Showing posts with label Product Reviews. Show all posts
Showing posts with label Product Reviews. Show all posts

Thursday, July 13, 2023

What does Classic Traveller Do?

I have followed with interest  Brad Walker's postings on his blog about game design, and the wargame roots of the RPG hobby. In a recent post he says:

Classic Traveller retains its power despite being decades away from the spotlight, such that every other space adventure game is compared to it- including its successors. It has a separate and distinct play experience from both of the aforementioned, and has itself influenced many others after it (e.g. Twilight 2000).

I thought about Traveller's design and why the game has endured so long. This is by no means a definitive essay on the subject, merely my thoughts at this point.

What do the Classic Traveller Rules Do?

By the way, the short answer is

Sunday, December 20, 2020

Cepheus Journal #3 is avaiable!

"The Cepheus Journal is a free and ad-free Fanzine for the Cepheus Engine RPG. We will cover all sorts of settings that uses the Cepheus Engine rules. That could be Science Fiction, Fantasy, Modern, Historical and more."



The Contents:

  • Alpha Centauri
  • The Quarlon
  • Additional Shield Rules for Sword of Cepheus
  • Disarm Rules for Sword of Cepheus
  • Factions
  • People’s Army of Vietnam Rifle Platoon
  • Vega Subsector
  • Provincial Cruiser
  • The Gebbebem
  • Tau Ceti
  • TSAO Review
  • The Nissi




Excerpts from Disarm Action and Shield Rules

Whiteshadow, a PC sorcerer, is Charmed by an enemy magician. The enemy instructs him to disarm Cuthden Redfang, his comrade, who is attentively watching the stairwell down to the next dungeon level. Redfang is guarding against an attack from below, so he does not notice what Whiteshadow is doing. The Referee decides Whiteshadow gets Surprise in his lunge for Redfang's two-handed sword.

Whiteshadow: No STR DM, +1 for Melee Cbt, +2 for Surprise, total +3

Redfang: +1 STR DM, +2 for Melee Cbt, +1 for heavier weapon, +1 for wielding a sword, total +5.

Redfang's player threw a 4 +5=9. Whiteshadow's player threw 5+3=8. Whiteshadow fails to get the sword out of Redfang's hands. Now Whiteshadow's player gets to do some role-playing to explain his curious behavior. Redfang is unlikely to attack his comrade without clear evidence of treachery, but Surprise is lost. Without it, Whiteshadow's chance of success is slim.

The Shield of Sligh the Invincible

This mythical weapon of great potency guarded the mightiest warrior of the Eastern Steppes as he waged relentless war on the Central Kingdoms. It was described by some as a circle of mirror-bright metal which no sword or ax could mar nor dull. Fearlessly Sligh stood against hordes of foes bearing the shield which only he was strong enough to hold. At the Battle of the Sundered Slopes he alone held a narrow defile against the Army of Five Kings while his forces raised a breastwork in the gorge behind him. 

After his death the Shield of Sligh became the prize in a mighty tournament fought by the Five Kings, as they all coveted it. A mysterious knight calling himself The Disinherited One entered the contest, and besting all comers, rode off with the Shield. None were able to follow him, or learn what his right name was. The shield vanished from men's tales after that contest. 

Yes, these are the two bits that I wrote for this issue.

Here's a Link to Issue 002

Here's a Link to Issue 001

Check it out!

Monday, September 28, 2020

Product Review - Cepheus Atom

Cepheus Atom by Omer Golan-Joel; published by Stellagama Publishing through DriveThruRPG.com

I'm using my old review format from the Amber Zone reviews to discuss this game book.

C-Atom is a compact (less than 50 pages of rules!, and that's digest-sized pages) rules-light game set on Earth, after a cataclysmic war that ended the world. Nuclear weapons, poison gas, germ bombs, you name it. All the nasty stuff you can think of has happened. C-Atom is not set up for complex characterizations, and nuanced interactions with exactingly detailed NPC societies. It's a 1950's vintage Atomic Horror movie. The author calls it a “beer and pretzels” game.

Location: The game's setting implies that the whole Earth was affected by the Final War. So the PCs can begin play in their own home town if they want, or pick any place on the planet. It's terrible most everywhere, though, so expect trouble wherever you begin.

Mission: Survive! Maybe the PCs can find someplace that isn't ruined by Contamination where they can find a bit of peace and begin to rebuild the world. The rebuilding part, however, is outside the scope of the game.

Complications: There are mutants and monsters and out-of-control robots aplenty to ruin the PC's day. Even the environment is out to get you; Contamination is everywhere, and will Mutate you with enough exposure. Most of your equipment must be scrounged. Fortunately there are some high-tech goodies to be found - like Jetpacks!

