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Showing posts with label Space Opera. Show all posts
Showing posts with label Space Opera. Show all posts

Thursday, January 3

FGU's Space Opera Combat Tables

All my current Space Opera charts in PDF are found on the Summonings page of this blog.

Your typical one-on-one close, personal combat rules in Space Opera are called (section) 8.0 Ground Combat. This is to cover the fact you are supposed to be able to run small party combat actions as well as large mass battles involving thousands of troops. The rules make no bones about the fact they are a continuing treatment of their rules for miniature mass combat Space Marines. It is also a continuing treatment of the shit editing job which went into the rule book. It starts hard and fast; the first action in the turn sequence is to toss for “move or countermove.” WTF happened to “Initiative”, one of the basic characteristics which “all” in-game action is usually resolved? Maybe we will find out, but yeah, your Initiative score doesn't apply here. Or you could drop this step. Space Opera is cool with you jettisoning whole mechanics. Do it, you won't break it. The game sometimes even offers two different methods to resolve the same action. Yes, instead of move/countermove each side writes down their moves and the moves are revealed and played out simultaneously. This is code for Game Masters everywhere that “yeah you will have to wing it”. Just plow through this crap. You know what the rules really mean. Turn sequence 1. Play a hex-map-based-wargame first. This will take at least one other interested player and like forty hours of your time.

So if you are like me this means you turn to the players and say “Your side lost, bad. What do you want to do?”

And if the players know the rules they will say “covering fire.” But that is sequence #5. Ignore them. Your players are just trying to make you forget sequence #2. Indirect Fire. This is a whole world of random hurt the StarMaster can literally rain down upon the players. Tough talk breaking down at the local spacer bar? PC's smoothly going for their hardware to blast their way out of trouble? Sorry, StarMaster needs to resolve sequence #2. Full salvo of APROBDIF Projectors coming in from the unisex! Oh yeah, the effects are not resolved until sequence #7. Does that mean between sequence #3. and sequence #6 the PC's could move away? On space ships? On power cycles? Humping ass burning Wind? Yes it does. The whole sequence will work to give you hair-breath escapes, but should only be used when you and the players need to drill down to that level of detail cause that is where the game has taken the action. Space Opera is not going to work for newbies. Folks using this game are going to have to be confident gamers and know when to role-play and when to get out the rulebook.

Seriously, it takes a judgmental asshole like myself to run Space Opera. You need to be able to look your players in the eye and say “roll initiative” and get them not to scramble to the rulebook looking for a way out. Because the rules are so poorly edited they will find it.



What I remember from running Space Opera in the early 80's was constantly jettisoning combat rules to get to a “roll to hit” situation. And this is one table and a percentile number. That is it. Again, dead simple. For Direct Fire/Ranged Attacks you roll 1D100 on the Range to Target Table. Shooting someone at Short Range 80% chance or less to hit. Long 15% chance, etc. Now there are six separate tables of DMs to the Direct Fire Roll, I get that. But use my PDF sheets attached and you will have the information you want at your fingertips at the table. Hand-to-Hand, Close Combat is a base 35% to hit for any attack, subject to a very small set of DMs. No, in Close Combat Initiative; deciding who strikes first, has all the multiple DM tables! Space Opera makes a big production out of producing your Hand-to-Hand Capability. But once you have this number, and you need compute it for thirteen different weapon categories, you only use it for establishing strike order for each combat turn! I can see where many folks turn their head, hand out in the universal symbol of “No thank you” and pass on trying to run the game. In this instance it asks you to crunch simple, but time consuming formula for a number which again gets multiple DMs to consider every time you use it. But it does give a sharp distinction between Direct Fire Combat. You don't use the same resolution method for either one of these combats and in real life these are two very different methods of combat. I will have to go with this as a feature of Space Opera and not a bug. Embrace it. And you are going to have to embrace the Penetration Tables. (p. 43-51) Which means rolling on the Hit Location chart. But who doesn't love Hit Location charts?!? Put the tables on a sheet durable enough to last at the actual game table and everyone should get dialed into their Penetration numbers quickly.

