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Category: Role Playing Games

Exploring Character in Starfinder

Exploring Character in Starfinder

StarfinderCharacterOperationsOne great feature of the class designs in the Starfinder Core Rulebook is that each class has a variety of choices, allowing for distinct builds that can suit a variety of play styles. You can build a Mechanic or Technomancer that is either a weak combat-avoiding technician or a combat-ready armored cyber-warrior, for example. This initial diversity has allowed for many permutations on the basic character options, so right out of the gate there’s little chance of players feeling like they’ve explored everything their characters can do. Over its first couple of years, the expansions have focused on new playable races (across three Alien Archive volumes!) and equipment (in an entire Armory volume), but there have been fewer additional options by comparison to modify the core characters.

The release of Starfinder‘s most recent rules supplement, the Character Operations Manual (Paizo, Amazon), definitely helps remedy that situation. Like Pathfinder‘s Advanced Player’s Guide, this is really the volume that establishes the ability to deeply customize characters … a hallmark of what made the Pathfinder RPG distinctive. In addition to three completely new classes, the Character Operations Manual presents more Themes, alternate racial traits for core races and Pathfinder legacy races, Archetypes that provide alternate class features, feats, equipment (including shields), spells, new starship combat rules, and an entirely new downtime system mechanic.

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Gas-sharks, Jump Bridges, and the Church of Stellar Divinity: Behind the Claw by Martin J. Dougherty

Gas-sharks, Jump Bridges, and the Church of Stellar Divinity: Behind the Claw by Martin J. Dougherty

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Behind the Claw
By Martin J. Dougherty
Mongoose Publishing (288 pages, $30.00 PDF, $59.99 hardcover pre-order, March 31, 2020)

Traveller is a popular science fiction role playing game originally released in 1977. Over the decades several editions have been released, along with a substantial volume of player created resources and supplements.

Since the 1980s the earliest supplements have been fleshing out the Spinward Marches and Deneb sectors of Charted Space (the Traveller term for the area of the galaxy that has been widely explored), where the Zhodani Consulate and the Imperium have fought four wars with a fifth looming. Meanwhile, the Vargr Extents provide numerous corsairs that raid shipping and planets. Rich with conflict and tension, referees have and continue to find many adventures to send their players on in this locale.

This latest foray into this classic setting comes from Mongoose Publishing in Behind the Claw, a full-color 288-page sourcebook in the style Mongoose has adopted for the latest edition of their Traveller line. The book looks excellent as a result. Crammed with content, buyers will also get two 28×40-inch poster maps of the Spinward Marches and Deneb sectors.

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The Joy of Starter Kits, Part Two

The Joy of Starter Kits, Part Two

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Dungeons and Dragons Basic Set Second Edition,
edited by Tom Moldvay (TSR, 1981). Cover by Erol Otis.

I often wonder how new players discover role playing these days.

I mean, I know how it happens in theory. You’re introduced to the concept through video games, or friends, or a gaming club, or maybe Stranger Things. The whole thing sounds pretty cool. Eventually you take the plunge and shell out for a set of hardcover rule books and dice, and become a genuine RPG gamer. Sure, it’s a commitment. But it’s no more expensive than other pastimes of the idle rich, like polo or yacht racing.

It’s that initial expense that gets me. The D&D Players Handbook, the most fundamental RPG book on the market, retails for $49.95 — and it’s only one of three you really need. And that doesn’t even include dice. God knows how pricey those are these days.

It used to be easier. You used to be able to try D&D the same way your tried Monopoly, with an impulse buy of a single reasonably-priced box. That’s how I got started in the fall of 1979, when I bought the D&D Basic Set after seeing a few magazine ads in Analog and picking up a copy at the local gaming store. The sheer financial (not to mention emotional) commitment required of modern RPGs is a serious barrier to entry, and many game publishers have gradually come to that realization.

In Part One of this article I looked at some of the games that have embraced the old idea of the Starter Kit, an inexpensive box set that includes everything new players need to learn the fundamentals of role playing and have a few adventures. This new generation includes Pathfinder, Starfinder, Battletech, Numenera, Shadowrun, and others. In Part Two we look at Call of Cthulhu, Traveller, Star Trek Adventures, Warhammer, Star Wars, and the new breed of Dungeons and Dragons beginner boxes.

