Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Wednesday, September 13, 2023

Starfield Video Game Review

I began playing the new video game, Starfield, immediately when it came out, and I have clocked 18.9 hours in it. It is thus a good time to review it for the benefit of my readers, based on my experience with the game. Note that I am greatly enjoying Starfield, and that I was drawn deeply into it in a manner which did not happen to me with video games since Cyberpunk 2077.


My System Specs:

  • AMD Ryzen 5700X CPU.
  • 32 GB RAM DDR 4.
  • AMD Radeon RX 6700 XT 12 GB VRAM.
  • MVMe SSD.

Rating: 7/10


TL;DR:

This is an enjoyable game, but flawed. It is also a very typical Bethesda game. If you enjoyed Fallout 4 and Skyrim, by all means give Starfield a try. If not, you may consider waiting for a discount on it in a few months, as well as for quality-of-life and graphics mods.

I made an effort to keep this review spoiler-free.

The Good

  • Starfield's space and ground combat, while not perfect, are highly enjoyable to me, with a vast array of weapons having different "feel" to each.
  • The engine runs smoothly on my good machine at 54 FPS on average, on maximum settings, with relatively few bugs in my case so far.
  • Side missions are quite often very fun and interesting, with different worlds having different flavors. As expected from Bethesda.
  • The musical score is amazing!
  • I like the crafting and outpost system, which is an upgrade from the Fallout 4 system, which I liked very much.
  • I like exploration! While the content is procedurally generated, which is a disadvantage, I enjoy visiting the various planets and feeling like a space explorer.
  • Mercifully, the game lets you "fast travel" quite easily, with certain limitations, conveniently even between star systems, though I usually avoid doing this as flavor. But, see below for the associated flaw.
The Bad

  • The engine used by Starfield is Bethesda's own Creation Engine, in what is marked as its second version. However, the original engine from 2011 still shows up very clearly under the layers of new paint, with all the associated aspects. It feels like a 2011 game in some respects. The engine aged poorly, with multiple content "cells" gated by loading screen between them as in Skyrim/Fallout 4 and with graphics that look dated even on maximum settings.
  • Enemies are not very varied; you have alien monsters on life-bearing worlds, which are often similar to each other across worlds, and about 4 hostile or semi-hostile factions repeatedly thrown at you.
  • Space travel is by fast travel and cinematics/loading screens. On one hand, I like the convenience of this, as noted above, but on the other hand, this reduces from the space travel flavor.

The Ugly

  • Starfield's main quest is downright boring. It has no urgency to it, no existential threat, no portal to Oblivion, dragon attacks, or abducted children. The story itself involves exploration and some artifacts, but, so far (almost 20 hours into the game!), nothing interesting.
  • "Dungeons" are recycled! I entered a mine on one world on random, then went to a main story mission on another world, and lo and behold, it is the same mine exactly! Not even slightly changed as in, say, Dragon Age 2. Which was a huge disappointment from a game with such a massive development budget!
The Bottom Line

Starfield feels like Fallout 4 in space. It is an enjoyable game, marred by a dreary main quest, content recycling, and an aging engine. If you liked Fallout 4, as I do (I have 323 hours on F4!), you are likely to enjoy Starfield very much. If you dislike Fallout 4, you should consider waiting with its purchase for a good discount and for quality of life and graphics mods to come out.

Wednesday, April 20, 2022

From OSE to Knave

 

I love, and I write, 2d6-based OSR games, such as Cepheus Deluxe or Barbaric!. However, some of the fine people I play with love d20-based games. So far, I usually ran Old School Essentials (OSE; by Necrotic Gnome) for them. This is a perfectly edited, clearly laid-out, quite faithful version of B/X "Box" Dungeons & Dragons.

However, if found out that I was not using a significant part of the OSE rules. In the beer & pretzels d20 games I typically run, a lot of stuff gets overlooked, and some players dislike the various non-uniform task resolution systems (such as thief skills; some are roll-low d100, others are roll-low d6, and regular ability checks are roll-low d20). So, we found ourselves improvising a lot, and ignoring much.