Both these methods of combat funnel back into the same method of resolving damage once a penetrating hit has been won. In fact, all weapons do the same damage! Regardless of weapon/attack used damage in Ground Combat is resolved the same way, roll for severity and apply the corresponding amount of damage to the character. There are additional degrees of complexity you can add in from the rules or just as well leave out. You have two described methods of achieving an initiative/turn order for Pete's sake! You can take the Combat Turn Sequence in its entirety or you can trim it down to only the steps you wish to execute in a given combat. In each sequence, each step in the combat “turn” can have additional DMs to add in. The key to using however many combat mechanics you want is having these DM tables not in the book but out on the table to use. And with this reread so far I see nothing which would stop you from scaling the combat mechanics when considering large engagements of troops. The resolution mechanics can be both applied to an individual character as well as an individual combat “unit”. Need to know the rate of fire of your gun in Close Combat? They have rules for that. Don't need that level of detail. No worries. Toss the rule entirely and combat still works.

The attached PDF file is to make generating these numerous DM tables for use in one place easier. I believe once these tables are removed from the book and made more accessible as a two-sided, laminated sheet the game would become remarkably easy to run.

Tuesday, January 1

FGU's Space Opera Resolution Mechanics Examined

Space Opera has the reputation of being poorly organized (agreed) and unplayable (not agreed). I recently purchased the perfect-bound copy of the game so I could revisit Space Opera and see if there is a fun, playable game here. I think there is. Nothing groundbreaking, but the game has a voluminous equipment section and the game is a complete science fiction gaming system with a great deal of options available for detailed levels of play per where the StarMaster and PC's want it. Unlike Traveller the game doesn't break with the exclusion or inclusion of many of its rules systems.

Space Opera Resolution Charts PDF FILE 

I will be paraphrasing from the RAW, but I've included relevant page numbers from Volume 1 so you can look this information up if you like.

The expectation is PC resolution revolves around Characteristic Rolls (CRs). Usually a roll-under statistic, but not always. These CRs are to be made only in 'hairy' moments where there is a chance of being injured, killed, losing gear or fixing something where failure has grave consequences. (p.3)

Shock Resistance CR is our first example of this mechanic in action. (p.18) Your SR target number is derived from your Constitution. Roll your SR or lower on a 1D20 to avoid the effects of shock. The book goes on to describe each individual Characteristic's CR mechanic. Each Characteristic CR method is described and they are not identical. Intelligence and Intuition CR rolls are base on achieving a 11 or less on a 1D20 with the target number modified by DM's per the character's Characteristic score. (p.23) The Bravery CR is rolled with 2D6 (p.24) while checking a Surprise CR is rolling your Agility or less on a 1D20. (p.24) PC Initiative is a 1D20 roll plus the character's Dexterity with an additional list of modifiers to consider. (p.26)

Resolving actions by applying a character's Skills follows a similar path; a distinct method of resolution per skill. It is difficult to see a relationship between a character's Skills and Characteristics because of these numerous subsystems as well as the whole employment and reenlistment procedure for the character's background is placed between these two topics in the book. (p.26-42) Reenlistment is completely optional and is resolved with a 3D6, rolling the target number or greater for success.

But the numerous subsystems are not complex. The implementation of roll your stat plus/minus with modification is not foreign to any roleplayer. So it follows a better organization of the game's resolution mechanics would make this easier to play. As a modular system designed to be used in whole or part for your own vision of a space opera game universe it is worth using. I like the game for its fairly simple mechanics with a great character creation system, world generation tables and exhaustive gear list. I cannot speak to its starship combat rules as I have never run them. These rules will get their own look at some point and I may be able to generate a blog post on what I think of this important part of the game.

Careful look at Skills reveals Space Opera takes philosophically different approaches to resolution with whole branches of skill-orientated tasks. Applying your Combat Skills in play is done differently than applying your Scientific Research Skills which is different yet again from how Technical Skills are resolved! Once sorted though these different methods define the fun which can be had with Space Opera. Unified mechanics across the board in a game can get dull. If everything is resolved the same way, nothing you do in the game is truly unique. While the game offers players a chance at custom builds the simple Class system makes playing an Armsman different than playing a Technician or an Astronaut. Want to experience something new in the game for your PC, have your Armsman try and fix a radio. Learn how the other side lives! So I think the diverse subsystems, for this game, work.