Strong Points: C-Atom gets a lot done in not a lot of space. PCs and NPCs are super-fast to create, and with a familiar setting (Earth) play can get started right away. The game's objectives and story-focus is not limited – it's precise. It is trying to do just one thing, and that it does nicely. Imaginative players can throw in whatever sub-plots they may want, or concentrate on blasting that next Lobstrosity or Spidergoat before their ammo runs out.

Weak Points: Okay, a quibble. Mutations are referred to in one place as Flaws and Perks, but not in the tables that explicate what the mutations actually do. It should be consistent.

What I'd change: This setting is not my cup of coffee, but like every other RPG product I get my hands on, I pored over it looking for things I can use in Traveller (and now also Cepheus Light & Sword of Cepheus). So not to change, but to <ahem> borrow: the Mutations fit in well with my concept of Genetically Modified Humans. C-Atom presents Mutations both beneficial and baneful, and I'll use both. The Contamination idea in general is usable as a different environmental hazard to encounter. The Unusual Weather table is handy – throw a quick complication at the PCs while they're out exploring.

In My Traveller Universe: Mutations, radiation and nasty WMD's could appear anywhere in my TU.

To Sum Up: A mechanically-simple game that your game group might try for a change of pace. It is simple enough in concept and execution to spring on a party or family get together for an impromptu game that will surely bring lots of laughs. Not a game for the serious role-player, or for those who don't want to suddenly develop Laser Eyes.


Omer was kind enough to send me a complimentary copy of Cepheus Atom. 

Monday, September 21, 2020

The Perfect RPG Book?

 According to James Maleszewski, author of the blog Grognardia (far more knowledgeable and prolific than I am), there is a perfect RPG book, and it is:


The Traveller Book.

It has been my Traveller rules-of-reference since I got my copy as a gift from and old friend. Mine doesn't have the dust jacket, and I've penciled in lots of house rules, and stuck in rules/ideas printed from other sources. It is the book I turn to when I need to know the order of results on the Rumor Table or what small craft a Type-C cruiser has aboard. I admit that after 30 years, I've got so much of the rules memorized (or think I do) that I don't have to consult it except for details like table entries. I even wrote an index for it once, just for practice.

Read James' explanation here.


Image borrowed from Wayne's Books.

Friday, August 9, 2019

D66 Reasons Why the Colony Failed


A few months back I asked a question of one of the Facebook Traveller groups that I read. I have a scenario in mind where the PCs are exploring an abandoned habitat. No specific setting, no specific arrangement. Just some kind of colony. The idea may have grown out of the tables in Stellagama's Pirates & Privateering source book, which lists abandoned space stations as a random encounter.


The question was: Why did the colony fail?  Much to my delight, the answers poured in. I have collected here the bulk of the answers (deduplicated for near identical answers) and arranged them in a D66 table. To roll D66, roll 1D for the 'tens' digit and a second 1D for the 'ones' digit.
 
Clearly something has gone dreadfully Wrong here.
If you have any ideas that don't appear on this list, share in the comments!


D66 Reasons why the Colony Failed
11 Pilgrimage site for some religion that was later deprecated as a forgery
12 Fast-acting or slow-acting contagion (bacterial/viral/fungal/parasitic)
13 Mining site, better yield found elsewhere and everyone moved.
14 Mining site, ore vein tapped out
15 Colony set-up was a scam. Shells of buildings only, no infrastructure. Scammers on the run.
16 Environmental factor not initially detected caused health problems (i.e. death)

Sunday, January 27, 2019

Cepheus Light Pocket Edition

Look what came in the mail!

Actual size 8.5 by 5.5 inches
This is not a new version of the Cepheus Engine rules, it is the C-Light rules in a digest sized book. I really like this format and size. It's super portable and handy. 190 pages of rules, and they still find room for some dandy illustrations.

Haven't got the time to do an in-depth review of C-Light at this time, but it's in the pipeline. 

Thanks as always to my pal Omer Golan-Joel

Monday, October 22, 2018

Product Review Piracy and Privateering

Review of Piracy and Privateering

by Josh Peters
Publisher: Stellagama Publishing
Length: 83 pages

You might have thought that the pirates were supposed to be the NPCs, but surprise! The book begins with a persuasive essay aimed to encourage players to play as pirates!
When you're a Professional Pirate . . .

