Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Imperial Science Fiction. Show all posts
Showing posts with label Imperial Science Fiction. Show all posts

Saturday, 28 March 2026

Archaeology & Appreciation

The world of Spume is hellhole and you definitely would not want to live there. Most of the few hundred that do live on the planet reside in the single dome settlement of Dryavis, where they conduct mining operations via remote drones and vehicles. Outside of the dome, the planet, with its thin, tainted atmosphere, is subject to near constant seismic activity, widespread volcanic activity, and a near constant rain of ash and rocks, all at extremes of temperature and intermittent radioactivity. Located within the Darrian Confederation in the Darrian Subsector of the Spinward Marches, just two parsecs away from the capital and one parsec away from the homeworld, nobody would willing want to visit Spume. Except that the planetary population has risen by a handful with the arrival of a team of scientists from the departments of geophysical sciences and engineering at Idikelin University to conduct field research. Unfortunately, the site designated for the expedition’s base was highly prone to seismic activity and a sudden landslip upended the base and made it uninhabitable, forcing the surviving members of team to flee across the highly inhospitable surface of Spume. This is the set-up for and plot of Ashfall, the first part of a trilogy of scenarios published by March Harrier Publishing for use with Traveller, Second Edition from Mongoose Publishing. Having reach the safety of Dryavis, the mining base that is the only settlement on the planet, the Player Characters are given a chance to recover and recuperate, perhaps go over the the scientific data they have gathered so far, and even get involved in the daily lives and culture of the people that make the base their home. This and the discovery of a corporate conspiracy to replace the current crew with cheaper, genetically modified miners played out in Ashfall II: Under the Dome, the sequel to Ashfall.

The third final part of the trilogy, Ashfall III: Into the Crust, takes place barely a day after the events of Ashfall II: Under the Dome have been investigated and settled. Although they are neither miners nor technical staff at the base, the Player Characters have become accepted as part of the community. Especially if they helped undercover the conspiracy. As the Player Characters await the arrival of a vessel to return them home to their university life, they are contacted directly by an old ex-miner, recently retired. Ldok asks them to join him on the slopes of a volcano some five-hundred-and-fifty miles from Dryavis as he wants their help in analysing the sensor readings he has taken, checking the immediate area to determine if it is safe to explore further, and then investigate what he thinks he is found. What Ldok thinks he has found is a Maghiz-related base. The Maghiz was a catastrophic event that occurred two millennia ago when scientists triggered stellar flares that devastated the Darrian Confederation and significantly reduced both its Tech Level and population base. Exact details of the event that triggered the Maghiz are subject of much conjecture and secrecy as the government wants to understand how it was done so that it cannot occur again. There are rumours of Maghiz-related sites throughout Darrian space—and beyond, and all manner of conspiracy theories and absurd ideas have grown up about the so-called ‘Star Trigger’, and for the most part, anyone obsessed with anything Maghiz-related is dismissed as being at best harmless, at worst as a crank. Ldok falls into the former category rather than the latter, but is still respected for his knowledge and experience from working on Spume for decades.

Also respected are the Player Characters. This is due to both their survival trek across the surface of Spume and their involvement in the undercovering of the conspiracy, and it means that the administration will equip the Player Characters with a Survey/Repair G-Carrier and survival gear. This time, unlike their previous isolation on their own original research basis, they are told to get in contact if they have any problems. Ldok will be pleased to see the Player Characters and together they can confirm that he has detected a dense object hundreds of meters below the surface. They will need to blast their way down, but it is relatively safe (though of course, Ldok will break a leg because that is always what happens in this kind of adventure), and after manoeuvring their way down several shafts and through often tight crevasses, the Player Characters will make a discovery. Potentially, an astounding discover—and one that is not at all related to the Maghiz.

The fact that the secret in Ashfall III: Into the Crust is not at all Maghiz-related is refreshing in a scenario set within or connected to the Darrian Confederation. However, the discovery is ultimately underwhelming because once made, there really is no more story to tell beyond a possible incursion by the genetically modified miners making a protest. The Player Characters can report the site and once done, that really is it. The scenario is over and the Player Characters are likely to become famous because of the discovery. However, to offset that, the scenario offers other ways in which to continue the story, potentially to a more satisfying conclusion. They include the possibility that an ancient A.I. or robots start stalking the Player Characters; the Darrian navy could intervene with a squad of marines; and even the discovering of pre-Maghiz scientists still alive in low berths. In the case of the marines, full stats and background for the squad are given so that they can be used as NPCs or roleplayed as Player Characters, the squad being sent down to rescue a group of scientists and take control of their discovery, whilst for the pre-Maghiz scientists, there is list of adventure ideas which the Game Master use for inspiration when it comes to portraying the pre-Maghiz scientists and what they were doing or even develop into separate adventures.

No matter which the Game Master decides to run Ashfall III: Into the Crust, there is plenty of support. Besides the stats and descriptions for the aforementioned Survey/Repair G-Carrier and Darrian Navy marines, there are details for the Tech Level 16 Darrian robot, robot technology details beyond Tech Level 15 for Book 9: Robot, and of course, library data.

Unfortunately, none of the possible endings to Ashfall III: Into the Crust are very interesting. Having an A.I. or robot go rogue and start hunting the Player Characters is a cliché, but perhaps if the Player Characters are truly concerned about getting the information out and in the process, making themselves famous, the scenario could shift to one of survival horror. Yet it does not feel like a natural shift in terms of the storytelling, either for the scenario itself or the trilogy as a whole. Perhaps the ancient Darrian scientists waking up after two thousand years asleep in Low Berths and reacting poorly to the presence of the Player Characters might have been a more interesting alternative. It does not help that the final discovery that the Player Characters is given a very poor map as it does nothing to help the Game Master visual the discovery and relate its wonder to her players and their characters, or being usable for when a very advanced robot goes on the prowl.

Physically, Ashfall III: Into the Crust is decently presented and well written. The only poor aspect about the scenario is the quality of some of the maps.