Such heresy led me to look once again at Knave, by Questing Beast Games. It is a rules-light d20-based OSR game, merely seven pages long. Furthermore, most of these seven pages are filled with various one-word random tables. The actual rules, sans random descriptive tables and spell list, can simply fill two pages (or a single two-sided sheet). A simple, fast-play ruleset, which packs a lot of unexpected complexity into its slender frame.

The core of Knave are ability checks and inventory management. Especially inventory management. You play the eponymous Knaves - adventurers of shady background and shady pursuits who partake jobs of questionable morality, loot tombs, and explore dungeons. There are no classes in this game. Rather, your equipment, limited by your very finite inventory space, determines your capabilities. Want to play a knight? Burden yourself with heavy arms and armor. Desire a sorcerer? Carry several spellbooks (each containing one spell and usable once a day). There are 11 to 20 inventory spaces, depending on your Constitution modifier and "defense" (more on than later), and armor takes a lot of space, as do spells.

Knave uses the six usual d20 ability scores, namely Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. At character generation, you roll 3d6 for each, in order, and note the lowest die. That is your ability modifier. Then, you add that number to ten. That's your ability defense. Most rolls are ability checks, called "Saving Throws" in Knave. Essentially, roll 1d20 + your relevant ability modifier; 15+ is a success. When opposed by another character or creature, you must beat their relevant ability defense. Monster ability modifiers and defenses are equal to their hit dice (which are always 1d8 each).

When you level up - based on goals rather than loot or combat (a part I like less about this system) - you gain an additional hit die and add +1 to three ability modifiers/defenses, to a maximum of a modifier of +10 or an ability defense of 20. The maximum level is 10.

Combat is quite usual - a Strength vs. Armor Defense (i.e., armor class) opposed saving throw for melee; Dexterity for ranged. Initiative is per side and rolled once per round. The rest - surprise, morale, and so on - is close enough to OSR standards.

As noted above, Knave uses a simple magic system - you carry Spellbooks (which can be anything from an actual book to a shamanic talisman), each taking one inventory slot and each granting you the ability to cast a spell once per day. You may cast any OSR spell your Referee permits, provided that its level is equal or lower than yours (i.e., a level 3 Knave can cast fireball once a day if they find the right Spellbook!).

In general, this system is sleek and fast, better designed than I have originally thought. I recommend it to anyone desiring a rules-light d20 OSR ruleset.

By the way, I intend to return to writing this blog in the near future. I will probably focus on Traveller, Cepheus, and Knave material...

Saturday, May 5, 2018

A review of Alien Breeds by Zozer Games



Product's Name: Alien Breeds
Ruleset: Cepheus Engine/OGL 2d6 Sci-Fi

Author: Paul Eliott

Artist: Ian Stead

Size: 51 pages

Publisher: Zozer Games

Price: $5.00




Grade: 5 out of 5

A few months ago, I reviewed Zozer Games' HOSTILE setting for the Cepheus Engine. As I said back then, HOSTILE is the "real deal" - the perfect Alien(s)/Bladerunner RPG setting. Not an official setting, but one with the serial numbers partially filed off. It does its job magnificently, better, in my humble opinion, than the official offerings in this field.

HOSTILE begs for Xenomorphs, Alien(s)-style. Alien Breeds delivers. Aliens, as in the films. Serial numbers filed off just enough to prevent copyright issues. With full Cepheus Engine stats (and thus Mongoose Traveller 1E - mostly compatible with Classic Traveller and Mongoose Traveller 2E as well). Ready for the Referee to unleash on unsuspecting players...