The book contains five sections:
  1. Setting up the campaign
  2. Space Encounters
  3. How to Make money
  4. Adventure Seeds
  5. Sample NPCs
The book is system-neutral throughout. It leans toward the 2D6 dice rolling mechanic, but it would not be difficult to transition any of the tables into any 'variable degrees of success' dice rolling system. For OGL legal reasons they can't say it works with Classic Traveller, but I can. It does. That makes me happy.

Setting up
Is the campaign going to be in a Star Spanning Empire, or among competing star nations, or the fringes where it's every planet for themselves? This is an important consideration, and the author lays out the good and the bad of each type. My TU is competing star nations, and a lot of Independents. Pirates will use different tactics depending on where they are.

Wherever your piratical PCs set up, there has to be enough potential for profit to make it all worthwhile. The referee/GM has to consider this or it will be a short and unhappy campaign.

For the sake of players and GMs who aren't familiar with the practicalities of piracy, the book lays out a method of doing the deed, labeled “Piracy 101”. This section goes into a helpful amount of detail on things like:

  • Finding a target
  • persuading them to surrender
  • deciding what to take, including whether or not to steal the ship directly
  • escaping pursuit
  • turning the loot into cash (but more on that later)

Sunday, July 8, 2018

Signal 99 from Stellagama Publishing


Signal 99 by Richard Hazlewood, published by Stellagama Publishing, is an adventure for the Cepheus Engine system, set in the universe of TheseStars are Ours!

The publishers were kind enough to send me a copy of this adventure, so I'm sharing my impression of it. As long time readers of  my blog will know, I have worked with Stellagama before in a number of ways. However, my aim is to give as objective an account as I can. I will use the same format I've used for other product reviews.

This is an adventure for 4-6 PCs, most likely the crew of a private starship. If the PCs have no ship, they can be passengers aboard a commercial vessel. Signal 99 is available as a .pdf file from DriveThruRPG.com

Location: The Parvati system, in UTR space. The adventure takes place in space, so the exact system is not crucial to the play of the encounter.

Patron: There is no patron per se, the PCs are responding to a distress signal, which by recognized interstellar law, anyone within range must do.

Mission: The ship sending the Signal 99 is damaged and in distress. Get aboard, assess the damage, repair if you can, transfer survivors off if you can't.

Payoffs: There's no cash reward, of course, but there are things and people aboard that can be to the PC's benefit for having encountered them. PCs from spacefaring backgrounds should feel that maintaining the tradition of answering distress calls (and the expectation that others would do so for them) is the reward.

Complications: All the damage aboard makes moving about dangerous; the ship is an 'enemy vessel', the ship may not last much longer. The players will have to make some hard choices about what/who to focus on in the time they've got.

Strong points: Plenty of setting/background data for the Referee means an easy adventure to introduce. It is self-contained which means not much prep time needed. There are good deckplans and detailed explanation of the ship's damage, which will help bring the setting to 'life' and keep tension high. There is also a helpful list of 'typical actions' in task format. A quantity of high tech goodies can be found aboard. Each significant NPC is detailed with their own motivations and courses of action beyond simple survival. Self-contained but also open-ended; this can lead into a number of subsequent adventure avenues.

Weak points: This is not actually a weakness; there is a lot of time record-keeping for the referee to do, which I am not fond of, and poor at doing. Players who dither or waste time will find the clock has run out before they get anything done. One editing mistake: on page 29 there is a 'see page' reference which is incomplete, but as the adventure is only 38 pages, it is easy to determine what page is referred to [page 32].

What I'd change: I can't think of anything. This adventure is focused, with plenty of detail while still giving the PCs plenty to choose from and their choices will matter in a lot of ways.

In My Traveller Universe: Cepheus Engine is similar enough to Classic Traveller that converting Signal 99 to my TU would be no problem. If I set this adventure in Holtzmann's Corridor, the enemy ship would be from Tabraz, a planet of notorious pirates. Non-human NPCs would simply be folk from non-Imperial worlds. The adventure is focused on a ship in space, so it could be set in any world's system.

In summary, this is a good space sci-fi adventure that is more than just brawn and danger. The players will be challenged by the choices they have to make. It sells for $3.99, and I say it's worth the cost. Pick up a copy, and To the Rescue!

Saturday, June 23, 2018

Signal 99

Signal GK


Mayday


Signal 99


However it is expressed, this is the interstellar Call for Help. And Stellagama Publishing's newest adventure is all about answering that call! 


Available at DriveThruRPG
I've got mine! Review coming in a few days. 

