge and Skills.  Vol. 2 is the "Star Master's" section.  Yes they are indeed called Star Masters.  Here we have sections 5 to 18. 5. General Equipment Lists, 6. Personal Weapons, 7. Heavy Weapons, 8. Ground Combat,  9. StarShips, 10. StarShip Combat, 11 StarShip Economics & Interstellar Comerce, 12. World Creation, 13. Cultural Contacts (aka Aliens), 14. Directory Design of Planets, 15. Habitable Planets, 16. NPC Races, 17. Beasts, and finally 18. Personal Living Expenses.

If it looks like the game is heavy on weapons and combat then yes, it is.  It is also so wonderful old school with bunches of different systems and sub systems. 

Instead of completely reviewing a 40+ year old game let through out some caveats and some points.

First, while this game was certainly an attractive alternative to Traveller at the time, we have many more games out now that do this all better and with clearer rules.

Second, if you are a fan of older games or a fan of Sci-Fi games then really is a must have for your collection.  The PDF is nice and cheap compare to the $100+ to $300 range I see copies go for online.  For $10.00 it is worth your while if you are curious about the game, the history of RPGs or Sci-Fi games.

Now some points. Or how to get the most out of the 10 bucks I just asked you to spend.

Section 1.2 covers units of measurement, all metric focused.  Many games do not have these, this is useful for anyone working in three-dimensions or needs a good idea what a cubic meter is.

Section 1.4 has good advice on dicing rolling in any game.  Don't roll unless the outcome is in question or it serves the drama. There are lots of time to roll the dice, it doesn't need to be done all the time. 

Section 2.0 covers classes. They boil down to Fighting, Tech, Science, Medical and Specialist.  We will see these in one form or another time and time again in nearly every other Sci-Fi RPG from Stars Without Number, The Expanse, to Starfinder and even Star Wars and Star Trek.

Section 2.2 is a nice overview and random tables of Planet of Birth.  They are all d20 rolls and should work with every other system out there. My back of the napkin math even tells me it would work great in such games like White Star.

Section 2.3 character races has great guidelines for just about every sci-fi race out there.  Humans, future humans, evolved apes, cats, dogs, bears, birds, lizards. All here. Again guidelines so cut and paste into what other Sci-Fi game you have going on. No giant insects though. 

Section 3.1 on covers some great guidelines on Mercenary service.  I can't vouch that the economics will transfer from game to game though. 

Section 4 has so many skills. I prefer a simpler skill system these days, but this would help you define some specialized ones. 

Section 4.10 has a lot of Psionic skills as well. Might work with Stars Without Number. This is also how you get "The Force" without pissing off Lucasfilm/Disney.

Also if your Sci-Fi RPG does not have at least one David Bowie tribute then you are doing it wrong.

David Bowie

Section 5. So. Much. Equipment!

Section 15. Great toolkit for habitable planets. 

Section 16. NPCs and sample Alien races.

I said above it tries to be everything to everyone. It does this by taking every sci-fi trope there is and giving it a home here.  Does it work?  Well...it ends up being very long, very complicated and somewhat unattractive, but I can't tell if I am judging it by today's standards, my standards for game design or the standards of the time.   This is a toolkit game with 1000s of options and you only need to choose the ones that work best for you.  

This is not the Granddaddy of Sci-Fi RPGs. That would be Traveller.  This is however the Great Uncle. He still has some good ideas and since he has no kids of his own he can spoil the grandkids as much as he likes. 

I am sure that there are groups out there still today that would LOVE this game.  Me I prefer something a little more streamlined.  That all being said, I am glad I bought the PDF of this as opposed to spending $100s on eBay for it.  

Friday, May 14, 2021

Review: Stars Without Number, Revised Edition (2017)

Stars Without Number: Revised Edition
A few years back I reviewed Kevin Crawford's Stars Without Number.  At the time I said:
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.

Recently I went back over the game and still found it to be nearly perfect. But I had not played it all that much since then.

So on a whim really I picked up the newest Stars Without Number: Revised Edition and I figured I would grab the Print on Demand as well.  I just go it in the main this past week.

Wow.

That is really the only way to describe it.  Any of the reservations I had about the previous edition evaporated with this edition.  

I am considering the PDF and the full-color Print on Demand version. 

Written by Kevin Crawford, art by Jeff Brown, Christof Grobelski, Norah Khor, Aaron Lee, Joyce Maureira, Nick Ong, Grzegorz Pedrycz, Tan Ho Sim. And what fantastic art it is too!  All pages are full color and each one is evocative and eyecatching.   324 pages. 

Character Creation art

Chapter 1 covers Character creation.  We have seen this all before, but perfect for people new to RPGs or sci-fi fans new to the Classic 6 Attributes and level/class systems. The feel here is solid old-school and SWN:RE wears its old-school and OSR cred proudly.  BUT they are also a new game with new design sensibilities.  For example, character creation is broken down into easy steps.

Stars Without Number PC Sheet
You can determine your character's skills (and these can be from a number of sources).

There are background packages that can be added to classes to give your character more depth and determine some of their skills.  There are also training packages to further define your character.

The classes are the three "archetypes" that you can find in other games, The Expert, The Psychic, and The Warrior. This edition also has The Adventurer which does a little bit of all the above. 

