Showing posts with label science fiction rpg. Show all posts
Showing posts with label science fiction rpg. Show all posts

1/25/2013

System Guide to Aegis (Alternity Sci-Fi Roleplaying, Star Drive Setting) Review

System Guide to Aegis (Alternity Sci-Fi Roleplaying, Star Drive Setting)
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The System Guide to Aegis was a very informative book on the governments and powers that run the system and a few adventure hooks too. All in all a rather good book to add to your shelf of alternity books, it provides much information about bluefall (the system's water dominated planet) and the deepfallen (bluefall's sentient race). If you have the cash, then get the book. The only thing i didnt like was the art, but the info was great.

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The Aegis system is the heart of the Verge, the political center on the very edge of explored space. The Aegis sourcebook reveals more information about the entire star system, from the mysterious origins of Bluefall and the secrets of the Deepfallen to the astonishing moon-system of the gas giant Redcrown.

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1/20/2013

Jedi Academy Sourcebook (Star Wars) Review

Jedi Academy Sourcebook (Star Wars)
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I'm running a game right now where the character wants to go to Luke Skywalker's Jedi Academy. This book told me what I needed to know about the academy, and also gave me some other stuff I wanted (such as new force powers).

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1/10/2013

Shadows of the Empire Sourcebook (Star Wars RPG) Review

Shadows of the Empire Sourcebook (Star Wars RPG)
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This is a great "Shadows of the Empire" book, unlike most other D6 Star Wars RPG books, this one is fairly limited in it's scope (obviously). All-in-all it is a good book and worth having.

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12/28/2012

Star Wars Sourcebook Review

Star Wars Sourcebook
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This book has just about all that is needed for people starting up with the SW:RPG. Main Imperial and Alliance warships, as well as a few ground vehicles. One of the only places i've been able to find the complete listing of Imperial starfighters. It also has a good listing of basic equipment available in the SW Universe.

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Star Wars Imperial Sourcebook, 2nd Edition (Star Wars RPG) Review

Star Wars Imperial Sourcebook, 2nd Edition (Star Wars RPG)
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This book is best used in conjunction with the Rebel Handbook and the Star Wars Sourcebook. Between the three of them most information is covered. (maybe this one DOESN'T cover TIE stats, but there's a nice chart in the Sourcebook that has all the different starcraft lined up.) Good flavor. Excellent illustrations, in words and in pictures. I recommend this book the the serious Star Wars fan.

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12/25/2012

Galaxy Guide 4: Alien Races (Star Wars Roleplaying Game Supplement) Review

Galaxy Guide 4: Alien Races (Star Wars Roleplaying Game Supplement)
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A true must-have for those tired of playing Human characters in an Universe as diversed as Star Wars. It is specialy good in giving written explanations for the Attribute Stats, from all the SW books I've read, this, like none other, gives insighful explanations to the alien's species.

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12/19/2012

Star Wars Rebel Alliance Sourcebook Review

Star Wars Rebel Alliance Sourcebook
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Mon Mothma asked for a full report on Rebel Forces... well she got more than what she asked for. Now Rebel Alliance is gettin crowded with a new alien race: Earthlings!!!This book is perfect for both the GM and the player, it contains history, short stories illustrating each chapter, new rebel ships, npcs, equipments, politic and military organizations, operational standards...You will just fell like a Tatooine farm boy when he first meets the Rebellion, in complete awe by its size, organization, people and ideals...May the Force be with you... Always

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12/16/2012

Han Solo and the Corporate Sector Sourcebook (Star Wars RPG) Review

Han Solo and the Corporate Sector Sourcebook (Star Wars RPG)
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If you like the Brian Daley novels and want to set a campaign in the CSA this book has it all-ESPOs, IRDs, Viceprexs, you name it! But it has even more- it has the structure, history, and equipment of the CSA as well. It also has the aliens, planets, and ships mentioned in the Daley novels as well. Get the Tramp Freighter guide and go for it.