Wednesday, January 10, 2018

Bringing More Psionics into Cepheus Engine or Classic Traveller

Variant Psionics for the Cepheus Engine – A review

Recently Stellagama Publishing released their Variant Psionics rules supplement, available from DriveThruRPG.com. Full disclosure, I am listed in the credits as a Consultant. I suggested a few ideas for the book, but I earn no royalties. As it says on the tin, this is written for the CE rules set, but with only minor tweaking, these rules will work for Classic Traveller as well. Which is good news for me, still being a CT kind of guy.

What does the VP book offer? Let's have a look, shall we?

The first section explains how to fit psionics into any CE setting. How often do psionics appear? More importantly, referees now have three possible societal responses to the existence of psionics: friendly, neutral and hostile. In CT, the assumption even before the Third Imperium or the Zhodani Consulate, was that psionics would face a negative reaction.

Next we have details on how Psionics are a part of Stellagama's These Stars are Ours! campaign setting. Most psionics end up working for the government, but not necessarily as spies or secret police. Still, Terrans' attitude towards psionics leans toward the negative. Life for a government psion will not be easy.

The middle of the book contains the detailed rules for the available psionic abilities. All the talents from CE (and CT) are here: Awareness, Telepathy, Clairvoyance, Teleportation, Telekinesis. Each talents has several powers associated with it. The Variant part is the new powers that have been introduced for most talents. Clairvoyance still has only the powers listed in the CE rules. Some of the standout new powers are:

Friday, December 22, 2017

Free Character Sheet for These Stars are Ours!

Available now from Stellagama Publishing at DriveThruRPG:



Character sheet for the These Stars Are Ours! (TSAO) setting; compatible with the Cepheus Engine and other OGL 2D6 Sci-Fi games.

Available in three formats: Standard PDF, Fillable Form PDF, High-Resolution PNG.

All for the low low cost of no money whatsoever. Get it here!

Tuesday, October 3, 2017

A Review of The Wreck in the Ring

Hey, I think I can see my ship from here!

This fellow calling himself Pookie UK has posted a review of The Wreck in the Ring. It's good to know that people have noticed. The review is generally favorable, while acknowledging some things that I could have done better.

Here's a quote:

"The technical aspects of the adventure are not its only challenge. There is at least one NPC who has ulterior motives and two NPCs who have motives other than salvage. In fact, one of the interesting NPCs is a member of the Brothers of St. Cuthbert, which is dedicated to recovering the bodies of those lost in space and returning them home for proper burial. This nicely adds a degree of faith and purpose not always present in adventures for the Cepheus Engine Core Rules and other 2D6 OGL SciFi mechanics. There is one other danger in Borderlands Adventure 1: Wreck in the Ring, one that suffuses both the ship and adventure with a sense of unease. Now, in scenarios like these, the cause of this unease, perhaps paranoia, might be some alien thing or crazed survivor, either ready and hungry to stalk and slaughter first the NPCs and then the player characters. And so it is here, but in Borderlands Adventure 1: Wreck in the Ring it does not feel like a cliché because it does not have to play out like a survival horror movie in space. Only if the player characters make every effort to interfere will the scenario turn into one of survival horror in space rather than one of salvage and recovery."
I admit I didn't think of the potential cliche in the element he mentions, as 'survival horror' is not on my list of genres I enjoy. I wanted a surprise and a mystery to present a challenge so the adventure would have more to it than the abstract dangers of working in hard vacuum. 

It was not my intent to make this a killer scenario, but if the referee applies the rules and situations hard enough, it could be.

The takeaway for me is 'next time write up a handout for the players' - give the 
Ref something tangible to show the players that quickly transmits some relevant information. Also, spend just a little more time giving important NPCs some background and personality, again to help the Referee build the situation.

Thank you Pookie UK for the review, and the ideas for improvement.  

Sunday, March 5, 2017

From Stellagama Publishing - These Stars are Ours!

Available now from DriveThruRPG, Stellagama Publishings new campaign setting, These Stars are Ours! This is not the Third Imperium, but a whole new setting with new alien enemies, new alien allies, and dozens of new worlds of adventure. TSAO is available as a .pdf, or in print under a soft or hard cover.

The bulk of the text deals with the new alien races, presented with enough detail for the referee to pick up and run with them as NPCs right away. There is also advice given for players who want to try out a Cicek or Ssesslessian as a PC. The humans get some new career options, and the 'standard six' are re-skinned to fit with the setting background.

While the book describes “Known Space” the setting as presented is smaller than the 3I, and smaller than Clement Sector. It's almost three subsectors worth of worlds, but as Chris Kubasik points out over at Tales to Astound!, small is good. Even so, there is still more than enough room for a player group to spend years of game time rocketing around without anywhere getting stale.