Character creation is a breeze and no one seems to die while doing it. There is even a quick character creation method on pages 26-27.

Chapter 2 covers Psionics.  Psionics are rather central to the background fiction of the SWN:RE universe, so they get special placement.  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.  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 is the 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 its 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 its use in a variety of situations.  What I like about these skills is they are a 2d6 roll resolution system and not a d20.  Sure makes it feel a little like Traveller. TRhis chapter also covers all sorts of actions, like combat (regular d20 vs AC here) and Saving Throws; Physical, Evasive, and Mental. Hacking also dealt with here since it is most similar to a skill check.

This also covers Character advancement.

Chapter 4 details all the equipment you will need including the Technology 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 stones all the way up to energy weapons are discussed.  AC is now ascending.  What is really nice about this game is in addition to lasers, energy swords, and computers it also includes Cyberware, Drones, Vehicles, and "pre-Silence" artifacts. 

Chapter 5 gives us Starships. Everything on size, type, and costs to ship-to-ship combat.  

Starship art

 Chapter 6 covers the History of Space of the default campaign setting.  Even if you don't use it there are some great ideas here. 

Chapter 7 is Sector Creation 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 chapter is long, detailed and honestly, it makes me want to create worlds.

Chapter 8 covers Adventure Creation. You have characters, you have created all these worlds. Let's get them together. 

Chapter 9 is the Xenobestiary. AKA the Monster Manual.  Again we are given a lot of detail on how to make alien beasts and then a listing of several samples.  Given the old-school nature of this game you could grab ANY old-school monster book for ideas.  Yeah...doing Space Orcs could be boring, but Warhammer 40k has been doing them for so long and if you wanted to do them here, well the rules won't stop you. This chapter also 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. 

Factions art

Chapter 10, 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 11 is Game Master Resources. It talks about character death and when to roll for skills. How to build a galaxy and conversions from First Edition Star Without Number.

Game Master Resources

Chapter 12 covers newer material, namely Transhuman stories.  Or what I call the Altered Carbon chapter.  The ability to move on to new bodies.

Chapter 13 has my undivided attention since it is Space Magic. That's right magic and wizards in space. Not psionics, but real arcane magic. 

Chapter 14 covers heroic characters.  These are not your Traveller grunts or even characters from Star Frontiers, these are your Luke Skywalkers, your Buck Rogers, and more. 

Chapter 15 is True Artificial Intelligence. 

Chapter 16 covers Societies.

Chapter 17 gives us Mechs. 

There is a fantastic Index (sadly lacking in many books).

SWN:RE ups the game in every possible way over SWN:1st Ed.  

Print on Demand

I said this book was gorgeous and I meant it.  The print-on-demand copy I got is sturdy and heavy.  It is also the closest thing I have seen to offset printing in a POD product.  You would have to look hard to tell difference. 

I described the previous version as "nearly perfect." Reading through this version I am only left to say that is one pretty much is perfect.  It does everything a sci-fi game should. I mentally slot different sci-fi stories, tropes, and ideas in while reading through it and I could not find something that didn't have a fit somewhere.

I have read a lot of sci-fi games this month, but this is one of the best.  

Thursday, May 13, 2021

Review: Mutant Future (2010)

Mutant Future cover
I reviewed 1st Edition Gamma World which got me thinking about Mutant Future. I was surprised to discover I had not written a review for Mutant Future. Well, today seems like a good time to do that. This review will cover the PDF and the POD versions from DriveThruRPG.

Mutant Future (2010)

Not to start with, Mutant Future is not really a Retro-clone, near clone, or anything like that.  The closest game it is like is Gamma World.  Set in a post-apocalyptic world, Gamma World has its roots in the dawn of the RPG age and D&D in particular. Filled with mutant animals, plants, and humans of all sorts.

While Gamma World has its own near-D&D system it is not 100% compatible.  Maybe 95%.  Mutant Future doesn't have that issue. It is the exact same rules as its sister game Labyrinth Lord. Plus Mutant Future is not trying to emulate Gamma World exactly.  Mutant Future then is a new game that feels like an old game that never really existed.  Mutant Future does have some differences from Labyrinth Lord. The game is set in a post-apocalyptic Earth much like Gamma World. 

Section 1: Introduction

This covers the basics. What this game is and what to do with it.  A brief overview of dice and common abbreviations is covered.  This largely the same as what we see in many games and in Labyrinth Lord in particular.  Mind this is not a drawback to this game. There is a strong implication here that anything made or written for Labyrinth Lord is also good for Mutant Future. 

Section 2: Characters

Again, there is familiarity here, and that works to Mutant Future's advantage.  The ability scores are the same as Labyrinth Lord/D&D and are generated the same way. The various species or types you can play are also here. Characters can be an Android (basic, synthetic, or replicant), mutant animals, mutant plant, mutant human, or the rare pure human, also like Gamma World. Abilities can go as high as 21 and there are a different set of saving throws, but the basic rules are the same as Labyrinth Lord.  The types also list what HD each character has and how many mutations you have.  

This section also covers gear. It uses a coin system much like D&D and Labyrinth Lord as opposed to the barter system of Gamma World. Either works fine.

Section 3: Mutations

This covers all the mutations that all characters, NPCs, and creatures can have. In true old-school fashion, these are all random tables. 