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Vintage Bits: Robert Clardy, Synergistic Software, and the Birth of the Personal Home Computer Role Playing Game

Vintage Bits: Robert Clardy, Synergistic Software, and the Birth of the Personal Home Computer Role Playing Game

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In 1978 Robert Clardy released his first computer game, Dungeon Campaign, for the Apple II. Dungeon Campaign, and Don Worth’s beneath Apple Manor, are widely regarded as the very first personal computer role playing games. While greatly inspired by pen and paper Dungeons & Dragons, there were no proven concepts or templates to work from, and it was very much a trial and error effort to figure out what features and elements would work, and not least what was achievable with the limited technology at the time. Today these pioneering games might seem extremely primitive and somewhat quirky, especially from what we now perceive as the standard template in computerized versions of role playing games, but at the time they were truly innovative.

In the mid-’70s computers, how they were used, and who had access to them, started to significantly change. The landscape was starting to move away from mainframes, which took up entire rooms or even floors, to hobby kits that with the right skillset could be turned into a more or less useful (or useless) device, to an environment where non-technical users could buy an off the shelf personal computer powerful enough to run somewhat sophisticated software.

This change in computing can very much be credited to the 1977 Personal Computer trifecta, the year we tend to refer to as the birth year of the personal computer as we know it. It was the year Commodore, Apple and Tandy Radio Shack all released their own take on accessible personal computers. These machines were not only powerful enough to be useful, they were also mass-produced and marketed to the average consumer, who frequently lacked the technical skillset earlier machines required.

The advent of computer role playing games, especially on mainframes and later personal computers, has its roots in the remarkable human nature to innovate – making machines do something they were never intended for. People with access to these mysterious computer colossuses quickly saw the potential for more than just boring analytics and data-crunching.

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From Buffalo Castle to Choose Your Own Adventure: The Evolution of Solitaire Board Games

From Buffalo Castle to Choose Your Own Adventure: The Evolution of Solitaire Board Games

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I’m old enough to remember when Choose Your Own Adventure books first appeared in bookstores and supermarkets in the late 70s and early 80s, and what a sensation they created.

I remember thinking how simplistic they were, especially compared to the more sophisticated solitaire fare already available in gaming stores at the time. Like Rick Loomis’ groundbreaking Buffalo Castle (Flying Buffalo, 1976), the first solo adventure for Tunnels & Trolls (and considered by some to be the first published adventure gamebook, period); Steve Jackson’s bestselling Death Test for The Fantasy Trip (Metagaming, 1978); and especially Jeffrey C. Dillow’s brilliant collection of early solo adventures, Wizards and Warriors (Prentice Hall, 1982), which I played to death and passed around repeatedly to my gaming group.

But there was something powerfully appealing in the very simplicity of Choose Your Own Adventure titles, and it didn’t take long for me to become a convert. I wasn’t the only one. Bantam published its first Choose Your Own Adventure book, The Cave of Time by creator Edward Packard, in 1979, and the series quickly surpassed role playing in popularity, selling more than 250 million copies. That’s more — far more — than virtually any RPG or fantasy or series in history. (For comparison, The Lord of the Rings has sold 150 million copies over the past 70 years, and George R.R. Martin’s Game of Thrones novels a scant 90 million. Only J.K. Rowling’s Harry Potter novels, at 500 million, offer real competition). Bantam produced 184 titles in the series between 1979 and 1998.

Role Playing has evolved and expanded enormously since the 70s. You can’t say the same of Choose Your Own Adventure… but the franchise isn’t as dead as you might think. Most interesting to serious games is a pair of cooperative adventure board games released by Z-Man Games that capture the spirit of the CToA line, and take it in some intriguing new directions.

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Corporate Dystopia, Androids, Cults, Science, and even Archaeology: Alien: The Roleplaying Game by Free League

Corporate Dystopia, Androids, Cults, Science, and even Archaeology: Alien: The Roleplaying Game by Free League

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“You don’t beat this thing, Ripley. You can’t. All you can do is refuse to engage. You’ve got to wipe out every trace. Destroy any clue. Stop its infection from spreading. Make sure there’s no chance of the human race ever making contact with it again. Because the moment it makes contact, it’s won.”
―Marlow (from Alien: Isolation)

Sweden’s Fria Ligan has been running up the score in the tabletop role-playing game industry lately with titles like Tales From the Loop and Forbidden Lands. So when I heard they had finessed a license to an RPG set in the Alien universe, I ran down Grandmaster Games in Oak Park and told Charlie to get me EVERYTHING in my best Gary Oldman voice.