Ashfall III: Into the Crust brings the Ashfall trilogy to a close. Not so much with a classic three-act story, but with two acts, the first one of anticipation as what the discovery might be and the second one of the fantastic sense of having made an amazing discovery. As to the third act, the climax of Ashfall III: Into the Crust, there is not one given that is really going to satisfy the players and their characters. Instead, the Game Master is expected to come up with something and for the finale of a trilogy, that just seems to ask too much. There are some interesting elements to Ashfall III: Into the Crust, but for an end to the scenario and an end to the trilogy, there should have been an ending, not a toolkit.

Friday, 6 March 2026

Perfidy & Profitability

The world of Spume is hellhole and you definitely would not want to live there. Most of the few hundred that do live on the planet reside in the single dome settlement of Dryavis, where they conduct mining operations via remote drones and vehicles. Outside of the dome, the planet, with its thin, tainted atmosphere, is subject to near constant seismic activity, widespread volcanic activity, and a near constant rain of ash and rocks, all at extremes of temperature and intermittent radioactivity. Located within the Darrian Confederation in the Darrian Subsector of the Spinward Marches, just two parsecs away from the capital and one parsec away from the homeworld, nobody would willing want to visit Spume. Except that the planetary population has risen by a handful with the arrival of a team of scientists from the departments of geophysical sciences and engineering at Idikelin University to conduct field research. Unfortunately, the site designated for the expedition’s base was highly prone to seismic activity and a sudden landslip upended the base and made it uninhabitable, forcing the surviving members of team to flee across the highly inhospitable surface of Spume. This is the set-up for and plot of Ashfall, the first part of a trilogy of scenarios published by March Harrier Publishing for use with Traveller, Second Edition from Mongoose Publishing. As Ashfall comes to close, the Player Characters have managed to make their way to Dryavis and safety.

Ashfall II: Under the Dome is the sequel to Ashfall and the middle part of the trilogy. In addition to the core rulebook, the Game Master will need access to Alien Module 3: Darrians or Aliens of Charted Space Vol. 3, whilst the Central Supply Catalogue and Book 10: Cosmopolite may also be useful. Similarly, access to various issues of The Journal of the Travellers’ Aid Society may also be helpful, but are not crucial to running the scenario.

For the most part, Ashfall II: Under the Dome is a locked room, or rather ‘locked dome’ affair. The inhabitants of Dryavis, consisting of miners, technicians, and administrators readily welcome the arrival of the Player Characters and even celebrate their survival with a banquet. After that, the Player Characters are free to wait out the period between their arrival and their eventual collection and departure off world as they wish, although they are encouraged to take part in the community life of the mining base. There are mechanical issues to fix, a tournament to participate in, and other events to get involved in. As they go about their daily lives in the mining base, perhaps even spending time preparing their research notes and data (gathered in the previous scenario, Ashfall) for publication, it becomes clear to the Player Characters that all is not well in Dryavis. There is some friction between the old timers and new commers in the settlement, and some between the employees of the five companies that make up the conglomerate, the Pihrund Corporation, that controls the settlement, but most friction is between the Pihrund Corporation and the miners as they suspect that the Pihrund Corporation is operating a ‘fire and rehire’ programme to bring in a new workforce that will accept cheaper wages. The Player Characters will learn of this right at the start of the scenario when a miner approaches them and voices her concern about the state of the Pihrund Corporation’s accounts.

Ashfall II: Under the Dome is not only a radical change of pace from Ashfall, but also a difficult change of pace. The hook is simply not as strong in Ashfall II: Under the Dome as it is in Ashfall, shifting from, ‘To survive, I must march to safety across this dangerous landscape’ to ‘I have reached safety, but someone is telling me her worries about some accounts’. The players and their characters are not motivated to get involved unless they decide they want to. It is entirely possible that the scenario could play out with the Player Characters involving themselves in the community and life of the mining base and nothing more. The conspiracy, as small scale as it is and as nasty as it is, could simply pass them by and remain uncovered and unnoticed. Depending upon how the scenario is being run, this can present the Game Master with a challenge because the hook relies too on player and character curiousity. As a one-shot and on its on rather than as part of the trilogy, Ashfall II: Under the Dome needs the conspiracy hook to keep the players and their characters interested because they have not been through the crucible of Ashfall, whereas as part of the trilogy, Ashfall II: Under the Dome is such a contrast of tone to Ashfall, that the conspiracy almost seem superfluous.

Whether or not the Player Characters decide to investigate the rumours and the accounts of the Pihrund Corporation, the scenario is solidly supported. Besides the description of Dryavis and its facilities, including the mining equipment, there are full write-ups of various NPCs, a detailed explanation of the politics of the mining base, a description of the rules to Pamboyra, or Darrian chess (this is the game for the tournament), lots and lots of rumours to drive any plot or distract from it, and even Occupation tables for the Miner/ROVer (remotely operated vehicle operators) and Technicians working on Spume. The latter allows for possible replacement Player Characters as there is the possibility of their being killed in the scenario. It also allows for the scenario to be run as one-shot with the Player Characters as Miners/ROVers and Technicians rather than as scientists seeking the safety of the mining base after a disaster. In many ways, this set-up makes better use of the scenario’s plot, because as Miners/ROVers and Technicians, the Player Characters would have a greater sense of investment in the future of the mining operation.

Physically, Ashfall II: Under the Dome is a tidy affair. The plan of the mining base is serviceable, but the illustrations of the animals on the base are sort of cute.

Ashfall II: Under the Dome is a scenario with two plot strands, one an amiable slice of mining base life, the other a corporate conspiracy. Getting the players and their characters interested and involved in the first is straightforward, but getting them interested in the other is much more of a challenge. So much of rests on the curiosity of the players and their characters, and for some players that will be enough to get involved, but for others, the Game Master may need to work harder to trigger that involvement.