Section 4: Adventuring Rules

This covers the rules of the game and what characters are likely to do.  Again these are replicated (but not cut and pasted) from Labyrinth Lord.  Mutant Future sticks with feet and Basic movement as opposed to Gamma World's metric and more AD&D-like movement. 

Section 5: Encounters and Combat

Combat and weapons of all sorts are covered. Also covered are damage from stun, paralysis,  diseases, radiation, poisons, and more.  This is one of the bigger departures from the Labyrinth Lord core, the saving throws are keyed for Mutant Future damage types. There is also a mental attack matrix here much like Gamma World.

Section 6: Monsters

This section covers all the sorts of creatures you can encounter. It is fairly expansive and since the format is the same as Labyrinth Lord creatures can be used in one or the other or both.  40+ pages of monsters is a good amount. There are also plenty of detailed encounter tables. 

Section 7: Technological Artifacts

This would be the "Treasure" section in a fantasy game, but this is highly appropriate since the world of Mutant Future is supposed to be littered with the technology of past ages.  This includes non-playable robot types, vehicles and things as mundane as protein bars.

Section 8: Mutant Lord Lore

This covers how to run a Mutant Future game. Not just how to run their own but how to build your world.  Unlike Gamma World which has a sort of baked-in setting, Mutant Future is more open. The Mutant Lord (and I think an opportunity was missed in not calling them Mutant Masters) gets to decide how the world is the way it is.   Advice is given on how to run adventures and a sample setting is provided. 

Section 9: Mutants & Mazes

While it might not really be needed, this section discusses using Mutant Future and Labyrinth Lord together.  The rules are remarkably similar, like 99%, so there are only minor pieces to consider. Though this section does expand mutations to the standard D&D tropes of race/class.

All in all this a fine game. It is not exactly like Gamma World, more was it trying to be. It does however give that Gamma World feel in an OSR ruleset.

Print on Demand

The PoD version of this book is a sturdy hardcover that compares well to my Labyrinth Lord books.



Wednesday, May 12, 2021

Review: Star Frontiers, Alpha Dawn and Knight Hawks

Star Frontiers, First Edition
Gamma World might have been TSR's first big entry into sci-fi gaming (Warriors of Mars and Metamorphasis Alpha non-withstanding), but it was not their biggest.  While I don't have any hard numbers in front of me, I am going to have to say that Star Frontiers edges out the later Alternity in terms of popularity.  It was certainly built at the height of TSR's fame with the first edition, simply Star Frontiers, published in 1982 with the new edition and trade-dress Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks.

Certainly, in terms of fans, Star Frontiers has Alternity beat.  But more on that soon.

For this review, I am considering the PDFs and Print on Demand versions of both Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks. I am also going to go with my recollections of playing the game when it first came out.

The Alpha Dawn book is designed by "TSR Staff Writers" but we know ow that a huge bulk of the work was done by David "Zeb" Cook and Lawrence Schick.  Knight Hawks was designed primarily by Douglas Niles.  The cover art in both cases was done by Larry Elmore with interior art by Elmore and Jim Holloway with contributions by Jeff Easley, Tim Truman, and even some Dave Trampier.  Keith Parkinson would go on to do some other covers in line as well.  

While originally boxed sets (gotta love the early 1980s for that!) the PDFs break all the components down into separate files. Handy when you go to print the counters or the maps.  The Print on Demand versions put all the files together into an attractive soft-cover book for each game.  The maps are published in the back, but you will want to print them out for use. 

Star Frontiers, Print on Demand

Both books are easy to read and really nice.  They have been some of my favorite Print on Demand purchases ever.

Let's look into both games.

Star Frontiers: Alpha Dawn
Star Frontiers: Alpha Dawn

Alpha Dawn is the original Star Frontiers game.  The box game with two books, a Basic and Expanded game rules, some maps, counters, and two 10-sided dice.  The rules indicate that one is "dark" and the other "light" to help when rolling percentages, but mine were red and blue.  Go figure.

The Basic Game is a 16-page book/pdf that gives you the very basics of character creation.  There are four stat pairs, Strength/Stamina, Dexterity/Reaction Speed, Intelligence/Logic, and Personality/Leadership.  These are scored on a 0 to 100 scale, but the PCs will fall between 30 and 70.  Higher is better. These can be adjusted by species and each individual score can also be changed or shifted. 

The four species are humans, the insect-like Vrusk, the morphic Dralasites, and the ape-like Yazirian. Each species of course has its own specialties and quirks.  I rather liked the Dralasites (whom I always pronounced as "Drasalites") because they seemed the oddest and they had a weird sense of humor. 

We are also introduced to the worm-like Sathar. These guys are the enemies of the UPF (United Planetary Federation) and are not player-characters. 

The basics of combat, movement, and some equipment are given.  There is enough here to keep you going for bit honestly, but certainly, you will want to do more.  We move on then to the Expanded rules.

The Expanded Rules cover the same ground but now we get more details on our four species and the Sathar.  Simple ability checks are covered, roll d% against an ability and match it or roll under.

Characters also have a wide variety of skills that can be suited to any species, though some are better than others, Vrusk for example are a logical race and gain a bonus for that.  Skills are attached to abilities so now you roll against an ability/skill to accomplish something.  Skills are broken down into broad categories or careers; Military, Tech, and Bio/Social. 

