Posts Tagged ‘sf’

Marqued For Death

Tuesday, September 29th, 2009

For those of you who love space mercenaries, there’s more to game with, if not necessarily more to love. Genevieve Cogman’s wryly loving GURPS Vorkosigan Saga (238-page full-color hardback, $35; $30 as PDF) covers the ructions of Lois McMaster Bujold’s size-challenged and galaxy-challenging aristocrat, Miles Vorkosigan, in fine form. About 100 pages are pure source material: canon NPCs, races, planets, tech, and so forth. Another 44 pages are a retuned version of GURPS Lite — like Miles himself, short but startlingly effective — making the game complete in one book. Add 48 more pages of spaceships (with plenty of worked examples) and a dedicated space combat system, and you’re left with only about 30 pages to answer the killer question all RPGs, especially licensed RPGs, face: “What do I do with this?” If you already know the answer — if you’re a fanatical wanna-Bujoldian with stories aching to be told — this book will backstop you admirably. If not, there’s not much in the way of hand-holding to get you there. One can argue that between Bujold’s epic novel series on one hand, and GURPS‘ epic pile of sourcebooks and campaign frames on the other, you shouldn’t have any shortage of raw material. But I’d say you might still want some guidance refining it.

A similar criticism could obtain in Gareth Hanrahan’s straight-shooting Traveller adaptation of David Drake’s mercenary-fic Hammer’s Slammers (206-page full-color hardback, $40; $28 PDF) from Mongoose. It, too, devotes 150-odd pages to its source material, with Trav stats for AFVs, planets, and NPC mercenaries from Drake’s books. (And it has its own setting-specific combat sub-system, this one for tank battles.) And again, this is pretty much de rigeur, and indeed downright essential, in a licensed property, and doubly so in an F/SF property where the basic assumptions have to be literally spelled out in game-mechanical terms. Like Cogman, Hanrahan knows his material cold, but presents it piping hot. But Hanrahan is able to use Traveller’s old-school “random encounter table” feel to get much closer to “what do I do now?” in a packed 15-page “Conflict” chapter. You get, essentially, the Not-Quite-Random War Table  – which is, Drake would doubtless say, true to life. Unlike life, and like a good RPG, Hanrahan provides plenty of explanatory support with these tables: the consequences of “no orbital support” are spelled out both in rules and table modifiers, and in suitably grim prose. Add in an excellent “grunt’s eye view” diary-style treatment of a campaign (RPG or mercenary?), a sample war, and an introductory scenario, and you’re on your way to slamming with and for tools of all descriptions.

The “I already know what I want” GM will perhaps find this all too much of a muchness, but I have come around to thinking that the original Dungeon Master’s Guide knew what it was doing with all those random tables and lists. “You can tell mercenary stories of duty and honor in conflict” is all well and good, but Col. Hammer might add that to his list of pieties that’s trumped by laser-firing tanks, and by tables telling you how many of them are just over the ridge. Hanrahan doesn’t quite get that far: his admirably complete mission breakdown is a checklist, not a table (random or otherwise) — and it’s only a page long. (Followed by four pages of examples.) Something like it would have greatly stiffened the spine of GURPS Vorkosigan, while allowing the novelistic impulses of freer-form GMs plenty of room.

Clash City Rockets

Tuesday, August 11th, 2009

The most important thing to know about Chris Birch and Stuart Newman’s game Starblazer Adventures (629-page black-and-white hardback, $49.95) from Cubicle 7 is that it has nothing to do with Star Blazers, the Englished version of some anime or other. No, “The Rock and Roll Space Opera Game” is based on a 1980s British comic book series called Starblazer. This was an anthology comic book series set all across (various different futures of) the Galaxy and all across millennia, barely connected by occasional series characters or conceits — in short, exactly how an RPG setting should be: sketchy, large, and packed with familiar tropes, plentiful blank space, and contradictions. If you don’t know anything about the comic book series, don’t worry — it’s pretty much the exact same “default comic outer space” assumed by every Silver Age DC comic: there are domed cities, and space dogfights, and aliens, and post-apocalypses, and sentient computers, and robots, and space dreadnaughts, and silvery jumpsuits galore. With just a soupcon of wonders like the “Fi-Sci” (short for “Fighting Scientists”) and the Moonstealers to give it some zing, which you can ignore or replace or change, because most of the writers of the original comic did. I like to think of it as a setting based on a random six-foot section of my SF bookshelf, or rather of my SF bookshelf in 1979. Plus, there’s a lot of setting stuff given stats (or just name-checked) if you’re lost, and whole tranches of adventure generation, planet generation, and “campaign starters” in the back.

The other important thing you need to know about Starblazer Adventures is that it uses the FATE engine, as seen in Spirit of the Century, and does at least as good a job laying out the “FATE Space” ruleset as SotC did the “FATE Pulp” ruleset. It introduces some new fillips: Scale (for starships and doomsday machines and sentient moons and …) and organizational rules (for star empires and secret brotherhoods of space monks and Fighting Scientists) between them give you a mechanical (and therefore story) hold on anything from a dogfight to mass combat between twin planets’ armadas. “Plot stress” is a magnificent innovation, applying “hit points” to story elements — when your space station suffers too much drama, the reactor melts down! Last, Starblazer Adventures takes SotC’s story-driven character creation to the next level for collaborative story-driven campaign creation! It’s only two pages, but it opens up, well, worlds!

Topped off with a super index, and lovingly blanketed with original Starblazer comics art (which is so iconic as to cause nostalgic fits even in people who never read the original Starblazer comics), this is one monstrously usable, magnificently story-starting game book. You could easily port it to Star Wars, the Kree-Skrull War, old-school Star Trek, or any game of fightin’ robots, fightin’ spaceships … or, of course, Fightin’ Scientists!