Friday, 13 February 2026

Secrecy & Survivability

The world of Spume is hellhole and you definitely would not want to live there. Most of the few hundred that do live on the planet reside in the single dome settlement of Dryavis, where they conduct mining operations via remote drones and vehicles. Outside of the dome, the planet, with its thin, tainted atmosphere, is subject to near constant seismic activity, widespread volcanic activity, and a near constant rain of ash and rocks, all at extremes of temperature and intermittent radioactivity. Located within the Darrian Confederation in the Darrian Subsector of the Spinward Marches, just two parsecs away from the capital and one parsec away from the homeworld, nobody would willing want to visit Spume. Except that researchers in the departments of geophysical sciences and engineering at Idikelin University have discovered new properties of certain materials when exposed to the magma of an active volcano and want them further investigated. To that end, it has mounted an expedition to Spume consisting of a planetologist, vulcanologist, seismologist, two materials specialists, and a technician to conduct in the field experiments. The fully equipped expedition will establish a base and conduct field experiments on Spume and report back with its findings within a few months.

This is the set-up for Ashfall, the first part of a trilogy of scenarios published by March Harrier Publishing for use with Traveller, Second Edition from Mongoose Publishing. Together, they form a mini-campaign for six players who will roleplay the six pre-generated scientist or technician characters. In addition to the core rulebook, the Game Master will need access to Alien Module 3: Darrians or Aliens of Charted Space Vol. 3, whilst the Central Supply Catalogue will also be useful. Access to various issues of The Journal of the Travellers’ Aid Society may be helpful, but are not crucial to running the scenario.

The plot to Ashfall sees the Player Characters arrive on Spume and set up their camp with three possible choices given as to the site. Contact with Dryavis is possible, but limited, and for the most part, the Player Characters will be alone. That is, until they receive a most unexpected knock on the door to the survival dome which has been constructed over the Advanced Base (Pressurised) they have set up. Until the scenario plot kicks in, the Player Characters spend their time conducting field research and analysing the results, having spent some time constructing and setting up the camp. This plays out over several days using the rules given to handle the results of the research. This is fairly dry, and although there are some minor rivalries between the expedition members, as the scenario notes, Darrian community ethic means that means there is much less likely to be inter-departmental or inter-faculty rivalry than there might be within an expedition from a university from the Third Imperium. This is interrupted by the unexpected arrival of a trio of Special Arm agents, who want to investigate the activities of the various academics. Each of them does have a secret, which a player is free to reveal or not during his character’s interrogation, but none of them are truly terrible or shocking. In fact, they are minor at best and reflect the Darrian cultural conservatism at worst. For the most part, the Player Characters will find the presence of the Special Arm agents a distraction from their ongoing work.

The other role that the Special Arm agents can play in the scenario is as a source of replacement Placement Characters. This is because the scenario takes another, sudden swerve which sets up the last, much more challenging third act. This occurs after the expedition’s base suffers a sudden catastrophe in the form of a landslip! The Player Characters have only minutes to get into their vacuum suits and grab what equipment they can before fleeing. Unfortunately, the expedition’s ATV is also destroyed in the accident. This leaves the Player Characters with little choice, but to make their way across Spume on foot. It possible to ask the miners at Dryavis to help rescue them, but contact is limited due to the environment and the equipment at the mining base not being entirely suited to such a role. The last third of the scenario is a gruelling trek across Spume’s barren, cracked, and often venting landscape. Multiple encounters are suggested, through problematically, one of the encounters does require access to Ashfall III: Into the Crust.

In terms of support for the players, Ashfall not only includes the six pre-generated scientists and technicians, but also six sets of roleplaying notes. These have been created using Myers-Briggs type indicators and are intended to be handed out randomly, meaning any time the Game Master runs Ashfall, the Player Characters remain the same, but the personalities are random. That said, not everyone is going to want to use these personality indicators, though if they were, it is a pity that they are not presented as handouts. Otherwise, Ashfall is a technical scenario. There are maps of the planet, a list of equipment assigned to the expedition, rules for handling research, and details of the vehicles used by the miners at Dryavis. There is a list of the personnel at Dryavis, though the Game Master will need access to Ashfall II: Under the Dome for the full details.

Ashfall can be played as is, but it is written to be the first part of a trilogy. There are discoveries to be made in the scenario, after all, what is a science-themed adventure without discoveries? However, these discoveries are dry at best and it does not help that a hint at a potentially interesting discovery requires access to Ashfall III: Into the Crust.

Physically, Ashfall is a tidy affair. The plan of the expedition base is somewhat threadbare, but the illustrations are serviceable and planetary maps decent enough.

Ashfall is a classic survival scenario for Traveller, the Player Characters forced to trek across hostile territory and make the best of what they have with them. This is going to be challenging since Spume is hostile to life and the Player Characters lack the Vacc Suit skill, whilst only one of them has the Survival skill. Which sets up an interesting dynamic as this is the technician, whose role is seen as less worthy than that of the scientists. Although the Player Characters should have remained in the office, Ashfall should be a bonding experience for them and it will set them up for Ashfall II: Under the Dome. Ultimately, Ashfall is a dry, technical adventure that requires a higher degree of engagement from the players in order to get through what is the first act of a trilogy to get to the potentially more interesting second and third parts.

Friday, 10 November 2023

Friday Filler: Tiny Epic Galaxies

Tiny Epic Galaxies is almost, but not quite a ‘4X’ game. That is a game whose mechanics focus on ‘Explore, Expand, Exploit, Exterminate’. Twilight Imperium, for example, is a classic example of a ‘4X’ game, but Tiny Epic Galaxies forgoes the Exterminate aspect to focus instead upon ‘Explore, Expand, Exploit’ for a competitive, but not combative board game. Tiny Epic Galaxies is a Science Fiction board game in which two to five players—though there is a solo option included—compete to exploit the abilities of planets across the galaxy, expand their fleet of rocketships, and colonise planets in order to expand their territories and become the preeminent power in the galaxy, and so win the game. Tiny Epic Galaxies is designed to played and does indeed play in thirty or so minutes and combines dice rolling and rerolling mechanics, player Follow mechanics, order assignment, and secret objectives. The third in the Tiny Epic series, following on from Tiny Epic Kingdoms and Tiny Epic Defenders, it is published by Gamelyn Games and like the rest in the line, Tiny Epic Galaxies packs a lot of high-quality game components and game play into a relatively small—though not tiny—box. Consequently, if the components are a bit small for ease of use for big fingers, the game itself is easy to transport, easy to store, and occupies very little space on the table, all whilst still offering big game play.