Movement is covered and I am happy to say that even in 1982 SF had the good sense to go metric here. 

There are two combat sections, personal and vehicle.  These are not starships, not yet anyway, and were a lot of hovercars and gyro-jet guns. 

There is a section on creatures and how to make creatures. I am afraid I took that section a little too close to heart and most of my SF games ended up being "D&D in Space" with the planets being used as large dungeons.

The background material in the Frontier Society though is great stuff. I immediately got a good just of what was going on here and what this part of the galaxy was like.  While Earth was never mentioned, you could almost imagine it was out there somewhere. Either as the center of UPF (Star Trek) or far away, waiting to be found (Battlestar Galactica).  

This book also includes the adventure SF-0: Crash on Volturnus.

When it comes to sci-fi some of the rules have not aged as well. Computers still feel very limited, but the idea that as we approach the speed of light we can enter The Void has its appeal.  

Star Frontiers: Knight Hawks
Star Frontiers: Knight Hawks

Ah. Now this game.  Star Frontiers was great, but this game felt like something different. Something "not D&D" to me.

In fact I have often wondered if Knight Hawks had not been a separate game in development by Douglas Niles that they later brought into the Star Frontiers line. I also think that TSR was also suffering a little bit of what I call "Traveller Envy" since this can be used as an expansion, a standalone RPG, and as a board game!

Like Alpha Dawn, this game is split into four sections.  There is a "Basic" game, and "Advanced" or "Expansion" rules (and the bulk of the book), an adventure, "The Warriors of White Light", and all the counters and maps.

As far as maps go, that hex map of empty space is still one of my favorites and fills me with anticipation of worlds to come. 

The PDF version splits all this into four files for ease of printing or reading.  The Print on Demand book is gorgeous really.  Yes...the art is still largely black and white and the maps and counters are pretty much useless save as references, but still. I flip through the book and I want to fire up the engines of my characters' stolen Corvette, the FTL Lightspeed Lucifer. Complete with the onboard computer they named Frodo.

The Basic rules cover things like ship movement, acceleration, and turning, along with ship-to-ship combat.  By itself, you have the rules for a good ship combat board game. It works fine as long as you don't mind keeping your frame of reference limited to two-dimensional space. 

The Expanded rules tie this all a little closer to the Alpha Dawn rules, but I still get the feeling that this may have started out as a different sort of game that was later brought into the fold of Star Frontiers.  

Ships are largely built and there is a character creation feel to this.  Their 80's roots are showing, no not like that, but in that, the best engines you can get for a starship are atomic fission.  Of course, no one just gets a starship, you have to buy it and that often means taking out a loan or doing a bunch of odd jobs to raise the credits. Often both.  I don't think I ever actually bought a ship. The Lucifer was stolen.

There is also quite a bit on the planets of the UPF, Frontier Space, and the worlds of the Sathar.  It really had kind of a "Wild West" meets the "Age of Sail" feel to it. 

The last part of the POD book is the adventure "The Warriors of White Light" with its various scenarios. 

Minus two d10s everything is here for an unlimited number of adventures in Frontier Space.  Rereading it now after so many years I can't help but dream up various new adventures. I also can't help to want to use the Sathar in some of my other Sci-fi games.  They have such untapped potential.

The price for these books is perfect.  Grab the PDF and POD combo.  Get some d10s, load your gyrojet gun and get ready to make the jump to the Void. There are new planets to discover!

Parts of Star Frontiers, in particular the species, would find new life in D20 Future, part of the D20 Modern line.

Both games are fun, but suffer from and/or benefit from the design principles of the time. Newer players might find some of the game elements dated. Older players of the games will find them nostalgic.  Personally reading through them now some 40 years after first reading them I get a lot more enjoyment from the rules.  Back then I was really too D&D focused to really enjoy what I had in front of me. Today, well I can't wait to stat up a character or two and a starship.

Star Frontiers on the Web

There are many places where Star Frontiers is alive and well. There used to be more, but my understanding is a predatory grab for the trademark by another RPG company caused Hasbro/WotC to exercise their legal rights and bring the game back in-house. While that did screw over the amazing work done by the fan sites, there are still many up and providing new material for the game.  

For these fans and sites, Star Frontiers never went away.

Monday, May 10, 2021

Review: Gamma World, 1st Edition (1978)

I had not planned this, but DriveThruRPG is having a Sci-Fi sale now.  I had mentioned that May had a 
"soft-theme" of Sci-Fi.  It is very likely I knew this in the back of my mind.  So while their sale is going on I want to look at various Sci-fi games in my life-long quest to find the perfect one for me. 

I am going to start with some that I have played and see where these reviews take me.


Gamma World 1st Ed
There is an important piece of my 40+ years of D&D anniversary that I have neglected and I thought I must rectify that as soon as I can.  

1981 was a banner year for D&D.  I FINALLY got my real copy of the game, the Moldvay D&D Basic Set which I have talked about ad nauseam here for years.  Within that "Gateway to Adventure" catalog there was another game that I knew a little about and would also soon be part of my ever-growing desire for a good sci-fi game.  That game was TSR's own Gamma World.

