Starblazer and Mindjammer
One of the most promising new game systems I reviewed in Black Gate 14 was used for the pulp role-playing game Spirit of the Century from Evil Hat Productions. FATE is a streamlined set of rules based more on adjectives and descriptions than complicated and time consuming point allocations. Not only does the system make task resolution fast, it encourages players and game masters alike to storytell more than die roll.
I was unabashedly excited about Spirit of the Century and couldn’t help wondering how the mechanics designed for pulp 1930s role-play would work in another setting.
An English game company named Cubicle Seven must have been wondering the same thing, because they took up the system and retooled it for science fiction role-playing.
Starblazer Adventures is a beautiful, thick hardback of 629 pages, stuffed full of art taken from a popular British space opera comic from the 1970s and ’80s. Nearly every page is decorated with exciting action pics evocative of high octane adventure.
But more than 600 pages, I can see you asking, isn’t that… needlessly long? Is it crammed with charts that you must consult?
No. What it is crammed with is all the information that a game master could need to run a thrill-packed space campaign, and then some.