The only absolutely necessary items you need to enjoy the game is the Alien: The Roleplaying Game core rulebook, a couple handfulls of assorted six-sided dice, and an ordinary deck of cards. The game itself is simple to understand yet is role-play heavy enough that seasoned gamers will enjoy it. I’ll go a step beyond and say this would be an excellent game for introducing someone who has never played a tabletop roleplaying game to the hobby.

The world is familiar. There are tons of reference points to explain game mechanics like panic (“you know when Lambert just froze up in terror?”) or a character sustaining enough damage that they are broken (“like after Cpl. Hicks got the acid splashed on him…”). You just need six-sided dice of two colors (or two different sizes) and the usual paper and pencils. The mechanics are simple: take your skill at doing something and add the controlling attribute for that skill and roll a number of six sided dice equal to the total. If you get a six, congrats, you succeeded.

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The Joy of Starter Kits, Part One

The Joy of Starter Kits, Part One

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The Dungeons & Dragons Basic Set (TSR, 1977). Cover by David C. Sutherland III

There’s lot of ways to get into role playing these days. But recently the industry has embraced the Starter Kit (sometimes called the Beginner Box, Essentials Kit, Beginner Game, or something similar) in a big way.

They all have their roots in the Dungeons & Dragons Basic Set, the granddaddy of all Beginner Boxes, created by J. Eric Holmes and based on Gary Gygax and Dave Arneson’s original boxed set from 1974. The D&D Basic Set was first published by TSR in 1977. It was the way I learned how to role play, and I wasn’t alone — the D&D Basic Set sold hundreds of thousands of copies in the late seventies, and was so successful it was constantly updated and kept in print by TSR, with revisions in 1981, 1983, 1991, and later.

Gygax’s masterpiece, the Advanced Dungeons and Dragons Players Handbook, was released in June 1978, and was the gateway into role playing for millions of young gamers. Not me, though. That damn thing was a 128-page hardcover, and you needed the Monster Manual and Dungeon Masters Guide just to use it. By contrast, the Basic Set had a slender 48-page rulebook and everything you needed to start playing immediately. That’s right, everything, including dice, a pad of sample maps (“Dungeon Geomorphs), and an introductory adventure we played through at least a half dozen times. I didn’t have anyone to teach me how to role play, but with simple, clear instructions Holmes taught me everything I needed to become an enthusiastic Dungeon Master for my brother and our friends.

At long last the industry is rediscovering the power of Starter Kits to attract and educate new players. The best ones are cheap, easy to learn, and packed with goodies. In just the last few years there have been beginner boxes released for Call of Cthulhu, Pathfinder, Starfinder, Battletech, Dungeons & Dragons, Star Wars, Traveller, Shadowrun, and many others. They haven’t all been well promoted, however, and many gamers who could be taking advantage of an inexpensive entryway into a new gaming obsession are unaware they even exist. Let’s see if we can fix that with a look at a dozen of my recent favorites.

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Play Host to Newborn Ghoulish Creatures in Alien: The Roleplaying Game by Free League Publishing

Play Host to Newborn Ghoulish Creatures in Alien: The Roleplaying Game by Free League Publishing

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An official Alien role playing game is arriving in game stores next week, courtesy of Free League Publishing, the geniuses behind the brilliant Coriolis science fiction game, Mutant: Year Zero, and Forbidden Lands.

Any RPG that does justice to Ridley Scott’s science fiction horror masterpiece will have to have a dark and chilling aesthetic, and a cinematic play style. And for accuracy, probably a short (very short!) character life expectancy. Fortunately Alien: The Role Playing Game looks like it’s captured the look and feel of the franchise with real surety. Here’s Rachel Watts from her preview at PC Gamer last month.

Free League Publishing and 20th Century Fox have joined forces to create a tabletop RPG set in the harsh universe of the Alien films. It will drop players into the dark, merciless void of space, but this adaptation sounds far from empty.