Tiny Epic Galaxies comes with a lot of components. These consist of five Galaxy Player Mats, a Control Mat, forty Planet Cards, twelve Secret Mission Cards, seven Action Dice, twenty Ships, and five each of the Empire, Energy, and Culture Tokens, plus the twelve-page rulebook. Each Galaxy Player Mat consists of five tracks. One for Culture and Energy combined, and then one each to track a player’s Victory Points, the number of dice he can roll on his turn, the number of rocket ships he can have in his fleet, and the size of his empire. Increase the size of his empire and the number of Victory Points, dice to roll, and rocket ships to launch and move, all go up as well. To increase his empire a player will need to spend Energy and Culture.

Each player uses the Control Mat when it is their turn and it primarily has spaces for the dice as a player uses them. It also summarises all of the actions and has a Converter space which is used to sacrifice two dice in order to get the result a player wants on a third. One minor issue is that there is only one Control Mat and it would have been useful for every player to have one for ease of use.

The game’s objectives consist of the Planet Cards and the Secret Mission Cards. Each Planet Card is illustrated with a picture of a planet, which is surrounded by a track. This is the Colonisation Track which a player will move a ship along to in order to claim the planet and add it to his galaxy. It has a Victory Point value, ranging between one and seven, the greater the Victory Point value, the longer it takes to colonise. Lastly, it has a special ability. For example, ‘All players harvest 1 Energy, but you harvest 2 Energy’, ‘Spend 2 Energy to advance +2 Diplomacy’, ‘Utilise the action of an un-colonised planet’, or ‘Reroll any of your inactive dice’. A player can use a planetary ability by landing a ship on it or if he has it in his galaxy. Secret Mission Cards provide a player with a means of scoring points in secret and an objective to aim as well building his galaxy. For example, ‘Gain 2 if you have all of your ships in your galaxy at the end of the game’ or ‘Gain 3 if you have the most planets at the end of the game’.

The game’s seven dice are marked with six symbols, each indicating an action that a player can do. These are ‘Move A Ship’, ‘Acquire Energy’, ‘Acquire Culture’, ‘Diplomacy’, ‘Economic’, and ‘Utilise A Colony’. The ‘Move A Ship’ action lets a player land a ship on a planet and use its ability or allow it to enter orbit in readiness to move it along the colonise track on each planet. ‘Acquire Energy’ and ‘Acquire Culture’ add a point to the track on the player’s Galaxy Player Mat. The amount in either case depends upon the planets the player has assigned his ships to currently. The ‘Diplomacy’ and the ‘Economic’ actions enable a player to move one of his ships along the Colonise Track of a planet depending upon whether the planet is susceptible to Economic or Diplomatic influence. Lastly, ‘Utilise A Colony’ enables a player to either upgrade his galaxy and once he has added a colony to his empire, he can activate its ability.

At the beginning of the game, each player receives four ships and a Galaxy Mat plus associated tokens. Initially, a player can only use two ships, but can add the other two during play. He also receives two Secret Mission Cards and chooses one of them. Several Planet Cards are placed down for the players to try and claim. These will be refreshed as they are claimed one by one.

On a turn, a player rolls the dice and then uses the symbols rolled to undertake actions. It is as simple as that, the player making the best use of the symbols rolled and their associated actions. A player can reroll his dice as many times he wants, but for every reroll after the first, he has to pay an Energy cost. However, there is a wrinkle and that is Tiny Epic Galaxies’ ‘Follow’ mechanic. This is similar to that of Glory to Rome, which allowed the other players to immediately do the same action that the current player has just done. However, in Tiny Epic Galaxies, the Following players have to pay a point of Culture. Thus, it is important for players to build up their Culture so that they can do Follow actions. On the downside, the Follow mechanic does mean that a player’s turn can be interrupted over and over with Follow actions.

Play continues until a player has accrued twenty-one Victory Points. Then play continues until everyone has had the same number of turns. After that, Secret Mission cards are revealed and Victory Points are awarded for those. The player with the most Victory Points is the winner.

Besides keeping his Culture high, a player needs to keep a balance between building up his galaxy and gaining colonies. Building up his galaxy has the benefit of giving a player both extra ships to move around and more dice to roll. Gaining colonies gives a player ready access to their special abilities, as opposed to a player simply landing a ship on a colony in play to use it once. Although the primary interaction between players is via the Follow action, players can also interact through the effects of the various special abilities of the planets and racing to colonise a planet.

Physically, Tiny Epic Galaxies is very nicely produced. If the Galaxy Mats for each player and the Control Mat are a bit small, they are still clear and easy to read. The quality of the game is very good, but the inclusion of wooden spaceships and tokens just gives it that extra touch of class. Similarly, the fact that the wooden spaceships are designed to look like classic space opera rocketships gives it another touch of class, though a retro one. The rules are easy to read and understand. One minor issue is that everything does not quite fit in the game’s box. It is very full and everything goes in, but the lid is not quite flush. Nevertheless, Tiny Epic Galaxies is a good-looking game that also feels pleasingly tactile.

Tiny Epic Galaxies is a fantastic filler, which not only fits into a thirty-minute window with its playing time, but offers a player a wide variety of actions, both in terms of dice actions and the special abilities of the colonies, and then of course in the planets they can attempt to colonise. There is also enough variety in the number of planets available to give the game plenty of replay value. And then there is the theme, which Tiny Epic Galaxies simply does perfectly. In fact, Tiny Epic Galaxies is the perfect ‘3X’ board game—‘Explore, Expand, Exploit’—and the fact that it does it in a perfectly appointed, ‘tiny’ fashion without losing any game play or components just makes it that bit better.