Scientific Skills are also used to do Scientific Research. For routine information gathering there is a flat 71%, plus Intelligence and Skill Level, chance or less to make the correct observation. (p.47) To successfully complete Scientific Research requires having the right number of sciences to overcome the research subject's complexity. The chance of success is found by adding all of the success Dms and then subtracting the problem complexity Dms. (p. 48) There is also a table which will give the amount of time required to be spent before a success throw can be made.

The Medical Scientist and Physician have additional subsystems for the application of advanced medicine and healing abilities. Routine forms of medical research have a 75% plus 3% per skill level chance of success. (p. 46) Making the correct diagnoses of known diseases is 40% plus 5% per skill level without computer access. The chance is greater/modified if advanced consultation is available making diagnoses by a Medical Scientist almost certain. (p. 46) Physicians can increase healing rates (p. 47) as well as manufacture drugs (30% chance of success plus 3% per skill level plus 3% per Mk of the Medi-Computer. (p. 47) Engineers follow the same procedures Scientific Research while the Technician has its own unique subsystems.

Tech Skills and training (p. 57) are for the operation and repair of equipment. The rule book here offers a fine example of the numerous misleading typos which need to be faced while reading Space Opera. “The procedure to be followed for repairing breakdowns are described in the 5.0 Equipment Maintainance section, ...” No, there is no such thing. Single-system and Multi-system Breakdowns are resolved per section 4.22 and 4.23. Equipment Maintainance & Repair is described in section 4.21.

Fixing a single-system and multi-system breakdowns are resolved by rolling the target number or less on a 1D20. (page 76-77) Tech level skill can both increase chance of success as well as decreasing time needed for repairs. There is an alternate subsystem for the MediTech as well as fixing battle damage.

The MediTech can diagnose known diseases 20% plus 5% per skill level. (p. 58) A correct diagnoses will allow a MediTech to use medical equipment to treat with a chance of success.

Battle damage is repaired at a rate determined by the Tech's skill level. (p. 78)

That is all you are going to get on how to adjudicate success and failure outside of combat. Combat, both close and ranged, will be covered in another blog post. For now I am going to try and put this list of game mechanics in an easy-to-read PDF format for use at the table. The tools a StarMaster needs to referee are admittedly poorly organized for use in the original rulebook, but being able to see them laid out in front of you can eliminate much of the confusion and allow resolution and saving throws to be decided and rolled quickly. Just like you would want in any roleplaying game.

Saturday, December 22

Space Opera Character Step-by-Step

To this point, each character has acquired a number of personal traits and capabilities which define the scope of his actions and his reactions only in general terms. All PCs are, as yet, untrained and inexperienced. They lack a background which establishes their expertise in specific areas, and which assists the player to formulate a definite personality for his alter ego which will bring the PC ‘alive’ in the game.” Space Opera Volume 1, Page 30



The game isn't unplayable but it sure is poorly organized. Character creation is fairly simple with some short sidetracks into calculating promotional and material benefits, both which can be jettisoned in favor of a Star Master's own setting information.

I made this step by step guide to help myself quickly navigate the Space Opera rule book when creating a new PC.

1. Choose Character Class. Players are free to choose the class of character they wish to play. Page 9.

2. Random Roll for Personal Characteristics. Fourteen in total, improve with Class specific DM's. Page 11.

3. Random Roll for Planet of Birth. Roll 1d20 for Gravity Field, Atmosphere and Climate. Page 12.

4. Choose Character Race. Note Planetary Types preferred/required. Page 15.

5. Determine Height, Mass(Weight), Stamina (optional), and Damage Factors per rule book tables. Page 19.

6. Choose a “qualified” career and roll Initial Enlistment term. If this initial roll would not qualify as a successful re-enlistment roll too, subtract the minimum enlistment score needed from the base 3d6 roll (unmodified by PC DMs). This negative value represents a penalty DM applied in -2 DM blocks against the chances at promotion in initial tours of service. Page 30.