Wait. Unsuspecting? Not so easily. I'd bet that virtually every sci-fi enthusiast playing Traveller has seen the films. Some have read the numerous novels and comics as well, and played the video games. The moment a Facehugger shows up, or any other part of the Xenomorph's life cycle for that matter, the players are bound to know exactly what they're up against. This is a recurrent problem with using well-known settings ("IPs" in 2010's terminology): the player already knows the Big Secrets, unlike a first-time watcher of the films, or any of the characters in them. This removes a large part of the horror associated with these creatures. Fear of the unknown, of the alien - that's the heart of Alien (1979). But the alien is no longer unknown. You could even say that it's no longer truly alien. Its a fixture of modern culture.

Alien Breeds tackles this question by presenting no less than 18 subspecies of the Xenomorph - each with unexpected abilities. I won't list them here, to avoid spoiling the fun to any prospective players. But you should know that their capacities and capabilities exceed, by far, those shown in the films. They can do things to the unsuspecting - truly unsuspecting - player character that Ripley never had to face. Players will see a Facehugger's husk, or a Xenomoph egg, and think they know what they're dealing with. They're in for a surprise. Potentially several surprises. A few breeds are quite predictable variants, but many are not what you'd expect from a Xenomorph.

Aside from the breeds and a very well-written description of Xenomorph biology (both ordinary and variant, the book contains two additional parts. The first is a short description of Leyland Okuda's ("not"-Weyland Yutani) science division, along with its ordinary roles and secret agendas. It also details the secretive "Project Red Midas", studying alien lifeforms for military usage. The second is an adventure called, quite as you'd expect, "Outbreak".

The adventure goes back to the original Alien film from 1979 for inspiration. This is not an action-packed Bug Hunt by Colonial Marines. Rather, it pits a commercial space crew against an insidious mystery on a remote mining colony. Don't expect Smartguns and Pulse Rifles, but rather several mining lasers and two shotguns. The colony, like the original Nostromo, is initially "alive and well", with an almost full number of workers, rather than the dead Hadley's Hope of Aliens fame. Something is very wrong, and very deceptive, in this mining colony. The PCs come to refuel and unload supplies, but refueling will most likely require solving this mystery and dealing with some... err... wildlife.

The booklet describes the colony in great details and clarity Even if you don't intend to pit your characters against Xenomorphs, this is still a highly useful space colony which could be easily dropped, with minimal modifications, virtually into any interstellar sci-fi setting. The big gem here is a set of highly detailed colony maps and floor-plans, drawn by the talented Ian Stead. Very useful!

In short - if you like Alien(s), or simply want a detailed space colony for your sci-fi game, this is an instant buy.

Wednesday, March 29, 2017

Review of Far Horizon by Zozer Games

Ruleset: Cepheus Engine/OGL 2d6 Sci-Fi
Author: Paul Eliott
Artist: Ian Stead
Size: 63 pages
Publisher: Zozer Games
Price: $9.90
Grade: 5 out of 5

Space is awesome. Rocket science is awesome. Astronauts are awesome. As children, we dreamed of traveling the stars in a space capsule or rocket ship, wearing a space-suit, visiting all sorts of weird and wonderful alien planets. For me, the most important element of science-fiction is the Sense of Wonder, that sensation you feel when you encounter strange and wondrous scenes, objects, and ideas. Science fiction allowed me to escape the boring school life to far more intriguing places in our imagination. Far Horizon scratches this very itch.

Far Horizon is space exploration. Realistic space exploration - scientists in a spacecraft visiting a rogue planet passing through the outer edges of our solar system. It is 2100 AD and the characters' deep-space vehicle, the eponymous Far Horizon, undertook the first manned mission to Pluto. In 2095, astronomers detected a new planet passing through the Kuiper Belt. Strangely enough, they also found tiny shifts in the planet's trajectory - and have added a visit to that planet to Far Horizon's mission. This world - Tartarus - is a mystery for the players to crack.

This adventure is devoid of combat, yet action abounds. This is an adventure of interplanetary exploration, including all the challenges and threats of realistic spaceflight in a thermal rocket with limited fuel flying through the outer system. This is science fiction at its finest - the characters have to figure out a puzzle of science while exploring an alien planet, all while avoiding the deadly dangers of deep space travel. They have a limited time to explore Tartarus due to orbital mechanics and limited fuel; overstaying can spell slow death in the cold reaches interstellar space.