Saturday, 10 June 2023

Further Beyond Failure

Further Beyond Core Rules Preview is the introduction to
Further Beyond: The Roleplaying Game of Galactic Exploration & Adventure. Published by Blue Donut Games, it takes its inspiration from the artwork of Peter Elson, whose work graced the covers of numerous fantasy and Science Fiction novels during the seventies, eighties, and nineties. It has a distinctly seventies feel to its look and its style, depicting a future of strange worlds, aliens, rocketships and other giant spaceships, and of heroic men and women. Its nearest antecedent is Traveller, one which the authors admit to having had run in the past. The Further Beyond Core Rules Preview provides an introduction to the core ideas behind Further Beyond: The Roleplaying Game of Galactic Exploration & Adventure, its key rules, combat rules, how to run the game, and a short bestiary. However, what the Further Beyond Core Rules Preview lacks are details of what a Player Character or NPC looks like or anything specific that they could play. This limits the scope of the preview, unfortunately.

In
Further Beyond: The Roleplaying Game of Galactic Exploration & Adventure, the players make all of the rolls. Thus, it is a player-facing roleplaying game. It uses a twenty-sided die for its core mechanic. A Player Character has four stats—Physique, Dexterity, Intellect, and Affinity—and these serve as bonuses to Saves, or saving throws. The core mechanic consists of rolling the die and attempting to equal or exceed a Difficulty Target Number, which ranges from four for Routine and eight for Basic to thirty-six for Legendary and forty for Impossible. It is possible to roll a partial success as well as success. A success is equal to or greater than the Difficulty Target Number, whereas a partial success is a roll between the Difficulty Target Number and four lower than the Difficulty Target Number. It indicates a successful action, but carried out with some consequence. A failure is thus a roll between five less than the Difficulty Target Number and a result of two. A roll of one is a critical failure, whilst a roll of twenty is a critical success. There are consequences to rolling a failure, which will be worse if a critical failure or not so bad if a partial success. The Custodian—the term for the Game Master in Further Beyond—suggests what these consequences might be. The system uses the standard rules for advantage and disadvantage, but a player never rolls more than two twenty-sided dice, whether he has advantage or disadvantage.

Combat in Further Beyond uses the same mechanics bar a tweak or two. Of course, a player will be rolling for his character to make an attack, but also rolling to avoid an attack against his character, since the mechanics to Further Beyond are player-facing. The first tweak is that there are not necessarily any consequences to failing an attack roll, which a critical success will typically inflict double damage. Damage reduces a Player Character’s Hit Points and when they are reduced to zero, they are reset to their maximum minus any excess damage which carried over the zero, and the Player Character suffers a wound. A Player Character who has three or more wounds left suffers no ill effects, but saving throws against his stats are required if the number of wounds is lower, and at zero wounds, the Player Character is dying. The guide to combat covers the typical range of actions a Player Character can do, including reactions such as Opportunity Attack or Brace.

Further Beyond Core Rules Preview also covers vehicles, but not spaceships, and then only briefly. Advanced vehicles are semi-autonomous, so in combat, a vehicle can follow instructions given to its by its pilot, who can also act as well. There is also some discussion of the types of environments that the Player Characters might face before a discussion of the structure of play in Further Beyond. This divides play into missions and downtime, with options for the latter including studying a specific skill, gathering information, or making or using a contact. This is followed by advice for the Custodian, first on running the game and then on combat. Rounding out the Further Beyond Core Rules Preview is a selection of ‘Creatures of the Vast’, such as the Chameleon Broodmother which hunts in caves and is intelligent enough to cultivate environments for the herbivores it feeds on or the ‘Night Eagle’, a predator which shocks its prey with its fire breath before swopping down and grabbing them. Over the course of the next ten pages, some sixteen or so ‘Creatures of the Vast’, including mundane Earth creatures such as the wolf and the elephant. Lastly, there is a player character sheet for Further Beyond: The Roleplaying Game of Galactic Exploration & Adventure.

The
Further Beyond Core Rules Preview is the first part of Further Beyond: The Roleplaying Game of Galactic Exploration & Adventure, which is designed to do two things. One is to serve as the first part of an ongoing subscription for Further Beyond: The Roleplaying Game of Galactic Exploration & Adventure, and the other is provide a test bed for the rules in the lead up to a full version of the roleplaying game. Unfortunately, the Further Beyond Core Rules Preview does not succeed at either. Although the Further Beyond Core Rules Preview provides a decent preview of the rules and combat, how the game is intended to be played, and the types of ‘Creatures of the Vast’ that the Player Characters might encounter, it completely lacks any kind of preview of what a Player Character looks like, what the Vast is like as a setting, and what sort of spaceships might be found in the Vast and how they work. Then as a potential test bed for the rules, the Further Beyond Core Rules Preview does not give for the Custodian or her players anything to do. There is no mission or encounter to play out and thus no scope for feedback to the designers.

Instead of all that, there are sixteen ‘Creatures of the Vast’ over ten pages—one fifth of the
Further Beyond Core Rules Preview. It is simply too many and they do not provide the reader, let alone the potential Custodian, with any useful information. In their place, there should have been four pre-generated Player Characters, ready to play, a simple scenario, such as investigating the caves on Aventis II which are home to the Chameleon Broodmother, perhaps where a previous exploration team has been reported on a previous mission. This would have at least left room for descriptions of the Vast and possibly spaceships, but above all, provided something that the Custodian and her players could have done with the Further Beyond Core Rules Preview and potentially enjoyed, and thus given constructive feedback to the designers. Of course, this would have pushed the Further Beyond Core Rules Preview towards being a quick-start, but a quick-start that would have done everything that the designers wanted for the Further Beyond Core Rules Preview.

Physically, the
Further Beyond Core Rules Preview is a lovely looking magazine-style booklet. It is well written and of course, Peter Elson’s artwork is excellent.