7. Roll for chance of promotion for every two years term of service. Page 31.

8. Calculate Benefits. Severance as well if PC is not re-enlisting. Page 40.

9. Calculate Skill Points (SP) and purchase Expertise Levels in desired Skills. Page 42.
Armsman: PCs receive 1 SP x sum of Strength, Constitution, Dexterity, Agility, Intelligence, Leadership, and Bravery scores.
Tech: PCs receive 1 SP x sum of Dexterity, Intelligence, Intuition, Leadership, GTA, MechA, and EIecA scores.
Research Scientist: PCs receive 1 SP x sum of Dexterity, 3x Intelligence, 2x Intuition, and any one of GTA, MechA, or ElecA scores.
Medical Scientist: As for Research Scientist, Only with a strong emphasis on medical and biological science fields.
MediTech: A MediTech can be given SP as described for a Tech or he can be awarded I SP x sum of Dexterity, 2x Intelligence, Intuition, GTA, MechA, and EIecA, whichever is more advantageous to him.
Scientist-Engineer: As for Research Scientist, only specialization may be split between general science, engineering science, and technical skills.
Astronaut: PCs receive I SP x sum of Dexterity, Agility, 2x Intelligence, Leadership, Bravery, and GTA.

PC rolls 6d6 for skill points which can be applied to the purchase of General Skills only.

And that is fucking it! I mean, you still need to go to Volume 2 and drool over the equipment lists. Spend whatever cash you have on hand and stock your sci-fi guy. This means you can hand over Volume 1 to the next person on the couch who needs to roll up a character!

Monday, June 11

What I bought at NTGC


Saturday and Sunday I checked out the vendors at North Texas looking for something to buy. Next to playing games the most fun I have with RPG's is running my fingers over new adventures looking for something I can use in my current games. There is also the nostalgia punch I get when I see an old copy of a product I once had. At a con though everybody is in the know so the chance of finding a diamond in the rough, while likely, will be priced to grab a high price for the vendor. I pulled down an SPI Dragonquest box and the price on it was $149.00. As much as I know where I was when I bought my original Dragonquest game and the hours of adventure I and my friends had with it, the system isn't that great and it never produced any good adventures. I did have a hunger for some high fantasy so continued to comb old D&D modules and Judges Guild I drilled down through their Traveller supplements I found in the bins looking for a sci-fi fix. I decided while I got a lot of joy looking at all these old classics I was sure I was not going to get game content I would be satisfied with. But I really want to buy some game stuff.


So I punted and felt over the one rack in the place which had old fantasy and sci-fi paperbacks. It wasn't much but at fifty cents to a dollar I felt I couldn't go wrong. Anything with REH on it was three to five. At Gencon I got Quelong for five dollars. Kennith Hite for a fiver? That was awesome, and he signed it! How James was able to sell this excellent adventure so cheap, well, I didn't ask him I just gave him five bucks and went looking for Ken. Can I repeat this here at the paperback rack. Not likely, but I would get, I was sure, what I was really after. Adventure material for my games. The games come from the stories, the source material. It what always fired me up about playing RPG's. There is always a story in mind behind any game I'm in.

My five dollar haul (it was really $5.50, but the young kid said he'd only charge me $5.00, what an awesome little dude) was Police Patrol: 2000 A.D., Time's Last Gift, Lacy and His Friends, Conquerors From The Darkness, and David Starr, Space Ranger. I now had reading material for the plane and enough fodder I was sure I could pull adventure ideas, npc's, campaign concepts, from these pages for my current games. While players are all familiar with many of the adventures which are out there they sure are not going to see I'm pulling stuff from late sixties stories. You file off your serial numbers and noone will know there Center City from their Vythain. I don't need to even keep them when I'm done. As cheap, disposable fiction they won't linger on my bookshelves. They either have good ideas or the don't. And I don't have to feel like I paid a king's ransom for garbage.

I wouldn't say no to more used fiction racks at a gaming convention. Concentrated on books which spurred our favorite games and adventures. But I know that is not for everyone as a fun gaming purchase. And maybe this is only attractive to game masters? Maybe players don't need to find a continuous stream of material to keep their game going so it isn't such a burning need? But if you got used paperbacks you are selling at the con you can be sure of getting my fiver.

