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I have to admit, I was a bit skeptical of Starships & Spacemen. Clearly, this supplement is inspired by classic, 60's era Star Trek styled science fiction - and to be frank I always found Star Trek to be a big... well.. boring. But, I've never purchased a product from Goblinoid Games that I didn't enjoy, so I gave S&S a shot.
I'm very glad that I did. While the game is clearly designed with classic "Star Trek" style gaming in mind, it's also offers something more. While it stands on its own as an RPG with those concepts at the forefront, it also serves as a framework from which a creative Game Master (or Star Master, as they're called in this book), can build their own original galaxy spanning sagas. The character races and classes presented are merely jumping-off points for the ambitious gamer.
From character creation to starship combat to space exploration, Starshipsa & Spacemen 2nd Edition offers clear, simple rules that are easy to learn, easy to teach, and don't get in the way of having a good time.
Now, if you want to boldly go where no one has gone before, then S&S as definitely a game for you. But even if that's not your favorite flavor of sci-fi, consider giving this book a good once over. I think you'll find the ideas, concepts and rules presented can easily be adapted to create almost any science fiction or science fantasy styling of your choice.
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I was expecting more of a RPG and less of a table top game. It does seem as though you get a lot for the price but the rules were a bit too simplistic for my taste.
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This game is just plain awesome! I can't find any fault with it. Thanks to Goblinoid Games for saving Wizard's World from possible obscurity and being lost to gaming history.
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I got LL because it is closer to 1st/2nd ed fantasy than most competitors. Having started playing with 3rd, I was curious what I had missed. Basically I had missed simplicity and fun in the pursuit of killer feat/class combos. LL brings you back to basic. If you are a 3e person like me, the AC seems wierd, although I have played enough Call of Chthulu that percentile based skills were plenty comfortable. The way the saves are laid out eliminates annoying math, although you have to hunt for your attack bonus...just like the 1st ed books I have seen. It also has the inevitable "unplayable" characters that so many older players complained to me about. Namely, a 1st level Rogue is freakin useless! No HP, and the skill that are it's forte fail more than they succeed. But then I have almost never played any D20 based game starting at 1st level, because most 1st levels of any D20 game are somewhat sucky. LL like 3rd ed is best played from 5th to 15th levels, and then it is a lot of simple easy to learn fun. Character creation is 10 to 20 minutes so you can actually play at your first session.
Step back into the old school days and enjoy.
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If you're looking for a version of D&D that leans toward the boxed sets, then this one is for you.
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This is a very nice update of the old style game gamma world as far as I can tell. It is well done and has enough differences from the old gamma world to make it a different game. it has that same simple to play feel to it. I found that the art work is very nicely done and invokes a sense of the creatures or objects that it is supposed to portray. I am not sure that a lot of gamers today would enjoy it with out a sense of its roots in the old school games.
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This, along with the core rules, managed to rekindle my enthusiasm for Fantasy Role Playing. I have been a game master since 1978 but, over the last decade or so, found my enthusiasm waning. These two products made me realize just how much I missed the hobby. If you are looking for good old fashioned dungeon crawls and characters that grow as the game progresses rather than being born fully formed from the forehead of the game designer, then this is the system for you!
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This is by far one of the best products to come out of the OSR movement. The game is itself not truly a retro-clone, yet its close enough in spirit to a certain old school game that it captures a healthy dose of nostalgia. However, don't let that fool you! The nostalgia is quickly rooted in a very well done and solid game that honestly stands on its own two or three or however many feet it may have. The book is well layout and very easily digested. I will be grabbing the art included version in the near future and may even buy a deadtree edition. This is a very good game.
The only real criticism I have is that while random table are a blast for some games, it would have been nice to a a side note or two about cherry picking mutations for those gamemasters that may want them. This isn't a game breaker though, it is easily house ruled. In fact, much like all the OSR entries, it is by its nature very easy to house rule and modify to your hearts desire!
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Over all this module is good for a Play By Post Format. It could be played over the table in little time. the only problem I have with the module is no reason is given for why the Beholder statue is up in the summoning chamber or what the soul sucking crystal ball is suppose to be used f or in the basement of the tower.
I would have liked to have seen the wizard of the tower be some sort of undead bad guy as well but over all its a good intro module.
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Some of the material here seems to overlap with regular Labyrinth Lord, as spells and such are reproduced.
Mainly what you get is the "original D&D" feel in character classes and races, which is cool, but I'd have liked to see some discussion of other curiosities of the original game, like magic items, the original combat system with multiple attacks for large monsters and so forth.
I got this at a sale for 4 dollars which seemed fair. For the full 8, I'd have felt a little cheated.
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I am a major supporter of the OSR movement and a huge fan of Goblinoid games, with that said I was thrilled to help support this game when I came across the crowd funding campaign for it. The book is beautiful, the layout and art is very reminiscent of the original book (I believe most of the art is from the original book in fact) and I am taken back to an earlier time every time I flip through it. While it is the Star Trek universe with the serial numbers filed off, it is something I plan to run as a Star Trek games. The rules are easily integrated with Mutant Futures and Labyrinth Lord so I have more options to bring my "Final Frontier" sessions to the next level... So next stop? The away team will have to investigate the Deep Space station that was invaded by Zombies!
Great Game!