The
Further Beyond Core Rules Preview simply does not preview enough, or at least the key points, of Further Beyond: The Roleplaying Game of Galactic Exploration & Adventure. There are snapshots of a solid Science Fiction roleplaying game in its pages, but its focus on the ‘Creatures of the Vast’ to the detriment of any sense of setting or anything playable or useable makes the Further Beyond Core Rules Preview of little use to either the publisher or the purchaser.

Friday, 18 November 2022

The Worst Game at Gen Con 2022

The Strange Land
is a scenario for Space: 1889. First published by Game Designers’ Workshop in 1989, it was the first Steampunk roleplaying game. Inspired by the works Jules Verne, H.G. Wells, and Arthur Conan Doyle, it presented an alternate past of Victorian-era space-faring, in which Thomas Edison invented the ‘ether propeller’, a means to propel space vessels through the ‘luminiferous aether’ to first the Moon, then Mars, and later Venus and Mercury. All are proven to be inhabited, Venus by Lizardmen and dinosaurs, but Mars by Canal Martians, Steppe Martians, and High Martians, and the world itself was arid and dry, its cities connected by a network of canals that had been seen from Earth. Mars was also the source of Liftwood, the mysterious tree cultivated for the antigravity properties of its wood, which could be used to keep sky galleons and then when Earthmen arrived, their armoured, steam powered flyers aloft. The great powers rushed in make trade deals and ultimately establish colonies on the Red Planet, just as they would on Venus. In the two decades since Edison landed on the Moon and then on Mars, all of the Imperial tensions of the age have been brought to Mars and exacerbated by the lay of the land of the new world.

Space: 1889 would not remain in print for very long. Game Designers’ Workshop cancelled the line in 1990, but Heliograph, Inc. would reprint many of the titles at the turn of the century. In 2010, the Pinnacle Entertainment Group published a Savage Worlds edition of the game called Space 1889: Red Sands. More recently, in 2015, German publisher Uhrwerk Verlag/Clockwork Publishing published a new edition using the Ubiquity System, originally seen Hollow Earth Expedition from Exile Game Studio. Notably, this edition emphasised the role of the European powers, especially Prussia under Bismarck, in the setting, as opposed to the role of the British Empire in the previous versions. The Strange Land is available for both the Ubiquity System of Space: 1889 and the Savage Worlds rules for Space 1889: Red Sands. It is the latter version of The Strange Land that is being reviewed here.

The Strange Land concerns the fate of the young Canal Martian boy, Kime, and is divided into two parts. The first part is set on Earth and is an investigation into his kidnapping which leads into industrial unrest, whilst the second part takes place on Mars, and more directly involves industrial unrest. The scenario can be played straight through, but ideally, the second part should take place later in the campaign some time after the first. In particular, it is suggested that the Player Characters for the first part be from Novice to Seasoned Rank, and from Season to Veteran in the second part. The scenario also suggests that the Player Characters, or at least a few of them, be British. The scenario has a nice sense of historicity and although the scenario calls for more middle- and upper-class character types initially, any working-class character, or a character with radical leanings will have much to do in the scenario.

The Strange Land opens with the Player Characters invited to stay at the Hampshire estate of Lord John Feltam-Hithe, where at the end of a lengthy dinner, his young ward, an orphaned Canal Martian named Kime, will perform an amazing feat—he will levitate into the air! The Player Characters have the opportunity to interact with the other guests, including an explorer, an industrialist, a businessman, a poetess, and others, but after performing for the night and retiring, Kime has disappeared. Lord Feltam-Hithe presses upon the Player Characters that the boy is in danger and must be found. Their investigations lead first to one of the staff and from their to decidedly rotten circus, which has pitched its tents outside the nearby town. The circus owner is a vile piece of work, poorly treating both staff and exhibits, including, it turns out, one John Merrick! Who proves to be the most noble amongst all of the NPCs that the Player Characters will encounter as they conduct their investigation, which will also reveal more about Lord Feltam-Hithe’s parlous financial situation.

In the third scene of the first part to The Strange Land, the Player Characters literally follows the tracks to London and get involved in the London Dock Strike of 1889. In the setting of Space: 1889, this is exacerbated by taking place on the Southern Aerial Docks, which is currently being occupied the striking dockworkers. Rumour is flying about an ‘Angel of the Docks’, a figure who has become a figurehead to the striking dockworkers. Could this be Kime? If so, the Player Characters need to find a means to ascend to the Southern Aerial Docks. Here the author provides several NPCs which can become potential contacts for the Player Characters, including a historical figure or two, along with several means of accessing the Southern Aerial Docks. These means are inventive and the author is clearly having some fun with them. Ultimately, which should happen is standoff between the striking dockworkers and the strike breakers, with both Kime and the Player Characters sort of in the middle, and the situation getting resolved one way or another.

It is at this point that the scenario could have ended and nobody would have been the wiser. However, The Strange Land has a second, much shorter part, which takes place on Mars, a year or two after the events of the first part. The Player Characters are sent to the aid of a hill station towards the edge of the British sphere of influence on the Red Planet. A local noble, Shune, wants the help of the commander of the hill station in ending a labour strike at the nearby pumping station, Astolor Station—which helps keep the waters flowing through the canals of the dying planet. The commander of the hill station would rather not get involved, and certainly not involve the British residency on Mars, but there are rumours too that a British hostage has been taken as well. So a labour strike, a kidnapping, and an unpleasant, condescending Martian noble, but how are they all connected? This is a simpler situation than in the first half of The Strange Land, but not as linear and more open in how the Player Characters approach the situation. Whether they decide to give help to Shune or negotiate with him, or storm the pumping station or parlay with the strikers, there are consequences to their decisions. The various options are discussed and supported with details of the situation’s major NPCs, so rather than running her Player Characters through the plot as in the first half, the Game Master will primarily reacting to their decisions.

Physically, The Strange Land is a short book. It needs a slight edit in places, but the few pieces of artwork and the single map—that of the Southern Aerial Docks—are all decent. However, it would have benefitted from a few more thumbnail portraits of the NPCs, and definitely more maps. Whether that is of Lord Feltam-Hithe’s estate, the region around Astolor Station, and of Astolor Station itself. If not that, then at least an illustration.