Friday, January 26

How To Create a Gangbusters Gathox Character

Starting work on my Gathox Vertical Slum campaign world with Gangbusters rules for a hope to be face to face game. Here are my initial character creation rules outlined for use at the first session. 

Players create their PC's by rolling dice to find the characters' four starting ability scores. These are the standard attributes listed in the Gangbusters core rules; Muscle, Agility, Presence and Observation. Feel free to roll these scores in any order you wish. But unlike in the regular Gangbusters rules, do not automatically add the ABILITY MODIFIERS for each ability. Whether or not a particular ability receives the modifier is determined by choice of character class. A player may choose any one of the following classes for their new PC. Read the description for each character class from Gathox Vertical Slum. When you find one you like apply the ability modifiers listed below for that class to the single starting attribute named.


Street Tough - Presence
Soldier - Muscle
Martial Master - Agility
Spiritualist - Luck
Faith Healer - Presence
Cosmic Doctor - Observation

Hit Points and Punching Score are determined normally. Following are additional changes a particular Character Class will make to the regular Gangbusters character creation process.

Street Tough: While this militant receives an ability modifier only for Presence, their Punching Score is determined as if they had received an ability modifier to Muscle. For example; a Street Tough with a Muscle of 50 would have a Punching score of 4 instead of 3.

Soldier: Starts the game with the skill Public Speaking. Starting skill level is determined per standard Gangbusters rules. Public Speaking in Gangs of Gathox is referred to as Discipline and the skill's general use and effects are detailed in the Gathox Vertical Slum setting book.

Martial Master: Starts the game with the skill Martial Arts. Starting skill level is determined per standard Gangbusters rules. The effects of Martial Arts in combat are detailed in Part 11: Optional Expert Rules of the Gangbusters rules.

Spiritualist: Their roll for starting Luck attribute is done by applying an Ability Modifier to the percentile roll before the score is divided in half. Their power of Psychometry can be used as described.

Faith Healer: Their power of Lay on Hands can be used as described.

Cosmic Doctor: Their power of Echoes of the Future can be used as described.

The three Mentalists classes are still subject to random wild magic effects as described in the Gathox Vertical Slum setting book.


Mutants are created per normal Gangbusters rules. This means unlike the militants and mentalists listed above, mutants do receive Ability Modifiers. After attributes are figured then roll for their mutations per Gathox Vertical Slum setting book.

Write your character's name at the top of the page. This name should give yourself and others a flavor for the Player Character (PC) attitude and image in the world of Gathox.

Tuesday, August 8

Taking Traveller Encounter Tables to Heart

I rolled a "2" for one of my stats creating a new Classic Traveller PC and an extremely poor attribute roll (in this case DEX) got me thinking about how to incorporate the low stat into the overall character concept. I was also hankering to use Classic Traveller to game out baroque Space Opera styled adventures and using extreme ability rolls as a jumping off place for creating alien characters seemed like a way to go. But first I decided to finish out enlistment and background skills before I came down on some type of new alien species.

The character failed initial enlistment and was subsequently drafted into “Other”. After surviving an initial term of service this new character failed a reenlistment roll and entered the campaign world with the skills Mechanical-1 and Medical-1.

So a Saroid Priest-Scientist from a planet of primitive mystics travels to a mining colony looking for help in reaching the Vault of the Stars. His mission, reset a celestial machine to protect the universe for the next ten thousand years.

This is all tangential to the meat of this post, wilderness encounter tables in Traveller, but here we go.

With my adventure idea writ in broad strokes it is time to fill in the details, to key the dungeon. Classic Traveller relies on Encounter Tables to drive the action during a game. I believe the LBB's encourage the referee to create their own specific to the adventure worlds. So I took the plunge and started drafting encounter tables for the world where the adventures would occur. 


The randomly generated World Profile gave me a thick jungle planet 80%-85% water covered with a tainted atmosphere. Mining outposts with a total population of 50,000 live high in the mountains while native tribesmen keep to themselves in the toxic jungles below. The adventure should lead a group of PC's to penetrate the planet's jungles in search of a lost city. As you can see one table sometimes sprouted another and in no time I had a satisfactory adventure setting for the PC's! In writing these up I'm just following the LBB's suggestions. There are no hard and fast rules on why the tables are the way they are. Each creature will still need its own stat block, but at least with a good set of tables I know what is actually there. One thing for sure, tread the jungles of Ramea with care!

