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

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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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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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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8/25/2012

Tramp Freighters (Star Wars RPG: Galaxy Guide No. 6) Review

Tramp Freighters (Star Wars RPG: Galaxy Guide No. 6)
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This guide is a rich source of material for running a campaignfeaturing smugglers like Han Solo in the Star Wars roleplaying game.Rules for modifiying your ship to be the "fastest hunk of junk in the galaxy" are included as well as details on the rules and regulations laid down by the evil Galactic Empire to keep smugglers in line. There's a sector full of characters and adventures to keep your players outrunning their fellow rogues while dodging Imperial Customs. A great buy for the Star Wars gamemaster!

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7/22/2012

Tramp Freighters (Star Wars RPG, Galaxy Guide No. 6) Review

Tramp Freighters (Star Wars RPG, Galaxy Guide No. 6)
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This edition of the Galaxy Guide is one of the most useful you will find. If you ever wanted to be Han Solo, this book is ESSENTIAL. Tramp Freighters includes rules for modification of weapons, shields, ship hull, cargo spaces, and more. It includes various rules for starship damage, and the effects it has upon the vessel. A module incorporated in the book gives you a good, solid chance to get your feet wet in the Star Wars Role Playing Game. Tramp Freighters displays new freighter types and stats. All in all, it is a virtual requirement to run a well rounded campaign or give your character some variety. I very highly recommend it for any player or GM.

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7/20/2012

Secrets of Tatooine (Star Wars Roleplaying Game) Review

Secrets of Tatooine (Star Wars Roleplaying Game)
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I must admit that I was justifiably skeptical that the `Secrets of Tatooine' source book would be any better than the previous two offerings from Wizards of the Coast. The first, `Secrets of Naboo' was well-written, but held no real secrets, nor enough detail to make it of any real use. `Living Force' was a limp, flaccid retread of a great many things we had seen before-pod races, cloud city gas mines, Force-resistant creatures and even a Sith Temple had all been done elsewhere and better, but instead of giving us something new, the RPGA saw fit to simply cram it all into one star system. That being said, the `Secrets of Tatooine' has broken the mold of mediocrity and as it turns out, is a pretty good deal for your Star Wars role playing gaming dollar.
After a brief introduction, Secrets moves into the basics with a description of the planetary data and make-up of the Tatooine System, but provides no system map. It then describes climate (really hot), geography-like the Jundland Wastes, Beggar's Canyon and the Dune Seas, explaining that complete cartography of the planet is difficult because of the sand storms. The survival section gives handy rules for heat prostration, thirst, and sand storms-the most dangerous of which, gravel storms, are a nightmare for aerial transport. Next up are native inhabitants-the sand people (Tusken Raiders, named for the first human settlement they destroyed), and the Jawas-which the author seems to patronize somewhat, describing them not really smart enough to do anything, but somehow makes things work. Finally are the creatures-the bantha, ronto, eopie, rock wart, scurrier wamp rat and krayt dragon-a creature with a combined Vitality and Wound Point total of 470 and attacks that can cut land speeders in half. A little too powerful for anytone but the toughest PCs, (or those with good ranged attacks).
The biggest section and by the far the most important are the cities, unfortunately, the book only provides character stats for movie characters, and very little of mayors and other townspeople other than those created by Lucas. Bib Fortuna, Watto and Shmi Skywalker are here, as are most of the aliens from the cantina, but no regular folk, too bad because they add color, even more than those individuals we already know about. The maps of Mos Espa, Mos Eisley, etc. are horrible and continues a trend that has plagued the Star Wars RPG supplements from day one. Detailed, well labeled maps are not hard to do, but completely absent from the Star Wars supplements.
Another good section is the complete pod racing rules, including stats for all of the racers in the Boonta Eve Classic from the Phantom Menace. It also lets players design their own pods and gives a complete list of die-determined hazards, and finally a map of the Boonta Eve Circuit. Finally, the non-Episode I based adventure was a treat, and it was a nice change of pace since I feel that Wizards of the Coast is paying way too much attention to Episode I and not enough emphasis on other eras of play. Given the shear breadth of material available from the Tails of the Jedi, Rebellion, New Republic and New Jedi Order, the supplements should be spilling out of Wizards. In the end, however, `Secrets of Tatooine' again doesn't have a lot of secrets to offer, but instead gives the Star Wars game master a good source book for the birth place of Luke Skywalker.
May the Force be with you.