Over the next few years, I'd spend time with this game and other editions of it, but it was this first edition that really grabbed me like no other.

I am going to review Gamma World here and talk a little about what I did with it and what I will do in the future.  For this, I am considering my original Gamma World book (the box and dice are long gone), the Print on Demand version, and PDFs from DriveThruRPG.

Gamma World (1978, 1981)

Living thru the Nuclear Scare was an interesting time.  I vividly recall having conversations with kids my own age about how they saw no future because the Russians were growing to blow us all up any day.  Regan was president and I was convinced he was going to do something stupid to get us all nuked. Instead, he just destroyed the middle-class.  But the threat was there all the time.  The news, the movies, even all the music videos, to quote Frank Zappa, used all the same cheesy atom bomb explosions.  Yup we were going to all die and the world become a nuclear wasteland where people drove around Mad-Max style in supercars and fought for the remaining resources. 

I suppose then given that environment a game like Gamma World was inevitable.  Gamma World was our world, but very different. It is always interesting to read an older game describe how the world of their future and our present would turn out.  Gamma World paints a nice picture of the early 21st century as a time when we stopped polluting the Earth and taking resources from it.  Science Fiction indeed.  With that, let's delve into this book.

Gamma World original print vs new PoD

Introduction

There is a lot of interesting thing going on here. We know this is a (maybe even THE) Post-Apocalyptic game.  This said apocalypse began in 2309 going to 2322.  We get some world-building here with various wars leading up to the attack against a group known as The Apocalypse by what remained of the various governments and groups and The Apocalypse fought back. While it is not said to be a nuclear disaster, that is certainly how it feels.  We know that due to this event that some life-forms were completely wiped out and others were mutated into new and strange forms. It is stated that many of the weapons were biological in nature too.  So we have a heady stew of alchemical death raining from the skies.  The year is now 2471 (450 years from now). There are humans and other things here and that is where our adventures begin.  I can't help but draw parallels between this and the Buck Rogers in the 25th Century TV series which came out at the same time.  Gamma World predates the TV show, but not Buck Rogers. The TV series takes place in 2491, so 20 years after GW. With TSR's later dangerous flirtation with Buck Rogers, I wonder if any attempt was made to bring the two lines together?  I certainly would have tried if I had been into GW as much as I was into D&D.

How to Use This Book & Designing Gamma World

An overview of what this book is about and how to use it.  If you ever played an RPG then you know what is here. If you ever played AD&D then you might even have this section memorized. Gamma World uses the same dice as D&D.

The designing part covers what you are likely to encounter in a typical Gamma World setting. It is a broad overview meant only to introduce the players. Details will come later.

Creating Characters

If you can create a D&D character then you can create a Gamma World character; they are largely the same and makes you wonder why there was no unified game system used at TSR.  Well...I have my guesses. You have three "races" Pure Strain Humans, Humanoids, and Mutated Animals. Your attributes are Mental Strength, Intelligence, Dexterity, Charisma, Constitution, and Physical Strength.  I am sure these are recognizable. Pure Strain Humans are just that, but Humanoids and Mutated Animals can have mutations. These are rolled randomly of course and some are beneficial others are defects. You can have a physical and/or a mental mutation.  Mental ones can even include psionic abilities. Plants can also have mutations.  This covers quite a bit of the book, but that is not really a surprise I suppose.

Since the tables in the game are based on various ability scores they are more important in normal play than they are in (A)D&D.  Levels and experience points use does not even come up until page 42.

Play of the Game

This covers the rules of the Gamma World game. We start out with what happened a lot in GW; moving from place to place and searching for things.  Combat is the next section with weapons from clubs all the way to fusion rifles. We get some combat matrices that look like they were cribbed from D&D Basic. This is a good thing.  There is even something here that I always an improvement, the Mental Attack Matrix. I mean this could have, should have, been ported back to AD&D and been better than the psionics system used there.

Encounters

Gamma World is a Gygaxian fun-house dungeon writ large.  That doesn't mean everything you encounter will try to kill you, but that is a good assumption.  The creatures are not as evocative as say the creatures from the Monster Manual but they are compatible with each other so if your really want an orc in Gamma World game it is easy.

Also presented are various alliances. These are the groups, factions and tribes you can encounter. Only a few are presented here and the Game Master is encouraged to make more.

Artifacts and Equipment

Maybe more so than D&D there is a good reason for all these "treasures" to be laying around.  But there is always the chance that something will fail. Gamma World takes the device flow charts from Expedition to Barrier Peaks (it's "cousin" adventure in AD&D) and dials it up to 11. 


This section also covers trade, the value of goods, and robots. I wonder how many Gamma World games changed the importance of robots after the Terminator movies came out?

The last few pages cover an example of play and there are some charts (random encounters) and hex grids that can be removed for use.  They look right at home next to my D&D charts of the same period.

Print on Demand

The Print on Demand version might be one of the best ones yet.  Yes, the maps from the box set have to be printed out, but that is not a big deal.  The new PoD is clear and easy to read.

Nothing is lost in the translation.  Plus the new pod uses the box art for the front and back covers so everything is here.  All that is missing is dice.

Friday, October 30, 2020

5e Witch Project: Witchcraft: Magic of Hereva (5e)

This one is a last-minute find.  I am going to have more to say on all my 5e reviews and how they might work together.  But for now, let's look at this one on its own merits. 