Adventure Encounters

Daily Encounter Chance is 50%. If an encounter is indicated roll on the following appropriate Encounter Table for terrain type.

Ramea Jungle Encounter Table roll 1d20

1 Raccoon Men
2 Insect, Giant
3 Sauroid, Giant
4 Cat, Giant
5-7 Wilderness Hazard
8-10 Weather
11 Snake Men
12-13 Insect, Swarm
14 Dangerous Plant
15-20 No Encounter


Forbidden City Encounter Table roll 2d6

2 Sauroid, Giant
3 Insect Stinging Flyer, Giant
4 Plant Barrier
5 Raccoon Men
6 Snake, Giant
7 Spider Men
8 Herd Animals; Stampede Check
9 Equipment Failure
10 Intact Structure
11 Water Feature
12 Other Scavenging Party

What are the Natives Doing? roll 1d6
1-2 Establishing Territory
3-4 Hunting for Food
5-6 Traveling to a place of Worship

Insect Type roll 1d6
1-2 Trapper
3-4 Pouncer
5-6 Flyer

Sauroid Type roll 1d6
1-2 Aquatic; Single, Large
3-4 Tree Dwelling; Herd or Single, Medium
5-6 Ground Dwelling; Herd or Single, Large

Wilderness Hazard roll 1d6
1-2 Groge/Crevase; delays travel and forces another encounter check.
3-4 Water Barrier; lake, mire/swamp or river. Delays travel and forces another encounter check.
5-6 Tectonic Activity; volcanic, geothermal, quicksand.

Weather roll 1d6
1-2 Driving Rain; stops travel for 6-12 hours.
3-4 Corrosive Cloud; atmosphere is much more corrosive than normal. Piece of equipment fails.
5-6 Thick Clouds; low light and decreased visibility.

Swarm Type roll 1d6
1-2 Ants, mobile.
3-4 Termites, stationary.
5-6 Aquatic, during water crossing.

Dangerous Plant
Uses vines to grasp and strangle prey.

Plant Barrier roll 1d6
1-2 Blocks Progress; delays travel and forces another encounter check.
3-4 Attacks!
5-6 Has Scientific Value.

Intact Structure* roll 1d6
1-2 Creature; roll for Giant Slug, Carnivorous Swarm, or Giant Spider.
3-4 Tribesmen; roll for either Raccoon, Snake, or Spider.
5-6 Empty
* Further 50% chance a tradeable good will be found.

Water Feature roll 1d6
1-2 Blocks Progress; delays travel and forces another encounter check.
3-4 Provides subterranean access to the wormhole.
5-6 Others present; roll for either tribesmen, predator/prey stand off, lurking predator.

Other Scavenging Party roll 1d6
1-2 Pirates hiding out.
3-4 Scouts surveying.
5-6 Scientists on expedition.

For the map of the lost city I plan on using I1 Dwellers of the Forbidden City, and the machine to repair there is The Puissant Machine from the Dread Machine adventure module. It would work excellent here and is free. Game on!

[Edit: 08-08-17]

Here are the stats for;

Ral Al'Neon (a priestly Sauroid) 8286A5 Age 112 1 term
Cr25,000 

Sunday, July 31

Classic Traveller Sector ETU-AI215

Ridicules how the simple set of rules presented in the original Traveller game can lead to a fully satisfying and realized sci-fi game world. I ran an adventure arc with a module written for a classic fantasy setting. Adapted for sci-fi horror, and ended up with a fully fleshed out universe setting. 


Part of the Outer Frontier (who knows what that means) this scrub of a Traveller universe I was forced to create it after ruminating over what would be the consequences of the PC's actions.. When I mean sparse I'm talking four systems total, tenuous jump routes built on jump one tech, and not a lot of civilization. Just to keep it manageable in my GM mind. But even these limitations I enforced on the homebrew subsector the emergent play of the PC's has sprung so many tentacles I can't read enough science fiction to keep up with the possibilities.  

Great game system.







