RPGPundit Reviews: Stars Without Number
This is a review of a print version of the RPG "Stars Without Number",
by Kevin Crawford, the version by Sine Nomine Publishing. I understand
that there's now more than one version of this book, and so I can't take
responsibility for any changes there might be from one to the other.
To clarify, this is the one with the cover depicting a vast starfield
with some kind of Nebula. The Wench said to me "The first thing to do
in a review is to judge the book by its cover", and I certainly agree.
This cover is evocative and beautiful, and its just the start of a truly
fantastic game.
There are a few games or RPG products for review that I feel are really
awful, a few that I think are alright or even clever. Then there are
those rare few that the moment I see them I'm convinced I'll be running
them sooner or later: Majestic Wilderlands, Lamentations of the Flame
Princess, Starblazer Adventures, Aces & Eights, Two-Fisted Tales,
ICONS, and now certainly I will be adding Stars Without Number to the
short list of high honours. They're not the only reviewed game products
I end up using, but they're the ones that even from the first read I
have no doubt will end up being used, because every inch of them oozes
awesomeness.
SWN is technically an OSR game. Unlike most of these games, it is not a
"clone", in the sense of being a recreation of an old RPG from the 70s
or early 80s. Its not a direct copy of D&D, or of Gamma World, or
Traveller, or anything else. Instead, its a game that certainly could
have existed back in that time, possibly the game that some could say
SHOULD have been the game done by TSR as the sci-fi companion to
D&D. In brief, most of its rules are directly inspired by OD&D,
with a strong dose of the mechanical, technological, and setting-design
also coming from Traveller. And yet it doesn't feel any need to limit
itself to the strict "OSR" box, its mechanics are extremely
well-designed and incorporate some modern concessions, its layout is
top-notch, and easy to read and learn. It is, in other words, a game
that an OSR-fanatic would read and think of as a totally OSR-type game
(unless he was part of the "OSR Taliban" who only accept games and game
material that are actually old, or direct unfaltering clones thereof),
while at the same time someone who's a totally modern gamer that has no
experience with old school could read, play, and enjoy without ever
suspecting the design source of the game. This is rather a brilliant
accomplishment, when you think about it, because it reaches out to the
mainstream without alienating the gaming subculture it came from.
The default setting of SWN is mostly implied rather than explicit, but
not entirely. You are told in the setting material that the setting is a
far-future reality where humanity spread out among the stars, with
remarkable success, only to have the entire human civilization collapse
due to a terrible disaster. The default starting point is hundreds of
years after that fact, when most of the galaxy is still in a dark age
but there are areas that have recovered and begun expanding again.
The PCs are assumed to be adventurers, reaching out to the stars to
explore vast reaches of space going from planet to planet, searching for
treasures among the ruins of ancient colonies, and discovering what has
become of worlds with whom contact has been long cut off.
The game is explicitly set up for "Sandbox" play, with the author
attempting to lay down guidelines for both Players and GMs about how to
handle the "sandbox" style. Players are advised that in a sandbox they
are the ones who need to set up goals for their characters and take the
lead in terms of what they want to do in this vast emulated world, and
warned that unlike other games, the setting is not one that is "scaled
to their abilities", unsurmountable odds are entirely possible and
players need to proceed with caution. GMs are advised not to try to
direct the "plot" of the game, to provide a variety of adventure
opportunities but be ready to put them aside when the players choose to
do things that are not within the GM's original expectations. All
basically good advice.
The mechanical core of SWN is Old-school D&D. That is to say,
player characters have the standard six D&D attributes, and they
have a class, of which there are only three to choose from: Expert,
Psychic and Warrior (roughly equivalent to Thief/rogue, Magic-user, and
Fighter). Experts get a reroll on a single check once an hour, psychics
get psionic powers, and warriors get to ignore a single hit against
them once per fight. Character have D&D style hit points, xp
requirements for going up in level, attack bonuses, and saving throws
(the saving throws being divided into "physical effect", "mental
effect", "evasion", "Tech" and "luck").
One area where you get more sophistication than is typically found in
Old-school D&D is with the skill choices. Players each choose, in
addition to class, a background package that reflects their origins
(packages include things like "astrogator's mate", "engine crew",
"priest", "worker", etc), the choice of which will determine certain
starting skills. Then they will additionally choose a "training
package" based on class that will grant them additional skills related
to the particular type of "Expert", "Psychic" or "warrior" they are.
Sample Expert packages include things "bounty hunter", "pilot" or
"xenoarcheologist"; sample psychic packages include things like "academy
graduate", "military psychic" or "tribal shaman"; sample warrior
packages include things like "assassin", "ground forces" or "Templar".
Skills function in the game in ways somewhat reminiscent of the
Traveller RPG, where they are ranked between 0 and 6, each level giving
the same bonus to a roll of 2d6, modified by attribute. These are
applied against a difficulty number, usually 8 for moderately difficult
tasks, but that can vary from 6-13. No checks are needed for very
simple tasks. Checks can be modified by circumstances. If you attempt
to check a skill you have no rank at all in (not even 0) you get a -1 to
the roll; I personally think this maybe should be higher. Rules are
provided for opposed or extended skill checks.