Whether written for use with Space 1889: Red Sands or the original Ubiquity System version of Space: 1889, The Strange Land is a solid little scenario. (With a little effort, it could no doubt be adapted to new version, Space 1889: After, currently being Kickstarted by Strange Owl Games.) It takes the Player Characters to the highs and lows of society on both Earth and Mars, and the first half, set on Earth could easily be run without the need to run the second half. There is an enjoyable sense of working-class radicalism to both halves and together they allow The Strange Land to explore the underside to Victorian life the reform movement in Space: 1889.

—oOo—

The Strange Land was the worst scenario we played at Gen Con 2022. This is not to say that the scenario itself is bad. In fact, given its author, it is no surprise that it is a decent, playable, and enjoyable scenario—as written. Yet, of all the gaming experiences we had at Gen Con 2022, it was the worst. Attending Gen Con as a group, we signed up to play a total of five games and got into four of them. These were, in chronological order, Pirates of the Shattered World, X-Crawl, Delta Green, and Space: 1889. Of these, Delta Green was a blast, Pirates of the Shattered World entertaining if crowded, X-Crawl disappointing, and Space: 1889 utterly dreadful. This is despite the fact that our X-Crawl game, which was due to take place in Goodman Games’ Wizard’s Van, was to be run by the game designer, and was an event that we were really, really looking forward to, was cancelled—with good reason. So yes, a gaming experience which was cancelled and thus involved no gaming whatsoever and meant we did not meet the game designer, was a superior gaming experience than the Space: 1889 game.

So why was it so bad?

It took too long to get started and too long for the Game Master to explain the rules. It took too long to get to the hook for the first half of the scenario—the disappearance of Kime—and thus get us involved. When we wanted to roleplay, the Game Master would attempt to move the plot on and when we attempted to investigate, the Game Master would ignore our efforts. The Game Master added a couple of scenes and details that having read and reviewed the scenario are implied, but not really suitable additions given that the scenario is being run in a convention timeslot. So, we felt unengaged in the scenario and grew increasingly bored over the course of the session. In fact, we were communicating this to each other via our Whatsapp group, to the point where we agreed two things. First, it looked like the session of Dungeons & Dragons, Fourth Edition session that the Game Master’s wife was running on an adjacent table, was a whole lot more energetic and fun, and that we wished that were playing that instead. Second, when towards the end of the session when the Game Master announced that the scenario was not yet finished, but could be if we decided to stay after the session was supposed to end if we had no pressing appointments, we all agreed that we really, really needed to be somewhere else.

All of which would be exacerbated by ‘Red Hat Guy’. The gaming group of consisted of myself and four other friends. The sixth player was ‘Red Hat Guy’. So named because he wore a red baseball cap. He sat down, selected a character, did not want to know who we were or who our characters were, and only seemed to come alive when there was combat involved. He made no contribution to the investigation or the roleplaying, what little of it we were allowed to do, and said virtually nothing for the whole of the session. However, he proved to be as bored as we were. Towards the end of the session, the player sat next to him sent the following message on our Whatsapp group: “Red hat is skimming through boob pictures. My game is now complete.”

Now in hindsight we should have done something about this. We should have told Red Hat Guy to stop or gone to the Gen Con organisers. We did not. Why not? We were in shock at the audacity of anyone doing such a thing. Had we done so, it would have upended the game, disrupting it, and somehow that did not feel right. Had the one female player been sat next to Red Hat Guy it might have been a different matter. He might never have begun browsing pornography on his mobile phone and the session would have slouched to its end, with none of us the wiser as to how he was feeling. If he had, then she would have very likely, clearly asked him not to, and that probably would have brought the gaming session to end.

Even to this day, we are still in shock even now at what happened with Red Hat Guy. Thankfully, we did not see him again and if we did, we would not want to game with him again. His actions capped what was already a terrible gaming experience, one that we really wanted to get away from, but are never going to forget.


—oOo—

A coda to this terrible gaming experience came at Gateway Strategicon, a convention held over Labour Day weekend 2023 in Los Angeles. One of our number ran The Adventure of the Sword Tournament, the quick-start for Pendragon, Sixth Edition and ‘Red Hat Guy’ had signed up to play. The was no sign that he recognised the Game Master, who had also been a player in the Space 1889 game at Gen Con and who had no idea that ‘Red Hat Guy’ had signed up to play. Although he did not commit the faux pas of watching pornography in public, ‘Red Hat Guy’ committed the gaming faux pas of refusing to engage with the scenario or the game world. Instead of playing an Arthurian knight, he wanted his character to walk the land and meditate. Kung Fu this was not and David Carradine he was not. Rather than engage in the scenario, he decided his knight would sell his arms and armour and horses, and then sit outside the city of London praying. For a full four-hour session. The only times he stirred were for the tournament when there was going to be some (mock) combat and then at the end when everyone swore fealty to the newly anointed King Arthur. The first of these he was unable to do because of course, he had sold all of knight’s arms and armour and horses and so could not participate. As for the second, he was able to swear fealty to King Arthur, but literally last and right from the back of the crowd as he rushed in from outside London’s walls to the square where the sword in the stone was. 

Saturday, 17 September 2022

Lost & Found: Manhunt: The Onnesium Quest Vol. 1

Three decades after the release of the last supplement for MegaTraveller in 1992, a lost book comes to print, and it is fitting that it should come from Digest Group Publications. Published in 1987, it was in effect the second edition of Traveller, updating Games Designers Workshop’s classic Science Fiction roleplaying game with both a streamlined cohesive set of mechanics and an updated background. This updated background would begin with the assassination of Emperor Strephon and over the course numerous supplements see open rebellion and civil war break out across the Third Imperium, which would ultimately lead to a long decline in terms of trade and technology known as the Hard Times. Worse was to follow. Digest Group Publications designed 
MegaTraveller, but Games Designers Workshop published it, a relationship which would continue for five years. When Digest Group Publications closed its doors in 1993, it left behind it a legacy of some highly regarded and subsequently, much in demand, supplements and sourcebooks that have not since been reprinted. It also left behind a number of books which never print and are so regarded as having been lost. Notable amongst them would have been Digest Group Publications own roleplaying game, A.I. However, there were supplements for MegaTraveller too, and Manhunt: The Onnesium Quest Vol. 1 is one of these. 