Alien: The Roleplaying Game has two playable modes, cinematic and campaign. The cinematic option lets you play through a scenario similar to the events of the films in one session, and emphasises “high stakes and fast and brutal gameplay”, which doesn’t sound ominous at all. The campaign mode takes more of a Gloomhaven structure and lets players explore the Alien universe more freely over multiple game sessions.

The RPG comes in a chunky 392-page core rule book, which I think definitely leaves the definition of rulebook behind and goes straight into short novel territory. Free League Publishing have printed these rules in a hardback book and thrown in some cool illustrations… Alongside the core rule book, you’ll get a set of custom dice, a set of maps, and a GM Screen.

Can Free League Publishing get the all important feel of Alien right in an RPG? The rules follow their acclaimed Year Zero Engine, used in Tales from the Loop and Mutant: Year Zero, and they warn that “it’s unlikely your character will survive.” Sounds like they got the basics right to me.

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Traveller Journeys into Deep Space with a New Kickstarter: An Interview with Martin Dougherty

Traveller Journeys into Deep Space with a New Kickstarter: An Interview with Martin Dougherty

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Traveller RPG: The Deepnight Revelation Campaign Box Set

I’m a long time Traveller fan. It’s not just the simple but effective game system that’s been pretty much the same since its design, but the appeal of the sweeping hard science/space opera of the default setting, lovingly added to through the decades.

Of course you don’t have to use the Imperium as your setting, but a lot of people do, or use part of it, or use it with modifications. A new Kickstarter launched last week focused upon the exploration side of the Traveller universe. Many of the adventures and campaigns that have appeared for Traveller over the years have been focused upon small spaceship crews and their potential exploits, rather a lot like Firefly. This Kickstarter, though, is going to take a naval ship into areas unexplored by the Imperium, deep into the unknown. It looks splendid.

The man writing it is one of my very favorite adventure writers, Martin Dougherty, who never fails to entertain with clever and inventive scenarios that favor role-playing over rolls, and reward ingenuity. He was kind enough to take time away from writing the new campaign and answer some questions.

Howard: Before we really get started, what do you think is behind the appeal of Traveller, and the Imperium itself?

Martin: That’s a difficult question. I suspect it’s different for everyone. For me, I like the grounding in hard-ish science. I’ve never really got on with fantasy-in-space with swords the size of ironing boards and little actual science. The scale is attractive, too. For the most part it’s a bunch of resourceful people doing the best they can rather than superheroes. I know it’s fun to play someone incredibly far above the human norm sometimes, but I suspect a lot of us identify with the talented-but-ordinary protagonists of the typical Traveller game.

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Plot Hooks, Apocrypha, and WTF: Degenesis by Six More Vodka

Plot Hooks, Apocrypha, and WTF: Degenesis by Six More Vodka

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I’ve been meaning to write a review of Degenesis, the doorstop of a post-apocalyptic RPG from the “there has to be a story behind that name for your company” SIXMOREVODKA creative team for a while now. The main problem holding me back is that I haven’t played it yet with people, just dinked around testing things. Luckily, John’s editorial standards enjoy a certain amount of flexibility when it comes to old friends, and let ye who have not passed judgement on a game without playing it cast the first stone.

There’s another reason I feel safe recommending this beast. The art alone is worth the purchase of the slipcased two-volume edition of rules Katharsis and worldbook Primal Punk (Retailing at USD “If you have to ask you can’t afford it”). I’ve never seen a game with this level art throughout. Page after page of imagery usually reserved for a couple of splash pages in most game books.

What is this world? Refreshingly, it’s set in Europe and North Africa five hundred years after a 2073 meteor storm changed the face of the world (called the “Eshaton” but I think they meant “Eschaton”). Maybe the year is a hat tip to Fallout, I dunno, but Earth went through hundreds of years of cloudy hell and now there are a few hints of a Renaissance for a radically altered world. To make matters worse, the meteors brought with them a spore-like form of life called “Primer” that is radically altering flora, fauna, and us. Humans who have been taken over by the Primer (the process is generally called Sepsis) eventually become Psychonauts or Abberants, two names for the same deadly syndrome. Some of the spores carrying the primer have been deactivated or neutralized for use in drugs called Burn, because if thousands of years of human history have proved anything, it’s that people will try to get high by any means necessary. A final existential confrontation of homo sapiens vs homo degenesis is building.

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