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12/13/2012

The New Jedi Order Sourcebook (Star Wars Roleplaying Game) Review

The New Jedi Order Sourcebook (Star Wars Roleplaying Game)
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If you are planning on running a SWRPG campaign set in the New Jedi Order era, this sourcebook is the one accessory you must have. Chapter One starts off with a broad overview of the galactic situation just prior to the Yuuzhan Vong invasion, and then goes right into a detailed description of the YV and their culture, along with a new-and-improved list of YV equipment. Chapters Two through Seven each detail a specific novel, starting with Vector Prime and ending with Star By Star. Chapter Eight contains an epilogue and hints at some possible future events. At appropriate points throughout the books there are character profiles, new ships, new vehicles and animals, and even a handful of new weapons. I found the character profiles to be especially useful, particularly those of famous people like Corran Horn and Kyp Durron. In addition, the characters from the core rulebook have "leveled up" to show their increased experience. Very helpful. And no, the majority of the NPCs *do not* die.
Like all of Wizard's Star Wars products, the book itself is full color throughout. The artwork is high-quality and has a dark and stylistic touch. Some people won't like that, claiming that it isn't "Star Wars," but I say that it is appropriate for the NJO universe.
I stopped reading the Star Wars novels a long time ago because there are too darn many to keep track of. As a GM myself, and as a NJO newbie, the main thing I liked about the NJO sourcebook is that it neatly compressed all the major events from these six novels into one book. The writing is clear, concise, and most importantly I found it fun to read. I immediately felt that I had enough information to begin building a NJO campaign. The book has a lot of adventure ideas and even a few rough adventure outlines which any GM worth his salt can integrate into his campaign.
Is the book perfect? Certainly not. My biggest gripe is the lack of an alphabetical index. This would nearly cripple the book if its other qualities hadn't been so good. Fortunately, there is a chapter summary at the beginning of the book, which partially alleviates the lack of an index. Chances are you're still going to have to go searching for those obscure entries though. The other issue is that since this book was released just prior to the release of the Revised Core Rulebook, you may need to do some tinkering to integrate the two. However, that is ultimately a minor issue in my opinion.
Overall, I give this book a very strong 4 out of 5 because of the lack of an index.
As a side note, the prior claim that a GM would be better served by spending 10 minutes reading the backs of the novels seems to be quite ill-advised, if not impossible. If you are a GM wanting to run a NJO campaign, GET THIS BOOK. And may it help you as much as it helped me.
EDIT: My gaming group, which meets twice a month, is now 8 sessions into our NJO campaign. As GM, I can honestly say that in that time, the NJO sourcebook has continued to be an invaluable resource. After much consideration, I have decided to raise the book's rating to a 5. This is both for the book's continuing usefulness and because I feel that the previous poster's rating of 1 flies in the face of reason.

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There's a time to run and a time to stand....The Yuuzhan Vong have shattered the New Republic's promise of peace throughout the galaxy. System by system, they bring death and enslavement to all they encounter. Even the Jedi have failed to slow the merciless advance of this dark tide. As this terrible threat from beyond the galaxy's edge pushes closer to Coruscant, the need for great heroes grows ever more dire.This sourcebook features:• New prestige classes, feats, species, ships, and starship combat tactics• New archetypes with statistics for play at low, medium, and high levels• Rules for the Yuuzhan Vong, including their soldiers and priests, ships, weapons, and equipment• Action-packed adventure seeds designed for mid- to high-level characters• Game statistics for characters from The New Jedi Order novels, including Vector Prime, Onslaught, Ruin, Hero's Trial, Jedi Eclipse, Balance Point, Conquest, Rebirth, and Star by StarTo use this sourcebook, you also need the Star Wars Roleplaying Game Revised Core Rulebook.

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12/12/2012

Starships: Star Trek Roleplaying Game Review

Starships: Star Trek Roleplaying Game
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Starships is a very worthwhile purchase for narrators that plan on duing heavy-duty starship combat in their campaigns. The expanded construction rules really allow your imagination to take full control and create whatever you so desire, and the book provides a plethora of different starships from major galactic powers (e.g. the UFP, Romulans, Cardassians, Klingons and Borg).
You'll need the Narrator's Guide in addition to this book if you want to create an expanded edition starship because they did not copy over various key tables. It's also a bit frusturating that they did not provide an updated Starship Profile sheet. But overall, I'd say Starships is a worthwhile addition the Star Trek RPG family.