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7/02/2012

Coruscant and the Core Worlds (Star Wars Roleplaying Game) Review

Coruscant and the Core Worlds (Star Wars Roleplaying Game)
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Prior to the release of this sourcebook, there were only three decent sources for information on Star Wars worlds. The first was the Star Wars Encyclopedia, which is filled with so much other stuff that unless you know the names of these worlds already, it's unlikely you'll find them. The second is the Guide to the Star Wars Universe, which additionally has no illustrations and little enough description. The third, and the one I used, is the Essential Guide to Planets and Moons, which provides some useful background info but was obviously not written with the RPG in mind (in fact, it predates it by several years). It's therefore a great relief to see that purpose-written hardcovers are being released that detail parts of the galaxy.
The Core Worlds include many of the worlds mentioned in the movies and expanded universe- Corellia, Ralltiir, Duro, Alderaan, Chandrila, Kuat, and other notables. The systems are listed in alphabetical order save for Coruscant, which is first, and each section has the following parts: General stats (general trivia regarding the system), Description (basic description useful for introduction), History (summary of notable events in all SW periods), People (species and how they behave), Locations (some notable spots and cities, with at least one map).
Additionally, there is a 'For the GM' section with adventure hooks, NPC heroes and villains from various eras that can easily be adapted to any of them, and various stat blocks for said NPCs, creatures, and unique vehicles and starships. There is only one new prestige class- the Seyugi Dervish (an unarmed fighter) but this book isn't really meant to detail those in the first place. Several new feats and species are added, most of which are obviously meant for NPC locals (the Brachiation feat, for example, lets you swing through trees at your speed).
Perhaps the best thing about this book are the illustrations, which are numerous, original, and inspiring. Just getting a glimpse of the Core Worlds is often enough to describe them and plan a few nasty surprises for your players, and the sourcebook does a fine job of providing visual cues. The corresponding information is thorough but not long-winded, and ideal for getting your adventure going with minimal fuss. Coruscant and the Core Worlds really sets the standard for ease of use and value. I am looking forward to seeing similar ones that will describe the other parts of the Star Wars galaxy.

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Adventure Awaits at the Heart of the Galaxy.The glittering pinnacles and shadowy canyons of Coruscant's global cityscape offer an inexhaustible source of action, intrigue, risk, and reward. The shining capital planet also lies within easy reach of each of the other major worlds of the Galactic Core, from the deceptively peaceful expanses of Alderaan to the teeming shipyards of Corellia.This sourcebook features:• Detailed descriptions of 28 planets in the Core Worlds region of the galaxy.• Historical information that spans all three major eras, descriptions of indigenous populations, and key locations for each planet.• Special emphasis on Coruscant, including characters and locations introduced in Episode II: Attack of the Clones.• Gamemaster-only sections for each planet with supporting characters, adventure hooks, new creatures, aliens, vehicles, droids, prestige classes, and feats.To use this sourcebook, you also need the Star Wars Roleplaying Game Revised Core Rulebook.

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6/22/2012

Rebellion Era Sourcebook (Star Wars Roleplaying Game) Review

Rebellion Era Sourcebook (Star Wars Roleplaying Game)
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The Rebellion Era Sourcebook is the first hard cover supplement from Wizards of the Coast since their release of their version of the role playing game. It should not be confused with the West End Games Rebel Alliance Sourcebook as just being the regurgitation of the same information in a different book, it isn't. The Rebel Alliance book is a breakdown of the Rebellion, major players, vehicles, vessels, tactics and history, whereas the new book is a survey of the time period from A New Hope, The Empire Strikes Back, and Return of the Jedi, with Shadows of the Empire, Truce at Bakura, plus it includes data on Emperor's Hands- background for the Thrawn trilogy.
Each section is laid out under the time period it covers- A New Hope outlines how the Empire came into being and the New Order, the beginnings of the Rebellion by Mon Mothma, Bail Organa and Garm Bel-Iblis. It briefly covers the anti-alien sentiment held by the Empire, the Death Star (no stats, however, but if they are needed, it can be generated). It also has stats for all the major character, (and some minor ones like Tarkin and Lemelisk- the man who designed the Death Star). It does quite a good job in explaining events, concepts, and has loads of additional data, Game Master hints and ideas, plus flowing through the book along side the general data are mini adventures for players.
The Dark Time section covers events from the Battle of Yavin up to the Empire Strikes Back, detailing Imperial intelligence, propaganda, supply fleets, Alliance bases, bounty hunters, the Corporate Sector, Kessel, and the Prophets of the Dark Side. The Empire Strikes Back is mostly character data, with key events described, but also includes probe droids, AT-ATs, Imperial and Alliance forces of the time, Vader's fleet, but no stats for the Super Star Destroyer. More bounty hunters, Dagobah, and the Dark Trooper project from the first Dark Forces PC game- sadly, almost no mention of Kyle Katarn or Jan Ors.
Shadows of the Empire (a book I have yet to read) covers the period immediately after The Empire Strikes Back, the creation of Rogue Squadron, Bothans and their SpyNet, Coruscant, Prince Xizor and the Black Sun syndicate, however no mention is made of Dash Render or his Outrider. I suspect Wizards might be planning a separate, more detailed Shadows of the Empire book. Finally, the last section is of course Return of the Jedi and they wasted nearly five pages on Ewoks! When will people learn that no one likes the furry little buggers? It ends leading into final main character updates and the New Republic Era and the Ssi-Ruu.
A solid piece of work in full color. Lots of stills from the movies, and some top notch art as well, including a great picture of Xizor. Once again, however, the book fails to provide anything but mediocre low-detail and very small maps. A minor gripe, but one that I hope Wizard's addresses soon. Beyond that, this is great book. Granted, most people who have played the game under the West End rules and have read some of the novels, would know most of the information, but it's all here in one volume- very neatly laid out, clean, clear and to the point. I suspect that Wizards will produce sourcebooks for both the Rebel Alliance and the Empire, until then, there is this book, and a good book it is.

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