Far Horizon takes place in Zozer Games' Orbital 2100 hard-science setting, though the setting book itself is not necessary to run the adventure. It focuses on the deep space exploration aspect of the setting rather on its Expanse-style interplanetary politics. It should be very easy to set this adventure in any other hard-science, near-future solar system setting, or run it as a one-off.

The book also provides a detailed overview, including stats, description, deck plans, and excellent renders (by the wonderful Ian Stead) of the Far Horizon deep space vehicle itself; also, it has detailed stats and rules for realistic TL8 and TL9 space suits. These will be useful for a wide variety of hard-science near-future games and are second to none. The adventure also provides pre-generated characters (in Cepheus Engine stats) in case the players lack the setting book.

I heartily recommend this adventure, as it is a very unique and interesting hard-science space-exploration romp.

Wednesday, March 15, 2017

These Stars Are Ours! Reviewd

I am proud to see that two prominent bloggers have already reviewed These Stars Are Ours!

First is Robert Weaver from Ancient Faith in the Far Future (who by the way was our indexing expert).


Read and enjoy! Both are wonderful reviews.

Tuesday, November 22, 2016

Review of Ship Files: Polixenes Class Courier


Ruleset: Cepheus Engine/OGL 2d6 Sci-Fi
Author: Michael Johnson
Artist: Ian Stead
Size: 25 pages
Price: $3.99

Grade: 5 out of 5

This product is a high-quality ship book. While the background material is not as expansive as in some of the Clement Sector books, for example, this book provides a highly detailed and highly useable starship which you could easily insert into any Cepheus or Traveller campaign. The 100-ton Polixenes Class Courier is, essentially, the good ol’ Scout/Courier, but in a more elegant “airframe” form. It has two variants. The main difference between them is fuel storage, with the longer-range one capable of 2-Jump-2. I wonder why it doesn’t have Jump Drive B to provide it with Jump-4 capabilities if it already has the fuel for this (I guess that this is a TL11 design?). Each variant gets a deck-plan in the book itself, and the regular variant also gets a color deck-plan. You also get the deck-plans and ship record sheets in separate, ultra-high-res JPEG files for your own printing.

Everything gets wonderful renders, including several paint-job variants of the ship and an Air/Raft it may carry (in its regular variant, that is). This also includes full Cepheus Engine ship (and air/raft!) stats and ship record sheets.

All in all, this is an excellent book. I now wonder, will the author publish his Terran Union setting itself in a later book? It sounds interesting...

Highly recommended!

Wednesday, November 16, 2016

Review of Clement Sector Core Setting Book 2nd Edition


Ruleset: Cepheus Engine/OGL 2d6 Sci-Fi

Author: John Watts

Size: 272 pages


Price: $19.99

Grade: 4 out of 5

Reading through the Clement Sector book brings back fond memories. The author, John Watts, wrote a book in the spirit and general format of my old Outer Veil - my first published product. His setting is different, of course, but the overall atmosphere and product design are similar. Great minds think alike!

The Clement Sector is an independent setting for the Cepheus Engine, and by extension - for Traveller. It is set in a remote sector of the galaxy which was reachable from Earth only by means of a wormhole. The wormhole collapsed relatively recently, stranding the colonists on the far side of the galaxy. By its very nature, this sector is underdeveloped. Much of it is open frontier and a good amount of subsectors are either unsettled - some are even unexplored - or very sparsely inhabited. I like that - there is room for exploration and colonization and many, many lawless frontier worlds - perfect for adventuring.

I must say that love the setting’s grand vision and overall atmosphere - a wide-open frontier inhabited by people cut off from Earth and forced to fend for themselves. 