Thursday, December 24

Classic Traveller Campaign Note Paper

I like to cobble together custom notepaper for my campaigns to record what happens during any particular game session. I'm really bad at keeping track of all the activities the PC's get themselves up to, and this helps make it more enjoyable.

This is the one I've created for my upcoming homebrew Traveller game; Traveller Session Notepaper

This link is on my Summonings page on the blog. I've added additional Traveller pages and I do tweak the format from time to time.

Sunday, June 21

Pulp PDF's

This seems to be a site where you can download a pdf of old pulp magazines available in the public domain.

This type of original source material should be of keen interest to the harried Game Master desperate for plot hooks, npc's, adventure seeds, world info, items, etc.

Thanks to +Rob Garitta for pointing this site out.

Wednesday, March 11

Vault of the Ni'er Queyon Review

Okay, there is a review of this FGU module here.

Quite surprised, as I am only pulling out a review of this dated module because it has sat on my shelf since it was printed in 1982, and once again I am vainly trying to find some useful material from its thin pages. No, that's not true. I'm dragging this old school product out so I can vent. I want to vent a bit on some of the garbage which was put on the store shelves when I was scraping milk money together so as to buy material which would give my friends a good game.

Here is my main beef; the module encourages the Star Master to waste the PC's time as much as possible. That they should be taken along a dangerous, fruitless trek across the galaxy pursuing a red herring. Then once the mistake is discovered, turn around and begin another long and dangerous trek across the galaxy and hope they are right this time.

I feel this kind of direction just frustrated my young, budding gamemastering experience. That this type of tutelage was leading me down a similar path of red herrings and fruitless encounters. Tricking my players and giving them nothing for their efforts. Granted I never got to run this module as the Space Opera rules were so difficult for me that we barely made it through character creation and a spacer brawl before it was back to D&D. I had better luck with Champions with my group cause I was a serious student of the medium and who doesn't like throwing Buicks and garbage trucks at each other.

I don't want to completely trash Stefan Jones' efforts. I think I get what he was after, a quest into an intriguing mystery which takes PC's deeper into the history of the game universe with the promise of a lucrative payoff in the end. But there is no evident compelling reason why the PC's should continue burning tremendous resources in the search.

The encounter of the old man pursued by thugs in an alley I can do. While not ripping original, it seems like the good stuff adventure seeds are manufactured from; that being the characters are free to chose how they want to approach the situation presented. Are they noble and wish to follow an honorable path, to seek deeper truths, to defend the value of knowledge? Or are they interested in being black hearted scoundrels worse than the current adversaries involved, only out for financial gain? But the clues which are to be gained from the book I found incomprehensible. I get that this first book is to lead to a second book which is to eventually lead to the secret vault, but the clues don't make any sense. Go ahead, read em out loud to an audience and tell me they get what you are talking about.

So than screw the narrative. You have a couple of ships stat'ed, two planets described and a some intriguing adventure locations. You should be able to do something with that. When  I purchased this module I did have a copy of the Space Opera rule book (which kicked my ass) and I still had a hard time deciphering how the illustrators keyed the deck plans of the ship. Is a deck plan key just too much to ask? Exploration of the first location, some ruins, will basically leave the PC's coming up empty. Trying to get to the ruins is the more interesting part of the adventure considering the details provided. But the ruins themselves are quite lackluster. Clues to continue come from garbage left behind by a previous adventure party. You could make a more interesting story line by making your PC's garbage collectors in a galactic city coming across a winning lottery ticket and trying to figure out how to cash it without looking like thieves.

The end point of the adventure is the treasure vault itself and it is not much. Bill Willingham's illustrations on these pages are actually the strongest feature of the entire module. The module should have been just about the vault. A detailed, mysterious, imaginative treasure vault filled with art collected by an unknown forerunner race is a cool idea. It begs the question, what would this species consider art? How would future species be able to recognize it for what it is? What importance would artistic taste and creativity from 150,000 years ago have to the current game world, what impact would it have? These are the nuggets that this module promised, but just never even came close to delivering on.

Why did I buy it? Cause I hoped a produced module for the game rules I just bought would help me decipher how best to deliver a great sci-fi rpg campaign. I trusted that Jeff Dee and Bill Willingham as artists on the project meant it was good stuff.

The name of the module is really the best part.