Psionic powers are fairly well designed. They are divided into a series
of "disciplines", which each provide progressive levels of power; so a
psychic who takes the Telepathy discipline must first purchase
"telepathy 1" before he can purchase and use "Telepathy 2". Psychics
must usually spend "psi points" to activate a psychic power, the cost of
which goes up with the level of each discipline; but they can also
choose to permanently reduce their psi point total in order to "master" a
power, after which they can use that power without expending psi
points. They can also try to use a power when they have no psi points
left to them, but this involves the risk of "torching", where each use
carries a serious risk of ability score damage. Psychic powers include
Biopsionics, Metapsionics, Precognition, Telekinesis, Telepathy and
Teleportation, each of which has 9 different "Levels", and each level
acts as a completely different ability. Psychic characters all have one
primary discipline, which goes up every time they go up in level, and
they can also additionally raise any other discipline of their choice
one rank as they go up in level. Essentially, the powers are mostly
quite similar to a variety of spells from D&D without being just a
copy-paste job, and the game does an excellent job of making psychic
powers worthwhile without being too complicated or just thinly-veiled
magic.
The Equipment section is a marvelous 25-pages in length, full of a
spectacular list of low, medium and ultra-high tech weapons, armor,
gadgets and vehicles; just about everything you'd ever want for running a
sci-fi game. Some of these items, especially the "ancient" tech devices
that are no longer within the current civilization's normal level of
production are quite inspiring as adventure ideas in and of themselves.
Weapons do damage to hit points, most of the time; and armour provides a
(descending) Armor Class. Primitive armor has no special protection
against modern or high-tech weaponry. Equipment of all kind is divided
by "Tech level", which ranges from 0 to 6, where 0 is stone age, 3 is
about our modern tech level, 4 is the standard post-fall level of
technology, 5 was the standard before the fall, and 6 is totally out
there super-high tech.
Just as exciting as the weapons and armour are the very well-thought-out
lists of tools, medicine, exploration gear, personal accessories, and
of course cyberware and vehicles. You also get basic values for
lifestyle costs, employees and the cost of contracting various services.
Starships are designed through a series of modular choices: you pick a
hull, fitting and drive, choose weaponry and defense, and then add up
the costs. I'm not usually the biggest fan of "starship design" rules,
but these seem easy enough to follow, and at the same time varied enough
in the options provided to be worth the bother. The game mechanics
provide rules for starship travel, maintenance, repair, and combat, of
course. I should mention that a simple and straightforward encumbrance
system, based on the PC's STR stat, is provided.
Speaking of which, combat in the game is handled in a fashion again very
similar to D&D, specifically the old-school variety. Combat happens
in rounds, and players can move up to 20m and still act in a round (or
can move another 20m if they don't do anything else). Initiative is
rolled on a D8+dex mod. Attacks are done by rolling a d20, adding the
PC's base attack bonus, combat skill bonus, attribute mod, AND the
opponent's AC, as well as applying any other situational modifiers; a
result of 20 or higher is a hit. A natural 20 is always a hit, and a
natural 1 always misses.
Page 77 onward in the 200 page book is dedicated to the GM's domain.
Considerably more advice is given on sandbox play, which I could have
summarized for the author in "don't try to "create story", don't force
the players in certain directions, don't try to be balanced, don't be
scared of killing off the player characters". Of more use is the
extensive guide to "creating your interstellar sector". A system is
provided wherein a GM can randomly create a sector of space using a
hexmap. A world creation system on-par with Traveller's is provided,
where the GM can randomly generate or determine the atmosphere,
temperature, biosphere, population, and tech level of the world, as well
as provide "tags" which are details that make the world notable for
adventurers. Sample tags (of the 60 provided in the book) include such
things as "altered humanity", "flying cities", "local specialty",
"preceptor archive", "seagoing cities", or "xenophiles". Each tag is
also described in context of what this might imply for potential
friends, enemies, complications, things or places that can be found on
this world.
You can also choose the local cultural flavour, the basic language (the
"common tongue" of the distant future apparently being a "modified
English", fairly unrealistically), government, and the spaceport.
There is also a set of mechanics for the GM to create "factions". These
are defined as any kind of group that may be used as an important actor
in the sector; for example planetary governments, businesses, religions,
clubs, etc.
Factions are created as a kind of character of their own, with hit
points (reflecting the faction's resistance to outside attack), force
(their ability to inflict physical violence), cunning (their skill at
espionage and manipulation), wealth (their resources), "FacCreds" (their
actual wealth), and experience points, which can grow when the faction
completes its current "goal", to allow them to improve ratings.