However, the main weakness of the Clement Sector Core Book also lies in its setting. It describes sixteen subsectors - one full sector - with full star-maps and UWPs. However, it barely describes the worlds themselves. Similar to Classic Traveller’s S3: The Spinward Marches, it presents a few of them very briefly. The book does not describe most worlds and instead refers the reader to other products, costing $19.99 each. This would probably have been acceptable in the 1970’s or the early 1980’s, but when today’s gamer pays $19.99 for a setting core book, he often expects more than this. As a side note, this was one of the greatest weaknesses of my own Outer Veil, which had similar format even though I (very partially) covered for it by adding five Patrons and a short adventure.

A short introduction and 20 pages of setting history precede this expansive but rather empty astrography chapter. While it is a good read, for the most part it is of relatively little relevance to the setting itself - the politics of the 21st century United States have little effect on events set in the 23rd century on the other side of the galaxy. Sure, some of the states created by this crisis, such as Cascadia, did affect the setting, but I feel that two or three paragraphs, instead of a dozen pages, would have been sufficient for the history preceding the Clement Sector’s colonization.

The real value of this Core Book, however, lies in its massive character generation chapter. This is, in my opinion, one of the best treatments of 2d6 OGL or Cepheus Engine or Mongoose Traveller character generation. The chapter oozes color added to your character and ensures that each character will have a detailed and unique background. The chapter greatly expands on the regular character generation rules. It includes detailed tables to generate your character’s childhood and youth; a mind-boggling number of careers with d66 event tables and 2d6 mishap tables; and pre-enlistment options, again with their own event tables. There are homeworld skills tailored to the various Clement Sector colonies, but the Core Book does not describe their vast majority. However, it would be easy to replace those with homeworld skills for the planets of your own campaign. There are no known alien species in the setting (though there is some evidence of their existence), but humanity did “uplift” a number of animals, from dolphins to bears, and the book provides detailed rules for generating and playing members of these species (You can play a sentient, upright grizzly!) as well as genetically-modified humans. I must emphasize again - this chapter is amazing. You will also find it extremely easy to adapt it to any colonial sci-fi setting. The character generation chapter alone - which takes a whopping 45% of the book (!) - is well worth the $19.99 price of this product.

A few additional rules and a short discussion of technology in this setting follow the wonderful character generation section. There are quite good experience and character advancement rules and some alterations to the Cepheus Engine skill list. The technology section is relatively unremarkable except for the Zimm Drive - this setting’s Jump-2 Drive equivalent - and the Mindcomp. The former is very similar to a jump engine and could jump and distance up to two parsecs, with reduced transit time for closer destinations (e.g. 3.5 days to jump one parsec away), unlike the default Cepheus/Traveller J-Drive. The latter is a cybernetically-implanted computer, presented in a relatively interesting manner with its own unique rules and software. Oh, and there is a Handcomp which looks like a combination of the Pip Boy from Fallout and the Omnitool from Mass Effect!

The Clement Sector Core Book provides five setting-specific starships: a 300-ton Merchant, a 400-ton Yacht, a 300-ton Scout, a 800-ton Freighter, and a 1,200-ton Destroyer. The chapter does not provide TLs but all designs are seemingly TL11 and generally useable with whatever Traveller setting you prefer. All include excellent-quality deck plans and good renders. The merchant has an interesting design with a “saucer” lower deck and an engine nacelle/bridge section above and behind it (slightly reminiscent of the USS Enterprise of Star Trek fame); its lower deck does utilize its round shape for a less-orthodox radial layout. The Yacht is a traditional wedge and carries a 50-ton Cutter. The Scout is a round “flying saucer, but for some reason, its deck-plans, for the most part, fail to utilize its oval shape and instead opt for a rectangular layout surrounded by fuel. The freighter is excellent and interesting - an unstreamlined dispersed structure carrying six detachable cargo pods - a bit similar to the common freighters of Babylon 5 and Mass Effect. The destroyer is also top notch - a classical Babylon 5 or Halo elongated, unstreamlined design; it is also satisfyingly armed and armored with 8 points of armor, Meson bays, and Fusion bays - just as expected from a Traveller warship. The ship chapter concludes with a handy starship identification and size comparison diagram.