Witchcraft: Magic of Hereva (5e)
From Xacur

This one caught my eye with its very striking art. Downloaded and the art continues throughout the book and the layout and design are top-notch.  I do want to get into detail about the art, more so than other products I have reviewed, but first I want to talk about the 5e content.

The PDF is 121 pages for $13.00.  That might sound like a lot, but given my guidelines of 10 cents per page that is only a buck more.  So that is fine.  You also get a mobile version for your phone or tablet.

This looks like the first OGL book for this author, prior to this they have had some DMsGuild Titles. 

This witch appears to be based on the Web Comic "Pepper & Carrot" which helps explain the art. Again, more details on that in a bit.  But for playing purposes this is part class and part world guide. The world of Hereva to be precise. 

The Witch Class

The witch class presented in this PDF is a full 20 level caster.  They do get spells up the the 9th level, but they do not have the normal spell progression as say Wizards or Clerics. They have known Cantrips (max 4) and known spells (max 15). It is the same as the warlock, without the Invocations. They do get Spell Research starting at 11th level and something called Rea ("Reality") Points starting at 1st. Rea points to power your spells.   Doing some quick mental calculations this means that there are many spells that will tap out your Res points quickly.  This makes this spellcaster a bit underpowered compared to others. They do have some other powers though.

I supposed here it should be noted that this is not a generic Witch class, but rather a Witch of Hereva. 

This witch gets 1d8 hp per level and is a Charisma-based spellcaster.   You do get familiars, and they have a mechanical benefit to the characters.  

Witches of Hereva's archetypes or subclasses are known as Houses. A nice change from the others I have reviewed all month.  You get your House at 2nd level.  

These witches also can brew potions (3rd level) and get Broom riding at 5th level. 

There are six Witchcraft Houses. Each provides an additional list of spells and powers. Each also has its own special niche to cover in the world. 

There is a chapter on Player's Options. This includes a number of backgrounds. Most are specific to this world, but all can be altered as needed and easily done.  There are some Feats as well that fit both the world and the witch in general. 

The magic chapter has the witches' spell lists as well as 43 new spells. It also 74 new magic items for witches. Making this chapter a step above many of the other witch classes I have reviewed all month long. 

There are also two Appendices. The first covers Familiars. The second monsters. Both feature creatures that are unique to this world. 

We end with some art credits and the OGL.

The Art and Artist

I grabbed this product because of the art. It has a cool "Kiki's Delivery Service" vibe about it and that is something I have been wanting to play lately. I thought this might be the product to do that, but I was prepared to like it anyway if it wasn't.  

Since this is based on a webcomic I thought I should check it out. After all, the art here is fantastic.  The webcomic is "Pepper & Carrot", Pepper is the witch and Carrot is her cat familiar. It is created by David Revoy.  You can find him at davidrevoy.com and the comic at peppercarrot.com.

It was here I discovered that Revoy releases his comic into the public free as Open Source!  I mean wow. The comic is supported by his Patreon who charges per comic released. That is seriously cool. The comic looks fantastic and I am going to have to start reading it.   I went to his story to see if there was a paper/dead tree version of his comics, there are, and to see if there was a paper or even PDF version of this D&D 5 supplement.  There wasn't.  Ok, no big. Did some digging.

So according to this post the Witchcraft: Magic of Hereva (5e) was a Kickstarter project (again, no big deal) BUT the comic creator didn't know anything about it. He was not consulted or asked.  Now that all seems to be fine with Revoy, he released the comic as Open Source after all, so it fits with his overall philosophy.  There is a bit about how any new art created will be released back into the public domain via Creative Commons. That sounds nice and Revoy seems to take that as good enough.   The author of this game supplement Xacur did in fact do that.  But it was only two pieces of new art; a broom and a wand.  The Kickstarter for this PDF raised a little over $3,100.00.  You would think that most of that money would go for art, as typical for a Kickstarter, but all of the art was free/open source.

I can't help but think that this PDF adheres to the letter of Revoy's Open source philosophy while violating the spirit of it.  No mistake, the class is fun and the spells and magic items are very nice, but I was drawn to this product based on the art and style. That all belongs to someone else's vision.   Strip away what started with David Revoy and what is left?  Well. Mostly an underpowered warlock with some powers I have seen in various "Hedge Witch" products.  I mean the author didn't even have the decency to list Revoy as the artist on the DriveThruRPG page. Note: He is listed on the supplements for this class. 

Is this a playable class? Yes.  Is this a fun playable class? Absolutely.
Could have Xancur created this class without the influence of the webcomic? I don't think so.

But there is something here that I feel is a bit distasteful. I know that David Revoy is likely ok with all of this. But it feels a little off to me. 

Here are the links to David Revoy's sites.

In the end, you have to decide if this product is the one for you. 


Thursday, October 29, 2020

Witch Week Review: Charm

Ok, this is not a witch RPG per se, but that is not going to stop me.  

Also, this one appeared on my doorstep and I have no idea if I ordered it, if it was sent to me, or what. I looked back and I have no interaction with the author or the company Strange Machine Games (SMG).  

So let's get into it.