Factions can operate based on "faction turns" which take place about
once a month or once after each adventure. The factions involved in the
region can roll initiative, gain FacCreds based on their wealth, pick
goals (among a list of things like "military conquest", "commercial
expansion", "expand influence", "peaceable kingdom", "wealth of
worlds"), launch attacks, change homeworlds, buy assets, expand their
general influence, or other such things.
Factions can also have a "tag", describing them and giving them a
particular set of special effects. Tags for factions would be things
like "eugenics cult", "mercenary group", "pirates", etc.
It is suggested that a high-level (9th and up) player character should be able to create a faction of his own if he wishes to.
Factions are, to be honest, one detail of the game I feel somewhat
uncertain about. I think it might be one step too far into adding
mechanical complexity into something that might be best off just being
roleplayed, but I'm not sure. I think it'd have to be tested in play to
see how well it works as a system, and whether it would be more
worthwhile than just winging it. I suspect the answer to that will be
different for different GMs. Fortunately, this is an entirely modular
set of rules, that is, you can remove it from the game and it has no
real effect on the rest of play, if you so desire.
The GM section also provides some guidelines for giving out XP (roughly
based on the value of rewards obtained by the PCs), and has a random
table with 100 potential adventure seeds.
There's also a set of rules for alien creation. These include a random
determination for body type (human-like, reptilian, avian, etc), alien
psychology and social structure, though no rules for actually statting
up aliens per se. We're provided with a few descriptions of sample
aliens: the Orc-like Hochog, another race that take on indescribable
shapes, and a third that are metamorphs.
Fortunately, there's also a "xenobestiary" chapter, which is of
significantly more value; it provides a baseline for creating alien
creatures (ranging in threat level from "nuisance vermin" to
"party-butchering hell-beast"), with tables for traits and variations
that modify the creature's basic qualities. There's also a monster
manual of sorts in the chapter, that provides a dozen sample alien
monsters, plus a set of basic NPC stats for things like a combat
psychic, gang boss, common or elite guard, primitive guards, low-tech
tribesmen, normal humans, pirates, rogue warlords, ultra-high tech
soldiers, standard soldiers, primitive soldiers, or a standard
specialist.
The last two chapters are the designer notes (where the author gives his
reasoning for some of the concepts in the game), and a whole sample
sector: the "hydra sector"; it has 26 worlds, and four important
factions in the sector. The chapter also cleverly provides a mirror set
of PC-readable notes, the sort of things that they would have as
"travel information" or common knowledge.
The appendix of the book is utterly awesome, providing a set of random
tables for cultures, with a list of random names and place-names as well
as information on culture, clothing and cuisine for "arabic",
"chinese", "english", "indian", "japanese", "nigerian", "russian", and
"spanish" cultures; a set of random NPC-creation tables, tables of quick
NPC statistics for each class by level, a set of random tables for
Corporations, for Religions, for Heretical sects, for Political Parties,
for Architecture, and for "Quick Room Dressing", as well as templates
for starships.
The very back end of the book contains a photocopiable blank sector hex
map, planetary directory sheet, planet record sheet, faction file,
adventure file, alien record file, starship record file, a planetary hex
map for drawing areas of a planet's surface, and of course a detailed
character sheet.
So, on the whole, absolutely awesome. I love the sandbox style, I love
the old-school feel that isn't entirely bound to old-school thinking, I
love the modular options to the rules. I also love that it has just the
right balance of default setting; you can certainly get enough
information in the book to use the game's setting as it is, while
modifying to make it your own; but the game is not so bound to the
setting's assumptions that you couldn't also use the system with your
own or other settings without major modification being needed. It would
be feasible to use SWN for a game set in an early era of interstellar
travel if you so desired, or during the glorious peak of a galactic
empire, or to run a setting similar to Dune, or to Fading Suns, or any
number of other things. The last time I was this excited about a sci-fi
RPG it was with Starblazer Adventures, and of course SWN has a style of
play that makes it very different than that game, less space-opera and
more gritty, without ever slipping into the stupidity of "grimdark". I
have no doubt that sometime soon, when an opening appears for me to do
so, I'm going to be running this game.
RPGPundit
(originally posted January 26, 2012, in the former blog)
Give Other Dust, by the same publisher a read. I've got the same PDF of Stars Without Number you have, and I agree that starfield cover is beautiful.
ReplyDeleteI just ordered POD copies of SWN, some of the SWN supplements, especially the cyberpunk one, Spears of Dawn and some of the other Sine Nomine books. I'm anxiously awaiting their arrival. I really like this company's products, and the fact they put all the Spears of Dawn art in the public domain as free stock.
Sooner or later I'll have a use for the majority of the Spears images, and I've already used a couple pieces in various PDFs I've put out.
I've read and recently reviewed Other Dust.
ReplyDeletehttp://www.therpgsite.com/showthread.php?t=26787
Check out the forum that's in, because you'll find lots of my reviews there, including of Spears of the Dawn and Red Tide which are also Crawford games.
Just a reminder RPGPundit. Fuck you and die.
ReplyDelete