There are also handy, but mostly run-of-the-mill, starship operation rules, the highlight of which are wonderful wilderness fuelling mishap tables (applicable to almost any Traveller universe).

There is a short, 27-page setting information section at the end of the book - vastly dwarfed by the subsector charts and character generation rules. It presents seven corporations and four other organizations and only (!) four pages of setting politics. The corporate descriptions are mostly corporate history and contain a few good plot hooks. There is a Traveller's Aid Society equivalent (the Captain's Guild). The highlight of this chapter is a group called (surprise!) the Gypsy Knights who are "a group formed to travel across the colonized worlds helping those who are in need". There is also a religion/cult/terrorist organization called Solar Purity who are opposed to human presence on the Clement Sector side of the Conduit, or (in the case of moderates), preserve nature as far as possible. It reminds me of the "Reds" in Kim Stanley Robinson's Mars Trilogy; you can use them both as terroristic villains and as patrons hiring the PCs to protect this or that planet from human environmental destruction.

Politically, the Clement Sector is - for the most part - a collection of independent worlds. The only multi-world polity is six-world the Hub Federation. Unfortunately (from a Referee's standpoint), the Federation has an insular policy, missing the adventure opportunities presented by expansionism. The far more interesting (one-world) polity is Cascadia of the eponymous Cascadia Subsector, which has a strong interventionist and expansionist policy fuelled by a faith in "Manifest Destiny"; I would have preferred, though, that it would have had several colonies or at least vassal/client worlds for more interesting politics. There are also two new religions presented in this book - in addition to all the Terran faiths which came with humans to the Clement Sector; both present opportunities for conflict, especially the second one, Caxtonism, which is, in a nutshell, an expansionist proselyting cult.

There is a brief discussion of aliens in the Clement Sector. There are no known live aliens but the Terran colonists have found a few alien artifacts, hinting to alien life present somewhere in the universe. The big plot here is the Alien Research Network - ARN - a crackpot (or so people in the setting believe) group following various alien-related conspiracy theories. Still, the opportunities for serious xenoarchaeology are very limited in the canonical Clement Sector.

The book ends with a four-page discussion of possible campaign ideas. Most are typical Traveller ones - active military service, mercenaries, exploration, crime, trading and so on - but there are also plot hooks about working as a Gypsy Knight or trying to find the way back home despite the Conduit's collapse.

Visually, the book is very readable and well laid-out. All art - and there is plenty of art - is CGI, similar to Outer Veil. This is understandable, as color CGI is far more affordable than color hand-drawing, allowing the author to put more art into his book. The art is always relevant to the topic at hand and the book is very readable if a little ‘heavy’ on older tablets. All artwork and maps are excellently high-res.

The bottom line: An excellent character-generation book paired with a bare-bone frontier setting.

Grade: 4 out of 5

Review: Caennai Class Merchantman by Out of my Mind Games

Caennai Class Merchantman is a ship book published for Mongoose Traveller, 2nd Edition, by Out of my Mind Games. It describes a 500-ton armed and armored merchantman capable of carrying an additional 250 tons in an externally-mounted cargo pod (for a total tonnage of 750 tons, which reduces drive performance). The purpose of this ship seems to be the secure transport of expensive (or dangerous!) cargos, or transport through dangerous space

The product provides full Traveller stats for the ship and its potential cargo pods, as well as deck plans and a render of the ship. The ship itself has an interesting design - an elongated, blocky design reminiscent of the Sulaco from Aliens or of the Earth starships from Babylon 5, as opposed to the vastly overused "wedge" shapes. This is a good, refreshing change. However, the author missed an opportunity to design a non-streamlined ship - and the ship does look unstreamlined in its render - with integral hangarage for interface craft. Instead, it can fly through an atmosphere but not really land (though it can hover over the ground by anti-gravity). I find this somewhat sad, as the Traveller deck plan market is flooded with streamlined ships and unstreamlined ones are much less common - and thus interesting.

