A First Look At Elysium Flare (A Fate Space Opera RPG): #1 Fate Variant Ruleset
I know I shouldn’t have, but on impulse bought a new tabletop roleplaying game. Listen!
The Gulfs between the Arms are nearly empty of stars and difficult to navigate. In these places there are few civilizations but there are other things. In the Gulfs horrors lurk, sleeping for slow millennia until the fast bright minds of the civilizations come too close. As with the Rim, there are inhabitants of the Hub that believe these horrors can be harnessed or at least aimed and unleashed. This almost always ends badly. But if they can be tamed or at least directed, the power one might wield over the Hub worlds would be unstoppable.
Imagine a roleplaying game that put boots on the ground — or was it flippers? — in a the kind of wide-angle galaxy depicted by strategy games like Stellaris or Eclipse, or perhaps Twilight Imperium? Or Valerian and the City of a Thousand Planets, only good.
That’s what Elysium Flare promises to do.
Elysium Flare unapologetically emulates sweeping Sci-Fi Space Opera, cheerfully mixing magic (sort of) and science. In tone, it’s more Guardians of the Galaxy or Thor: Ragnarok than Rogue One. However, it’s not actually Starfinder‘s leaner more narrativist cousin; it has much stronger sense of galactic geography, which offers a quite different aesthetic.
Perhaps best of all for overstretched middle aged players like me, it seems to do it in a way that’s both “lite” and structured using an elegantly hacked-down Fate variant that’s narrativist — of course! — but still offers playable peril.
It’s also a delightful read — tellingly, I’m not the only person to use that term. It’s nicely illustrated without going over the top, presented in well-written and readable form, has an Index (ARE YOU READING THIS MONGOOSE???). I counted about three minor typos and I don’t know what the softback is like because it hasn’t arrived yet. It’s missing blank character sheets, but I believe these are on their way. So it’s pretty much what you’d expect from a mature “indy” games publisher
It comes from VSCA, the same team that made Diaspora, meaning mostly Brad J Murray and his mates on Google+. Though this is very different in both setting and complexity, the strengths have definitely carried over from one to the other.