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.
Contact Information:
jay@vanishingtowerpress.com
Wednesday, March 11
Wednesday, February 18
Seduction, Wagering and Drinking: more than reaction rolls
The following are suggest steps for resolving all three of the different game activities with the USR game system, it should point the CK in
the right direction for adventure excitement.
The character makes a contested attribute roll against the
people involved.
Relevant situational modifiers and specialism bonuses are
factored. Critical success and fumbles are in effect.
The CK adjudicates what a win and a loss looks like.
The CK decides how many checks should be made but the idea
is to focus on describing the results of a die roll, not to roll many dice.
Usually no more than two or three attempts at an individual
contest can be attempted.
Seduction Example;
The seducer and the victim roll a contested attribute roll
against Ego to find out if the victim resists the seduction. The unwilling
victim and the seducer can modify their roll with apt Specialism, such as
Diplomacy, Seduction, Charm, Court Etiquette, etc. If the victim fails to beat
the seducer’s roll, the seducer is doing well and may continue. Otherwise, the
victim realizes what’s going on. Willing
participants need not make checks to resist a seduction attempt, but simply
give in to their aggressor's advances.
If the victim’s roll succeeds, it means that they realizes
what is going on and lose interest, become angry, find amusement in the
seducer’s efforts, etc.
The seducer can try again, but must subtract 2 from their
roll each time the victim beats their roll.
This penalty is cumulative, with a duration
of 24 hours.
Sunday, February 15
USR Gunslinger Character Sheet
I've gone and made up a character sheet for USR Gunslinger with the idea of writing up a rules hack of TSR's Boot Hill. I've posted it to my Summonings page here at The Vanishing Tower.
So this means I will actually have to write up these rules some time soon or I'll just have characters running around with no rules to govern their behavior. Now that sounds like the Wild West...
So this means I will actually have to write up these rules some time soon or I'll just have characters running around with no rules to govern their behavior. Now that sounds like the Wild West...
Tuesday, February 3
USR Sword & Sorcery Play Aids
The Summonings page now has links to download your USR Sword & Sorcery Character Sheet, and USR Sword & Sorcery Campaign Notepad pages... sweet!
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