Personally, as a Referee, I would have removed the streamlining and reduced the common area and the cargo bay a bit to fit in a Ship's Boat/

The deck plans are low-res and unlabeled. The product describes the general contents of each of the three decks below the deck plan itself, but the deck plan is not always clear - which is a shame as this ship is interesting in its design. The layout is very basic but readable.

The great thing about this product, however, is its cargo pod system - a welcome unorthodox feature of ship design. This also allows for all sorts of interesting uses, including using this ship for exploration with a large laboratory/sensor pod, for example. It can also mount a "Docking Jig" carrying small craft - and I'd bet that some creative captains would convert the entire cargo pod into a fighter bay for an instant carrier (or pirate "Battlewagon"!).

Other very good features include a fully-detailed sample ship with a full crew, good adventure seeds for using the ship in a campaign, and flavorful details about the ship itself.

The bottom line is that this is an interesting, though flawed, product. This ship can be an excellent addition to any Traveller campaign.

Grade: 3.5 out of 5

Tuesday, November 15, 2016

Review: RHI Sandpiper Light Trader by Out of my Mind Games

RHI Sandpiper Light Trader is a ship book published for Mongoose Traveller, 2nd Edition, by Out of my Mind Games. It describes three varieties of a 100-ton starship originally intended as a trader - the original trader version, a militarized gunship, and a "star ambulance" version. It includes a good description of the ship with enough flavor and color to make the ship relatively unique. Each variety has a description, MGT2 stats, a deck-plan, and a render. The deck plans are very simple but serviceable and the renders are solid but nothing to write home about. The layout is very simple but readable.

For some reason, the book does not mention the ship's size (100 tons) until you reach the stats on p.5 - neither on the cover nor in the introduction nor in the technical details section on p.4.

The one thing which I love in this otherwise unremarkable ship book are the clever designs - the author managed to cram a Jump-3 drive, its fuel, and 30 tons of cargo into a 100-ton trader, and eight marines (!) on a 110-ton gunship.

All in all, a solid, useful booklet about an interesting small starship which you can drop into almost any Traveller campaign.

Grade: 4 out of 5

Saturday, September 17, 2016

Review of Ships of the Galaxy: Vegas-class Light Freighter

I was kindly given a complimentary copy of Ships of the Galaxy: Vegas-class Light Freighter by Blue Max Studios. Here is my review of this product.

There are literally dozens of sci-fi and space-opera trader-ship designs floating around the Internet, both commercial and fan-made. The Vegas-class Light Freighter does stand out among them. Why? Because unlike the large number of "aircraft-type" trader-ship designs with the engines at their "back wall", the Vegas is a "tail-sitter" - it's engines are under the "floor". The entire ship layout is thus unique among its many competitors, as its deck plans and overall structure are very interesting and a refreshing change.

This book describes a 300-ton trader-ship for the 2d6 Sci-Fi OGL/Cepheus Engine/Mongoose Traveller sci-fi rules. It includes all the regular material - ship stats and deck descriptions. However, it also features an economic analysis of the design showing how it will be profitable when ferrying cargo and passengers even without speculative trade. It also has some very nice "fluff" allegedly written by the "Skipper" - a "professional" stowaway of sorts.

The book features 3D renders of the ship and its nine decks from an isometric POV. It also comes with a booklet providing more traditional top-down 2D deck-plans. The author has obviously made the art and deck-plans with a relatively simple 3D modelling program, and they are not as "slick" as those in other ship-books, but the design itself is, as I have said above, very interesting and would be enjoyable for players to explore.

I have several minor criticisms of this product:

1) The page background sometimes makes the text slightly difficult to read. It is still readable, but a paler background would probably make it better.

2) The table on p.2 - which is repeated in the deckplan booklet - has some irregular alignment of its text.

3) The Asimov quote on p.5 and decks 02 and 00 of the deckplan booklet are slightly pixelated and blurred.