The book is rich with adventure hooks from the history, flavor text, and world descriptions. Find out what 'Nine Talons' is up to. Tangle with the Empress' Own Legion if you dare. PCs can avoid politics and get into a trade war with the Zhuzzh, or go on an archaeological expedition to learn more about the legendary Precursors!

The book goes into a good level of detail about the setting's history. The current situation between the various races/factions is clear, yet complex. At the same time, it is not so detailed that the referee will feel railroaded into running the game 'just so'. The history is set, but there's no grand narrative for the players to follow. The setting is wide open so they can pursue their own goals, whether they may be.

The book includes some new ship designs, with some excellent deckplans to go with them, and some variant rules for ships. There is little in the way of new equipment, and the setting TL is 11-12, with a sprinkling of TL13.

These Stars are Ours is written for the Cepheus Engine OGL rules set. For those who, like me, prefer Classic Traveller, the setting works with only the smallest of adjustments.

I have already seen TSAO up close, as I provided the index at the back of this 200 page book. Since I've already read it, I can say it is worth picking it up. Use the setting, or (like me) borrow bits to add to your own setting. These Stars are Ours is a great setting for Traveller, whatever edition you play with.

I know that nobody buys a book for the index, but it has been mentioned in a review: https://rockymountainnavy.wordpress.com/2017/03/11/tsao-these-stars-are-ours-a-setting-for-cephesusengine-or-travellerrpg/#comment-1114

"The last part of TSAO is an index. This is one of the best indexes I have ever seen in a book."

If you do buy it, take a moment to explore the index. I take this opportunity to say that I'm available to work on your next RPG product as a freelance indexer. You can reach me on G+, here at the blog, or by email if you have a project that I can help you with.

Friday, August 19, 2016

Guest Post - Review of Mongoose Traveller, Second Edition


Mongoose Traveller



This is Free Trader Beowulf, calling anyone . . . Mayday, Mayday . . . we are under attack . . . main drive is gone . . . turret number one not responding . . . Mayday . . . losing cabin pressure fast . . . calling anyone . . . please help . . . This is Free Trader Beowulf . . . Mayday . . .

In 1977, the first edition of Traveller: Science-Fiction Role-Playing in the Far Future was released to the public. In April 2008, Mongoose Publishing released an updated, more modern version of Classic Traveller (or CT) rules. In 2016, Mongoose Publishing released a second edition of what has become known to Role-Players as Mongoose Traveller (or MgT). It is very likely that MgT has its critics, but it also has its fans. This gaming system is worth buying for three reasons. This system is similar to, and compatible with, the CT rules, the rules are simply written and easy to understand, and it combines several different styles of role-playing into one system, which makes the game a little easier.
The first reason Mongoose Traveller is worth buying is because it is similar to, and compatible with, the Classic Traveller rules. First, the designers included many new features, such as new careers, equipment, and skills, that can make gameplay more exciting. Then, they took existing rules from CT, such as the computer rules, and updated them to match current-generation technology (compared to the 1970s computers that were around when CT was published). Finally, they added rules for vehicle operations and combat, something CT doesn’t have.

The second reason MgT is worth buying are the simple and easy to understand rules themselves. The writers put detailed examples of play with each set of rules, giving players a better idea of how a particular task is performed. Throughout the book, there are numerous cross-references to make finding things easier. It also has clearly written data cards for all mentioned vehicles, starships and small craft, equipment, and weapons.

The third reason MgT is worth buying is the designers combined several different styles of role-playing into one system, which makes the game easier, both for the player(s) and the referee. The skill check format (2D + relevant skill and/or attribute + any relative DMs) is simple and quick. The target number chart goes from simple tasks requiring a die roll of 2 or better to formidable tasks requiring a die roll of 14 or better makes the referee’s job simpler.

Some role-players may believe that MgT is not worth buying. One argument could be that it has no index. While this is a potential problem with a physical copy of the book, if you have the PDF version on Adobe Reader (which, by the way, is cheaper), the program has a search engine that takes the place of the index, thus resolving the issue. Another argument could be that the book has several typos and seems to be missing certain important bit of information such as hull points on starships. While this is true, there is a PDF ‘printer friendly’ version that comes with the standard copy that has the missing information.

In conclusion, Mongoose Traveller is worth buying because it is similar to-and compatible with-the CT rules, the rules are simply written and easy to understand, and it combines several different styles of role-playing into one system, which makes the game easier. Mongoose Traveller is a good buy for new role-players because trying to get hold of older editions of Traveller, like Classic or MegaTraveller, is getting more and more expensive.

N.B. This review was written by my son. He recently purchased MgT, and has been itching to share something to the blog. So I told him to write an essay. His mother approved.