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12/02/2012

Star Trek Roleplaying Game Aliens Review

Star Trek Roleplaying Game Aliens
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Decipher's latest RPG guide, "Aliens", is another attractive volume in the familiar style, well worth picking up even if you never play the roleplaying game itself. There are 58 alien races here, lots of non-canonical elaboration about Star Trek aliens' planet names and (rather overly stereotypical) physical and emotional traits from all live-action incarnations of Star Trek. Most entries come with at least one colour photo.
As with Last Unicorn Games (LUG), the previous RPG licensee's efforts, "ST: The Motion Picture " is represented by Betelgeuseans and Zaranites, but this time there are no photos for these guys. Ilia represents the Deltans.
Some other ST races are conspicuous by their absence; I guess Decipher's authors have been cautious about expanding some races we know little about, but even races covered in earlier Decipher volumes aren't in this one (ie, no Regulans/Caitians of ST's old Animated Series this time).
No Grazerites. No Zaldans. There's an Elasian (of TOS), but no Troyians. No "Nemesis" Remans. The Suliban of "Enterprise" are included, but no Denobulans, even though Dr. Phlox is mentioned in the Introduction. Several major Delta Quadrant aliens are included for gamers wanting to keep the USS Voyager lost in space.
One surprise is that the Efrosian UFP President of "ST VI: The Undiscovered Country" is given yet another overhaul. (The name "Efrosian" was supposedly given to the alien race introduced in "ST IV: The Voyage Home" by the Makeup Dept. and named for Paramount's Mel Efros. The term was then popularised by "Cinefantastique" magazine and the old FASA RPG materials - and most recently by the Pocket Books novel "In the Name of Honor". Other Pocket novels and novelizations have called the race "Deltan".) However, in Decipher's "Aliens" volume, the ST VI UFP President's pic represents the Atreonids of Atreos IV. Sigh...
Anyway, this book is beautifully presented and well worth checking out! Green cover this time.

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11/29/2012

Tales of the Jedi Companion (Star Wars RPG) Review

Tales of the Jedi Companion (Star Wars RPG)
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Although it only contains RPG info on "Tales of the Jedi" and the "Freedon Nadd Uprising", and even if you didn't Dark Horse comic series this is a great book of archiac weaponry and history that can spice up any campaign. Includes some new Forcepowers, 7 character templates, and a solo adventure.

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11/04/2012

Star Wars: The Roleplaying Game Review

Star Wars: The Roleplaying Game
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Class, is it possible that Star Wars + RPG = Greatest game ever made? Well, no. BUT I can tell you that the rules found in between these hardcovers IS the greatest rules for running in the SW universe. Since this review is being written about a book published in 1987 and the review is being written in 2003, after the two new movies and the *cough* HORRIBLE! *cough* D20 game, I think the makers were visionaries. I like the first book more than the second edition for one reason: movie stills from the GOOD (original) movies. Some of the rules need work, but otherwise, this is GREATNESS. BUY HERE FOR FEW DOLLARS, INSTEAD OF D20 FOR MANY DOLLARS.

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10/24/2012

Hideouts and Strongholds (Star Wars RPG) Review

Hideouts and Strongholds (Star Wars RPG)
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In this day of Star Wars roleplaying you occasionally find a book that isn't so much desired for its content, but its collectability. This is a fair book, though the rave (and price) is often inflated because there are fewer in print than some of the other, more popular, Star Wars roleplaying supplements. I own the book, but only because I was able to pick it up for well under its current market value. It has some very interesting bases as well as adventure ideas, background characters, and other such information. If you need a quick base for your characters to break into or out of, this book allows you to do a quick rip from its content and have an easier adventure. Though, most experienced gamemasters can produce this information on their own. The book does have rules for weapons engineering, starfighter engineering, base engineering, and the like. However, in the grand scheme of things, they constitute one half a page collectively. Most of your characters aren't going to own a base of operations. They're more likely to raid others'.

