
42 card stock figures for you to use in Agents of SWING or any other game (good for keeping track on FATE area maps or for skirmish games).
Download it HERE
Buy a hardcopy HERE
Starblazer is an excellent game, no doubt about that, but it’s also somewhat unwieldy. It’s the Arcturan MegaTome of RPG books rivalled, perhaps, only by HERO. That said it’s a fantastic toolkit for putting together your own games and it, and Legends of Anglerre, are my go-to resources when doing something with FATE. The incarnation of it I like best and the one I tore into little pieces and then reassembled to make Agents of SWING.
Another FATE project I’ve alluded to, apart from the pulp SF one, is a half-joke. The title of
this post is the ‘working title’ if you will but it only really exists as scattered ideas and notes on the back of a napkin. (This is the state that most of my 100+ item to-do list exists in most of the time, I have – like – a lifetime of work I’m never going to get around to doing, I tell ya).
If Starblazer is Rock’n’Roll Space Opera then, asks my brain, what would a Heavy Metal space opera look like? The obvious answer is Heavy Metal or Heavy Metal 2000 but that’s to sell it short I reckon. Those might be the obvious sources, themselves drawn from the pages of Heavy Metal magazine (Metal Hurlant) but there’s so many, many other sources you can look to. Lobo, RanXerox, album art and the artists who made it.
What defines the sources we can draw on for such a genre and what might it look like?
If I did have time to write this, how would I go about it? Would I kitbash the rules or just make a style/universe guide for use with Starblazer? I don’t think I’d be able to resist a similar simplification to what I did with SWING, though some things would have to work differently to that. I’d definitely keep the ‘attacker defines the consequence’ change I made, do something to make melee combat as important as ranged. Probably some work to make different weapons and their special effects stand out more. The key would be the presentation though, the key to such a game would be to invoke and inspire the right kinds of adventures and ideas.