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
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.