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10/17/2012

Star Wars Roleplaying Game (Second Edition, Revised and Expanded) Review

Star Wars Roleplaying Game (Second Edition, Revised and Expanded)
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Reviewer's note: There are actually TWO different versions of the second edition of this book, and book sellers VERY OFTEN confuse the two and list them in the wrong place (so it is best to always ask beforehand to be safe). For this reason, I have included this review under both the 1992 and 1996 versions of this book (so please excuse me if you see it more than once). However, since I didn't know where most buyers would start, I figured it was best to provide this information under all relevant locations to be safe. That said:
This is the classic D6 version of the Star Wars Roleplaying game. If you are reading this, you likely already know of have heard that the West End Games version of Star Wars The Roleplaying Game is excellent (many people don't know this, but this is actually the basis for the newer Star Wars D20 RPG and Minis games, though many people think the original D6 version is even better). And this book is no exception (especially the 1996 version -- see below). This one book contains pretty much everything both the player and the GM need to play (though there are lots of great supplements -- including premade adventures -- you can use if you are interested and can find them). The book begins with a very nice "Player Section" that covers everything the player needs to know about creating and playing a character. The rest of the book is for the GM. For example, the "Gamemaster Section" covers all the basics that the GM needs to know run an adventure (including rules, combat and injuries, movement, space travel, the Force, etc.). There is also an "Adventure Section" (contains tons of ideas about designing adventures) and a "Universe Section" (provides tons of detail about GM characters, aliens/monsters, weapons/equipment/vehicles, droids, planets, etc). Finally, there are several appendices (with reference charts and character templates). In sum, if you are interested in giving this game a try, you can do so as both a player and a GM with this one book!
In addition to providing the above information about the book, I also wanted to make an important point of clarification re: the two different versions of the second edition of this book.
The first version of this book is simply subtitled "Second Edition" -- this one was released in 1992 (WEG40055 -- ISBN = 0-87431-181-0), and has a mostly blue cover with a picture of Darth Vader in a square on the front. This is still a fun book to read (and usually costs a lot less than the 1996 version). But, it DOES NOT contain the latest/final version of the rules. Further, thought the production quality is excellent, it is not quite as good as the 1996 version.
The second version is subtitled "Second Edition: Revised and Expanded" -- this one was released in 1996 (WEG40120 -- ISBN = 0-87431-268-X). It is also a hardcover, and has a picture of the Millennium Falcon racing through space while being fired upon by several TIE fighters. This book DOES contain the latest/final rules for this game. Further, the production quality is excellent, and it is printed in full color on high quality semi-gloss paper.
YOU DO NOT NEED BOTH VERSIONS OF THIS BOOK. If you just want to get a feel for the game and save a little money, buy the 1992 edition. In fact, if this is the case it may be worth buying the original first edition (which was released in 1987, and is also excellent and reasonably priced). However, if you want the latest/final version of the rules, than the 1996 edition is a must (it costs more, but I think it is worth it).

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10/09/2012

Star Trek Roleplaying Game: Player's Guide Review

Star Trek Roleplaying Game: Player's Guide
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First, let me say that I bought this for the Trek content and for inspiration as a writer and may never play the game. I have played some previous RPGs (none Trek) so I can still evaluate it as one - I hope. Anyway, this appears to be a complete player's guide. Unlike some games, everything you need is here, and sourcebooks are extras not essentials. There are ten starting species to play: Humans, Bajorans, Betazoids, Cardassians, Klingons, Ferengi, Trill, Vulcans, Talaxians and Ocampans. Each matches what we have seen in the show in their attribute modifiers and special abilities, although Vulcans have so many that some were cut. The action is done by rolling dice once, adding your character's skill score, bonuses and penalties and then comparing the result to the number needed for success. Everything your characters can do is expressed in a skill, and the range of skill coverage is very good. Characters also have edges and flaws, character traits that help define their personalities and affect their skills. Finally, each character also has Courage points. These represent heroic action and you use them to add to your rolls, either to prevent failure or boost the level of your success. (I would love this feature as a player.) There are seven basic professions: Diplomat, Merchant, Mystic, Rogue, Scientist, Soldier and Starship Officer. There are elite starship officer professions for every one we have seen in the shows. There are other elite professions that can be entered by anyone meeting their prerequisites. This system manages transfers like Spock from Science Officer to Commander to Ambassador and then probably either Envoy or Spy, all as a Starship Officer. All in all, the system really captures the feel of Star Trek characters.
The guide has a number of flaws. Least annoying first, there are a number of canon errors, which is surprising considering how much trivia the Decipher staff know about Star Trek. It was enough to bother me a little, so some fellow Trek reviewers may be driven crazy by it. As has been mentioned in most reviews (such as on rpg.net) the chapter and section order is really bad. The sections on character mechanics and level advancement should have been consolidated and in front. Character Development should probably have been in front of Professions, since you would use them in that order, and the non-starship elite professions should have followed the basic professions. The worst flaws are outright errors in presenting the mechanics of the game. There are edges listed in training that were renamed or eliminated by the time the Traits chapter was written. There are errors in the examples supposed to clarify how the game works. The level advancement rules are sometimes unclear. The Starship Duty ability is, according to the FAQ on the web, importantly more limited than it reads in the Guide. This needed a much more thorough editing before printing.
These problems are irritating, but they are fortunately simple to resolve. The character generation system and the skill test system are solid and very simple to implement. The guide also explicitly states that the players can create their own skills and edges, and even rules for doing so, and that the Narrator can change the type of skill test as he sees fit, if necessary. Should I ever choose to play, I would be very happy to use this system. As a collector, the insight into the skills and abilities of the character types, especially the elite professions, was worth the price. Also, nearly a third of the guide is given to chapters on equipment, starships, the galaxy and the Federation. Those sections were really interesting and informative. As a player I would give this a four for the errors, but as a collector I give it five stars.