Charm RPG
by Jeff Mechlinski, illustrations bt Yimi Jian "Meammy"

Charm is a "universal" RPG designed to be quick and usable across any genre or playstyle.  It advertises itself as being portable enough to keep your character sheet in your pocket and use a dice roller app to play.

For this review, I am considering both the softcover physical book and the PDF.  The book is 158 pages, 8" x 8" format. The covers are color, the interior art is black & white.

A quick note about the art. I like it, it does have a comic-book, almost anime style to it, but it also fits the game well. 

The first 40 pages cover the basic rules and the remaining 100 or so cover the seven different sample "worlds" you can play in.  

The rules are pretty simple, roll a d20 (sometimes with a d6) to get over a particular Target Number set by the GM.  Greater levels of success or failure result in added effects.  Rolls can be modified.  You add the d6 when your character is particularly good at something. 

Characters regardless of the Power Level of the game are assumed to be good at what they do.  So out of the gate this game is going to have a more "Cinematic" feel to it.  A thief will almost always be able to break into a place or steal something for example.  Rolling occurs only when there is a chance of failure, combat (or other opposed rolls) or the GM needs it.  

The Challenge Threshold, or target numbers, are pretty easy to use and memorize, so players and GMS will catch on very quickly.  The levels are all multiples of 3, so abstraction of the rules is easy.

Characters are built using some basic abilities in a way that reminds me of Fate, but a little crunchier.  To me this is a GOOD thing. I find Fate a little too fluffy for my needs. This includes the use of a similar term, Aspects. At first level you have three aspects rated at 4, 3 and 2 points.  As you level up you can add points to these or gain new aspects. A list of sample aspects is given with guidelines on what else can work.

And that is it.  Not difficult to learn and certainly very easy to play the first time.  Get together with some friends, decide on a world and then make characters with various aspects. You are ready to go.

While not as crunchy as say GURPS it is crunchier than Fate or FUDGE.  I'd put it just south of True 20 and Unisystem in that regard.

The seven sample scenarios are:

  •  Action 5 News: You are the city's most elite local news team! It isn't easy staying on top. You'll need to pull together all your guile and charisma to keep the number 1 spot.
  •  Temporal Raiders: Travel time, seeking the ultimate heist. Ally with powerful historical figures, change history, be your own grandfather. What could go wrong?
  •  Dustbound: Take on the role of a god-touched gunslinger in a bleak world of dust and decay. Fight Oni, rival gunslingers, and vengeful townsfolk.
  •  Mystery Incorporated: Jeepers, guys.  Play as a gang of kids, or possibly a lovable pet, who solve mysteries using their astonishing meddling abilities.
  •  Pact of Night: Small town woes meet big monster drama. Play a Vampire or Werewolf as you balance your life with the humans during the day and beasts at night.
  •  Onitech: You exist in a high-tech world ruled by demon masters. Civility has superseded morality, leading to a perverted and deadly state of affairs.
  •  Asylum Reflections: In Victorian London, people are being replaced with mirrored doubles. Uncover the duplicitous mystery in this dark world.  
Actually, these all sound like a lot of fun.  I have to admit it was the Action 5 News that really grabbed me at first.  In this one, you are not likely to get into deadly combat, but your social "hit points" could take some damage.  No they don't call them "hit points" but that is my translation to my readers.  I will admit, years ago I tinkered with a True 20 idea of newspaper reporters, tabloid writers and news bloggers as a game. When Fate came around I tried it in that too.  Never really got it to jell the way I wanted.  Action 5 News though does this now for me.  A few EASY tweaks, and to be fair all tweaks in this game are easy, and I can run it like I was planning some 20 years ago.

Mystery Incorporated practically jumps off the page and begs me to run something with it. 

If I had a complaint at all it is that book makes me jump all over the place to get the information I need.  For example there are lot of "see page XX" (no actual xx though, they do have page numbers.)
So reading about Power Level on page 11 I need to jump to page 25 to get information on aspects. There are a few of these. Now to be fair you quickly figure out where things are and how to get to them fast.  But maybe a character creation flowchart might be nice for first time players.

Still, there is a lot to like about this game.

Wednesday, October 28, 2020

Witch Week Review: Kids on Brooms

Let's go with one I have had since the Summer.  I love the concept and can't wait to see what I do with it.

Kids on Brooms

Before I get too far into this review I want to start off by saying how much I love the art by Heather Vaughan.  It just fits, or more importantly sets, the tone of this book.  This could have been a cheap "Harry Potter" knock off, but Vaughan's art makes it feel darker and more dangerous.  The kids in her art have power, but they also have fear, and even a little hope. So kudos to Vaughan for really setting this book up for success from the cover and into the book.

Again for this review, I am considering the PDF from DriveThruRPG and the physical copy I picked up at my FLGS.

The game is 96 pages, roughly digest-sized. The art is full color and used to great effect.  The layout is crisp and clean and very easy to read.

Kids on Brooms (KoB) is a new (newish) game from the same team that gave us Kids on Bikes. Authors Doug Levandowski and Jonathan Gilmour with artist Heather Vaughan. New to the team is author Spenser Starke.  If Kids on Bikes was "Stranger Things" inspired then the obvious inspiration here for Kids on Brooms is Harry Potter.  If it were only a Harry Potter pastiche then there would be nothing to offer us.  

