At first I was confused by all those fancy dice with their crazy symbols. Now I see this system as one of the best matches of narrative gameplay and setting. I don’t see any other way to play a cinematic science fiction adventure. The nearly-identical Age of Rebellion and Force and Destiny round out the trilogy of adventure just like the original trilogy of movies did. Although low on my list, I am the GM in a campaign for the RockyMountainNavy Boys using this system.
I always thought I would not enjoy transhumanism settings in my sci-fi RPG adventuring. At least, that was until I found the FATE Core-driven Mindjammer. Another exploration into narrative-driven RPG systems. (Avoid the Mongoose Traveller version.)
More a guilty pleasure than a game I play. Many people deride the rules but this is my go-to version of Traveller when I want to do some hardcore setting creation. Actually, as long as one avoids Melee Combat the rules hold up surprisingly well. It’s a shame this one gets so much bad press, the game is actually very good – its the bad reputation the first rulebook got that I think makes people stay away.
Driven by the Cortex Plus system, this is another game that shows my tilt towards more narrative-driven games. The setting is also in keeping with the Original Traveller Universe (and not all that far from Edge of the Empire either). The production quality of the books are so shiny!
Strictly rules, this slimmed down version of FATE Core is the best rules set I have found to introduce new players to narrative RPG gaming. Some people accuse this game of being too simple; I disagree and say it is the ultimate “rules-lite” system.
Atomic Robo is a fine example of what happens when authors and game designers are of the same mind. The rulebook is one of the best I have ever seen, effortlessly taking source content and marrying it to game system and examples. The Brainstorming Rules are absolutely essential to ANY narrative-driven game played.
Going old-school here, but James Bond 007 has stood the test of time. The Chase rules, where one bids for initiative is very cinematic. I now recognize that this was the first RPG I played that had a Game Economy in the form of Hero Points. There is also the best-ever Example of Play which puts iconic scenes from the movie Goldfinger opposite game play.
Cepheus Engine is the modern 2d6 Sci-Fi RPG system that is the natural evolution of Classic Traveller. Except this one uses the Open Game License and not Mongoose Traveller’s much more restrictive legal obstacles to third-party publishing. Though a youngster, there are several great settings that take advantage of they rules including the awesome The Clement Sector, Orbital 2100, and the brand-new These Stars are Ours!
Diaspora uses the older FATE 3.0engine, and could probably use an update to FATE Core. But the designer’s don’t have to be in a rush because Diaspora is a great game as-is. Occasionally called the Traveller version of FATE, I love it for many of the same reasons I love Traveller; it is a sci-fi adventure RPG with moderate rules overhead. The Space Combat rules are a unique take on vector-combat using range bands (and should be retrofitted to Classic Traveller).
It was 1979 that I first discovered roleplaying games, and my gateway game was the three Little Black Books of Traveller. Who can ever forget the simple text on the box cover:
“This is Free Trader Beowulf, calling anyone…Mayday, Mayday…we are under attack…main drive is gone…turret number one not responding…Mayday…losing cabin pressure fast…calling anyone…please help…This is Free Trader Beowulf…Mayday….”
Now known as Classic Traveller, the rules are still a model of “complex simplicity.” Complex in that all the tools for making your own adventure are there (there is no default setting or Third Imperium in the original LBBs) and simple in terms of rules. Maybe a bit too simple, as shown by the modern rules version in Cepheus Engine. It really doesn’t matter to me what today’s version is called, Classic Traveller will always be the one dearest to my heart.
The setting of TSAO is a logical outgrowth of 20th century UFO conspiracies:
Set in 2260 AD – two years after the Terrans took Keid and forced the Reticulan Empire to capitulate the book introduces the player characters to the immediate aftermath of the Terran victory in the Terran Liberation War against the mighty Reticulan Empire and its many thralls. For their part, the upstart Terrans, bolstered by their victory against their old masters, now move to become a power to be reckoned with in interstellar affairs. Against this background of espionage, maneuvering, and saber-rattling, and on the new interstellar frontiers, the player characters can forge a destiny of heroes or villains of the new United Terran Republic. (DriveThruRPG)
TSAO is delivered in a 209 page pdf (also now available in a POD option). This meaty setting is explained over six chapters and two appendixes.
Chapter 1 – The United Terran Republic provides much of the history and setting background. Included is not just a recap of events to date, but also many groups or factions or agencies that the player characters (PCs) could interact with. Psionics has a role in this setting. Given the assumed Tech Level (TL) of 11-12 (with some military at 13), TSAO (like Omer Golan-Joel’s earlier Outer Veil setting) is a high-tech but small-ship universe.
Chapter 2 – Aliens describes the humans neighbors, opponents, and allies(?). In the space of just a few pages many races are fully described and (again) are rich with adventure seeds and story hooks for development.
Chapter 3 – Characters and Careers is a great example of how to take the basic character generation system in Cepheus Engine and stretch it to showcase it’s full potential. PCs can be the default Humans or select from several alien races. Careers are taken from 13 civilian careers in Cephesus Engine or an from the 20 new ones in TSAO, including seven (7) alien “careers.”
Chapter 4 – Starships showcases alien saucers and Terra’s ships along with a few other alien constructs. Art is provided by the ever-dependable Ian Stead and others. Make sure to look at the 300-ton Terran Shaka-class Light Military Transport (and especially the Decommissioned Shaka-class Transport) for a not-to-subtle nod to Serenityand the Firefly-class.
Chapter 5 – Terran Borderlands is combination gazetteer and Referee’s Information. The worlds of Known Space is detailed, along with many story hooks and adventure seeds. The usual World Generation process from Cephesus Engine is expanded upon here with an Expanded Universal World Profile that adds a bit more detail but also a whole many more ideas that PCs or Referees can grab onto.
Chapter 6 – Patrons describes 12 Patrons that might engage the PCs. The chapter is not only a grouping of ready-made adventures, but also provides insight into the setting as viewed by the authors.
Appendix A – Terran News Agency Dispatches, February 2260 is a call back to the Traveller News Service snippets that were a staple of Classic Travellerand its successors. Again, these short news items can be the start of yet more adventures!
Appendix B – Sources of Inspiration, Literary and Otherwise is TSAO‘s Appendix N. I always look over these lists to see what inspirations the authors took and to see what I may want to add to my reading/viewing.
The last part of TSAO is an index. This is one of the best indexes I have ever seen in a book. However…the pdf is not cross-linked. This highlights some of my pet peeves with so many pdf products; page numbering and no linking. TSAO is paginated like most books, with page 1 being the interior title page. Unfortunately, this is “page 3” of the pdf, meaning if using your pdf page search you will always be three pages off from your target! The publisher could of avoided (or lessened the impact) of this issue if the Table of Contents (or even that great Index?) was linked.
Production quality is very good. Compared to Stellagama’s previous The Space PatrolI can see definite improvement. Get the linking and page numbering issues nailed and I will likely have nothing to complain about….
The authors call TSAO the first in the Visions of Empire (VoE) space opera settings. If TSAO is any indication, the VoE series will be settings rich in background using (and stretching) the Cepheus Engine rules to their finest.