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9/19/2012

Geonosis and the Outer Rim Worlds: A Star Wars Accessory Review

Geonosis and the Outer Rim Worlds: A Star Wars Accessory
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After a wait of several months, gamers finally have a new SWRPG sourcebook in the form of Geonosis and the Outer Rim Worlds. If you've read Coruscant and the Core Worlds then you know the pattern that this sourcebook follows as well. While there are some gaps, players and GM's will probably be slightly more interested in this sourcebook than its older sibling, because as we all know, most of the actual action in the Star Wars universe takes place in the Outer Rim!
Let's cover the aesthetics first. As usual, the SWRPG team has given us another attractive book. The image of a Republic gunship blasting its way through the sky is pretty darn cool. Between the covers this book is full-color throughout with a large amount of quality original artwork. There are a handful of photos this time as well. In short, it just feels like a Star Wars sourcebook.
On to the content. The book's main focus is on 29 Outer Rim worlds. Each planet receives an overview which includes vital statistics, a basic description, a short history, a description of its people (if any), and a selection of important locations. Each planet also has a GM-only section that includes a few adventure ideas, new NPCs, and any new races, creatures, or equipment. Note that there are no new feats or prestige classes at all. Minor worlds like Roon and Kintan receive an average of 5 pages of attention, while major worlds like Geonosis and Kamino receive 8-11 pages each. Again, keep in mind that each entry is a generous but broad overview, not an exhaustive description.
Most worlds, like Bespin, Dathomir, and Ossus have appeared in the movies or novels at some point. Some worlds seem to be brand new. However, three notable worlds are missing entirely: Hoth, Naboo, and Tatooine. Sure, Hoth doesn't have a lot going on, but a page or two would have been nice for the sake of completeness. The authors also explain that Naboo and Tatooine were left out because they already have their own sourcebooks. And they do- but they were (in my opinion) mediocre sourcebooks that are now years out of print. I understand the logic, but it's not an omission I care for. On the other hand, the authors state in the foreward that they may produce a second volume on the Outer Rim if there is sufficient interest. I hope they do.
I also found it interesting that the table of contents lists the NPC's, creatures, equipment, and other extras by page number, and not in alphabetical order. That's not a choice that I would have gone with, but everything is still listed by category as well, so locating an entry is still easy enough.
As a player, the main thing I like about this sourcebook is how sharply the worlds contrast with each other. That makes for excellent character background material. As a GM, I really liked the adventure hooks. The authors have taken the hooks a step further by linking some of the worlds together for two-part adventure ideas. That was a nice touch.
There are also 86 new NPCs (each with a personality and background, and most linked to a specific planet), 15 new species, 10 new pieces of equipment, 10 new vehicles, 1 new starship, 28 new creatures, and 1 new droid. The vast array of new NPCs and creatures in particular seem to provide a wealth of options for roleplaying, combat, or just as a spur for new ideas.
And oh yes... there are many maps as well. Compared to previous books, map quality has really improved. The maps are bigger than they have been, and finally, every single one actually has a key! In fact, the map of the Great Temple on Yavin IV takes up a whole page and is perfect for anyone running a Rebellion or New Jedi Order campaign.
Overall, despite a few flaws and ommissions, Geonosis and the Outer Rim Worlds is a good, solid reference. Players will like it for its wide array of background material, and GMs will also appreciate the ready-made worlds, adventure hooks, NPCs, and creatures. In short, this is fertile soil for any campaign that ventures into the Outer Rim.

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This sister title to Coruscant and the Core Worlds takes a detailed look at a host of worlds that float on the fringe of the Star Wars galaxy. Worlds both familiar and new will be described, from those that appear in the comics and novels to places such as Dagobah and Bespin that have been featured in the Star Wars films. Useful in all eras of the Star Wars timeline, this extensively illustrated title is designed to enrich gameplay for both the gamemaster and player, with extensive historical data and features such as new feats, creatures, and prestige classes.

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