The Bottom Line:
If this was a "regular" trader-ship book with an "aircraft-type" layout, I would have given it a score of 3/5. However, the design's uniqueness and coolness factor warrants a 5/5. Highly recommended for adding some variety to the star-traders of your sci-fi campaign.

RATING: 5/5

Saturday, January 17, 2015

Review: Atarin's Delve

Product's Name: Atarin's Delve
Ruleset: Labyrinth Lord
Author: Peter C. Spahn
Size: 15 pages
Publisher: Small Niche Games
Price: $1.49
Rating: 4/5

Here I'll start a new feature of my blog - RPG and wargame product reviews. And I'll start with several products kindly set to me by Peter C. Spahn of Small Niche Games a year or so ago, that I am ashamed to say that I've only gotten around to properly read and review them now due to various forms of real-life work commitment.

Anyhow, on to the review.

Atarin's Delve is a short, one-level dungeon adventure for Labyrinth Lord (and, indeed, any old-school fantasy RPG, and pretty easy to convert to D&D 5E as well). It is intended for 4-6 characters of levels 1-3 - a beginner's adventure. The players are sent by an adventurer's guild to protect an archaeological excavation which has just begun in some strange lakeside caves, where very interesting jewelry has been found. Soon enough, the players will find themselves entangled with a dark cult, as well as the sacred caves' initial residents, who have hibernated there for centuries in rock form.

The story goes like this: a race of fish-like humanoids, the Cathla, once held these caves sacred and lived in and around them; when humans first entered the area, they clashed with the Cathla, who drove them off with water magic after some fierce fighting. However, the humans returned with a mage, who transmuted the water in the Cathla sleeping chamber into stone during their hibernation cycle, placing them in a dormant, petrified state. Many years later, a human noble built his castle above these caves, and breached the caves in excavations for his cellar; soon, he became obsessed with the Cathla civilization and their water-goddess, and founded a cult worshiping her (in human form, of course). Long after his death, the cult lingered on, but a new initiate stole Cathla jewelry from the caves and brought it back to civilization, attracting an archaeologist to come and investigate the caves. The archaeologist entered the cave, and, while excavating, re-awakened the dormant Cathla, who then proceeded to slaughter his apprentices and trap him in the cave. The cultists themselves are on the move to the cave, and the Cathla have killed some of them as well... So the arriving PCs will find themselves dealing with this disaster zone when they arrive at the caves.

The adventure itself takes place in a single-level dungeon with 15 keyed locations. There are two entry points, and the dungeon combined original or natural Cathla caverns with later human construction by the cult, so themes and visuals will vary. All areas have interesting descriptions, though many lack monsters or treasure (a good thing to a degree - not everything in a dungeon should be a 'proper' Encounter - but large parts of the dungeon are "color" or "atmosphere" rooms). The dungeon is not very linear and there several routes through it, allowing for interesting exploration. Not all encounters are combat encounters - in fact, the cultists will not attack the characters, and will try to hire them to lead them to safety, and may provide information if properly prodded for it. The monsters themselves are all very appropriate thematically - of the fish/crayfish/lizard/Cathla variety and some undead in a tomb. The Cathla themselves have a very cool special ability and have full Labyrinth Lord stats at the back of the booklet.

There are very few treasure items in the dungeon, so the typical party will end up being paid by the cultists and/or the archaeologists to be led back to safety, and the payment is very nice for 1st-level characters - 500gp. BUT there is a hidden treasure - a big silver statute worth 1,500gp! It is hidden behind a secret door, so careless characters might miss it, though it appears that the secret door is of the ordinary type (i.e. no special mechanism given in the rules).

All in all, this is a very good little dungeon delve - very "tight" thematically speaking with no "funhouse" elements, non-linear and with various special tricks, as well as with role-playing encounters next to the combat ones. The main downside is that there are very few treasures to find (so careful exploration is not necessarily rewarded, except in one place, where it is rewarded big-time), and that some rooms lack things to interact with. But generally speaking, this is a beautiful little dungeon adventure with a slight Lovecraftian bent to it. Highly recommended!