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Starships and Spaceman 2e is a revised and generally cleaned up version of the original FGU game from 1978. The original version was essentially Classic Star Trek with names changed to protect the innocent dating from a time before the whole Trek Universe became so top heavy it was pointless, and the second edition hasn't strayed far from its roots in that respect.
Character Generation
Character generation is FAST, 3d6 for 6 characteristics, pick a race, pick a class and your off to selecting your equipment. Skills are simplified down to 4 (Military, Science Technical and Contact) and the skill level depends on your level, class and characteristics. Classes are Military (Yellow Shirt) Science (Blue Shirt) and Technical (Red Shirt) with subclasses - Military for example allows you to specialise in Command, Security, or Ships Weapons with various bonuses. If you take the command Subclass you get a ship to command.
All characters start as Ensigns although there are rules for playing an enlisted crewman and a suggestion of troupe play
Races
Races include a wide selection ranging of both Trekish and Non-Trekish from Taurans (Copper Blooded and highly Logical) and Andromedans (Blue and emotional) to Rigellians (Human offshoot mercenaries) and Hyukhot (Small Frog like aliens) along with some others.
Equipment
Money just isn't a factor, you get a certain number of points (level + 1 for officers) and use that to determine your equipment issue, with items ranging from Half a point to 5 points. A starting character can usually only manage a communicator, Universal translator and hand Beamer or some variation so it does follow the idea of not overloading shore parties with gear.
Combat
Combat is quick and simple, D20 under your Military skill +modifiers to hit, you get a set number of hit points based on class and level, get to zero hit points and you die unless you can be transported back to the ship and cryofrozen for later revival. Also, the best class for combat starts off at level 1 with 1d8 HP and the normal weapons do 2d6 damage...so don't expect long combats
Ships
The original game stood out for the elegance and simplicity of its ship combat system and the new version hasn't messed with that. Ships are primarily rated on how much energy they can produce per day and you need to manage that (travel at high speed, or travel slow with shields up? have energy set aside to charge the beam weapons or wing it?) You can go over budget but that damages the engine.
Combat with ships is simple and quick, if you enjoy mapping out ship combats this is probably not for you, On the other hand if you enjoy watching the Captain, the Engineer and the Weapons Guy arguing over how many beam weapons to charge, this is for you.
Basic Gameplay
Its a rough universe with all manner or unmapped astronomical oddities to encounter. Players are given a mission as part of the Confederation Space Fleet and have to travel to planet or place, complete mission and return (or go to next mission) so its fairly episodic. As players level up they will get more hit points, be assigned bigger ships an have access to more equipment.
Likes
Unlike more modern Sci Fi where your winning if you live another day, or don't get caught breaking too many laws, or in some military wonderland, this harks back to a simpler time were space was there to be explored. There are hostile aliens and you can run political intrigue, but overall it feels more like your playing Hornblower than Han Solo.
Dislikes
Some of the editing of the rules leaves a little to be desired. The age table was left in unchanged from the original and mentions characteristics that no longer exist and isn't really logical. The Psi rules need a bit more work, but overall the new edition has cleaned up a lot of the problems from the 1978 version
Final Verdict
Three thumbs up for speed, setting and elegance!
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The Tomb of Sigyfel is a well written, clear little module that does what it sets out to do: Serve as a short introductory adventure. The overall quality is good with no errors or conflicting information. The map is well drawn and lends itself to use anytime a quick side trip might be needed. Although designed for Labyrinth Lord, I will be using it for AD&D 1e with no problems.
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| GORE |
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by Stephen Y. [Verified Purchaser]
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Date Added: 10/28/2012 11:37:30 |
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This appears to be a free PDF of a rules-lite version of BRP, and a mixture of CoC and Runequest.
I've thoroughly enjoyed going through this PDF.
I've even joined the forum on Goblinoidgames.com, and added some resources for the GORE rules.
Adaptable, easy, and free.
I've also found a PDF called Stress and trauma for GORE , which is helpful.
All in all, I'd recommend that anyone who likes a D100/percentage system, should give GORE a try, you won't be disappointed.
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WHAT WORKS: Well, there’s a no-art free version. That’s kind of a big deal, and it has bit of support, due in part to the OGL. The monster section has some really cool and unique options, and its compatibility with Labyrinth Lord can allow for some interesting scenarios if you and your players aren’t fantasy (or PostApoc) purists.
WHAT DOESN’T WORK: If you don’t like D&D as a base, this probably isn’t going to be your thing. If you want a developed setting, rather than an excuse for hex crawls or dungeon crawls with ray guns and mutant powers, this probably isn’t your thing.
CONCLUSION: If you’re into PostApoc games, you should at least download the free, no-art version. No reason not to. It’s worth it for swiping from the bestiary, in my opinion. Similarly, if you’re into old school D&D, there’s probably at least an odd monster or two that’s worth messing with. For my part, I had a blast with modifying one of my AD&D 2e characters (a bastard sword swinging elven fighter) into a Gamma World character once, transplanting him (complete with bastard sword) onto a PostApoc Earth where he traded horses for motorcycles and chain mail for trench coats. Mutant Future isn’t likely to ever make the rotation at my table, because I don’t really do the D&D base system thing anymore, and there’s other PostApoc games I’m dying to run, but it’s still a very good product that should scratch the PostApoc itch for older school gamers.
For my full review, please visit http://mostunreadblogever.blogspot.com/2012/08/tommys-take-o n-mutant-future.html
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