The game follows in the footsteps of many newer games in that narrative control is shared. The players help decide what is going on.  So our Session 0 for this game is to have the players come up with their school.  This can be just about anything to be honest, Harry Potter's Hogwarts is the obvious model, but I also got some solid Night School from Chilling Adventures of Sabrina as well. Also, I could see a Breakbills Academy easily being created here, though the characters in Magicians were older.  These students are very much of the 12+, highschool age, variety. 

The players create their school and even provide some background history and some rumors. It all looks rather fun to be honest.  This section starts with the first of many questionnaires to do your world-building.  None are very long, but they are rather helpful to have. I should point out that prior to this school building you are tasked with setting the boundaries of the gameplay. What is and what is not involved.  A LOT of people think this is a means to stifle creativity. It is not. It is a means to keep everyone at the table comfortable and playing what they want.  I mean a drug-fueled sex party prior to a big magical battle is not something you would find in Harry Potter, but it is the exact sort of thing that happens in Magicians or Sabrina.  

Something else that is a nice added touch is talking about the systems of power in the game world. So figuring out things like "This form of bigotry exists (or doesn't) in the game world and is different/same/better/worse than the real world."  To quote Magicians, "magic comes from pain." Happy people in that world are not spell-casters. Quentin, the star, was depressive and suicidal. The other characters had their own issues, or as Quentin would say "we are fucked in our own ways, as usual."  To ignore this page is to rob your game of something that makes your world fuller.

Character creation is equally a group effort, though the mechanic's piece of it is largely up to the player. The player selects one of the Tropes from the end of the book, these are only starting points and are more flexible than say a D&D Class. You introduce your character (after all they are young and this is the first day of class) and then you answer some questions about your character to build up the relationships.

Mechanics wise your six abilities, Brains, Brawn, Fight, Flight, Charm, and Grit are all given a die type; d4 to d20, with d10 being average.  You roll on these dice for these abilities to get above a target number set by the Game Master. 

As expected there are ways to modify your rolls and even sometimes get a reroll (a "Lucky Break").  The "classes" (not D&D, but academic levels) also gain some benefits.  You also gain some strengths and flaws. So if it sounds like there are a lot of ways to describe your character then yes! There is. 

There is a chapter on Magic and this game follows a streamlined version of the Mage-like (as opposed to D&D-like, or WitchCraftRPG-like) magic system.  You describe the magic effect and the GM adjudicated how it might work.  Say my witch Taryn wants to move a heavy object. Well that would be a Brawn roll, but I say that since her Brawn is lower and instead I think her Grit should come into play.  So that is how it works. Rather nice really.

At this point, I should say that you are not limited to playing students. You can also play younger faculty members too.

 Filling out the details of your character involves answering some questions and getting creative with other ideas. You also fill out your class schedule, since there are mechanical benefits to taking some classes.


The mechanics as mentioned are simple.  Roll higher than the difficulty. Difficulty levels are given on page 45, but range from 1 to 2 all the way up to 20 or more. Rolls and difficulties can be modified by almost anything. The first game might involve the looking up of mods and numbers for a bit, but it gets very natural very quickly.  As expected there are benefits to success above and beyond the target difficulty numbers and consequences for falling short of the numbers. 

Some threats are covered and there is a GM section.  But since a lot of the heavy lifting on this game is in the laps of the players the GM section is not long.

There is also a Free Edition of Kids on Brooms if you want to see what the game is about.  It has enough to get you going right away.

This game is really quite fantastic and there is so much going on in it. Personally, I plan on using it as a supplement to my own Generation HEX game from NIGHT SHIFT.  

Plays Well With Others, Generation HEX, and my Traveller Envy

I am SO glad I read this after I had already submitted my own ms in for Generation HEX in NIGHT SHIFT.

Thankfully I can see a game where I would use both systems to help expand my universe more.  The questionnaires here for both the school and the characters would also work well for a Generation HEX game.  In this case though everyone knows about magic and the school is AMPA.  OR Use the background of the hidden school like in KoB and then add in some GenHEX ideas.


So let me take another character today, Taryn, Larina's daughter.  Taryn is my "Teen Witch" and a bit of a rebel.  She was my "embrace the stereotype" witch, but has grown a little more since then.  Compared to her mother her magic came late (Larina was 6, Taryn was 12) so she feels like she has a lot to make up for. Her father is a Mundane and her half-sister has no magic at all.

Taryn is cocky, self-confident, but also a little reckless. Now that she has magic she is convinced it can solve all her problems.  She feels she has a lot to prove and is afraid there is some dark secret in her past (spoiler there is).

She spends her nights in an underground, illegal broom racing circuit.  She is very fast and has already made a lot of cash and a few enemies.  She is worried that one of her secrets, her red/green colorblindness, will affect her races. 

Her other weakness is guys on fast motorcycles. She is particularly fond of the Kawaski Ninja Carbon. Yeah, she judges people based on their bikes.  

Speed is her addiction of choice. Not the drug, the velocity.  Though that might be an issue in the future.


I find I am able to depict her rather well in Kids on Brooms, NIGHT SHIFT and Dark Places & Demogorgons.  I even gave her a try in the Great American Witch (she is Craft of Lilith).

This game has a bunch of solid potential and I am looking forward to seeing what I can do with it.