Manhunt: The Onnesium Quest Vol. 1 was originally projected for publication in 1990, but is now available for the first time, more than three decades on, thanks to some digital archaeology which was able to rescue the original files. It is an adventure module set in the years 1119 and 1120 prior to the Hard Times which concerns the adventures of the crew of the Robin Ascendant, a Type J Class Seeker. The crew is seeking the location of the Victory Belt, a legendary asteroid belt said to contain enough Onnesium-118—a highly efficient metaconductor—to give a man enough wealth to last not one lifetime, but several. This quest will begin on Trin, the capital of Trin’s Veil Subsector in the Spinward Marches and take them trailing through the Corridor Sector and into the Restored Ziru Sirka. Manhunt: The Onnesium Quest Vol. 1 consists of two adventures—‘Cometfall’ and ‘Fharnas’—which take place at the beginning and end of the journey outlined in the supplement. In between there is plenty of scope and distance (over one hundred parsecs) for the Game Master to insert her own adventures and encounters and the supplement includes several detailed ideas for ‘transitional’ adventures which can be worked into the journey.

In ‘Cometfall’, the crew of the Robin Ascendant track down an elderly Vargr scientist who is conducting research into comets from a highly advanced base built into the rock of a comet! The crew hopes that the scientist knows of the location of the Victory Belt, and although he is welcoming, he seems to be prevaricating when it comes to actually telling the crewmembers what they want to know. Eventually, he will tell them what he does know, but not before they join him on an exploration of the comet’s surface—an incredibly dangerous environment, the base being attacked by pirates, and their managing a desperate escape. This information consists primarily of a destination, a Scout Service base on the world of Fharnas in the Kasear Subsector of the Vland Sector, the location for the second scenario, ‘Fharnas’. Here on and in another hostile environment—hostile because the world has ammonia oceans and an ammonia-tainted atmosphere and hostile because the Restored Ziru Sirka does not welcome speakers of Galanglic, the language of the Third Imperium and the Solomani, as opposed to the Vilani of the Ziru Sirka—the crewmembers find themselves conducting a ‘raid’ on an Imperial Interstellar Scout Service to obtain some information in return for the information that they want. With this information, they are ready for travel further trailward to the world of Antares in the Julian Protectorate. The adventures were to be the subject of the next supplement, Antares Down: The Onnesium Quest Vol. 2 and then concluded with Beyond the Seventh Moon: The Onnesium Quest Vol. 3.

Manhunt: The Onnesium Quest Vol. 1 is designed to be played with the four pre-generated Player Characters, crewmembers of the Robin Ascendant. These consist of Fencil Tufo, a driven Belter and owner of the Robin Ascendant; Shalya Lyric, an ex-Navy engineer who simply wants to travel and see the universe; David Janier, a religious ex-Merchant; and ‘Mak’, a translation robot who owned by Janier. In this it follows the same format as seen in the campaign which ran through the pages of the Traveller’s Digest magazine—also published by Digest Group Publications. Suggestions are given on how to use the scenarios with different Player Characters and a different starship, but the default is the Robin Ascendant and its crew (or at least another vessel with Jump capability of Jump-2). As well as the stats and background of the crew, which also come with illustrations, the supplement includes deck plans for the Robin Ascendant and a passenger submersible, floor plans for both the comet base and the Scout Service archives (the latter having a weird maze-like layout designed to confuse), and the stats and details of various other vehicles. These are of course designed for use with 
MegaTraveller, but an appendix provides conversions for both Mongoose Publishing’s Traveller and Game Designers’ Workshop’s own Traveller 5.

In terms of background, 
Manhunt: The Onnesium Quest Vol. 1 includes information on Onnesium and the Victory Belt, as well as details of Trin’s Veil Subsector and Trin itself and Fharnas and the Kasear Subsector. This background is well written and presented for what would have been the first time back in 1990, which includes a detailed description of the Kur’Apaa. These are the ammonia ocean dwelling sophonts native to Fharnas, a lobster-like species which was the first to be encountered by the Vilani when they began their first steps into space. Again, this was the first they were presented as Traveller canon. Some of this, of course, has been superseded by later supplements—as outlined in the supplement’s fourth appendix, ‘Wonderful Things’—and some of that later information has been incorporated into the setting background for Manhunt: The Onnesium Quest Vol. 1.

Rounding out 
Manhunt: The Onnesium Quest Vol. 1 is a quartet of appendices. These detail the Player Characters and their ship, the latter complete with deck plans, provide conversions for the most recent rules used for Traveller, and in ‘Wonderful Things’ provides some historical background to the relationship between Digest Group Publications and Game Designers’ Workshop, the origins and intent of Manhunt: The Onnesium Quest Vol. 1, and how it was finally brought to availability and print. This provides it with some welcome context and is a particularly good read.

In terms of story structure, 
Manhunt: The Onnesium Quest Vol. 1 is a quest and involves a long journey of more than a year across the remnants of the Third Imperium. This does mean that it is linear in nature and ‘Visual Nugget’ format of presenting the plot and various scenes does contribute towards this. However, the format neatly organises the plot and its various scenes for the Referee, as potential alternative scenes as well. The Referee will also need to do more than just prepare the two scenarios at either end of the journey if she wants to run Manhunt: The Onnesium Quest Vol. 1 as a fuller campaign. One suggestion given is have the pirates which appear in ‘Cometfall’ chase the Robin Ascendant and its crew across the Third Imperium, and that is a good idea, since it adds an element of continuity between the two scenarios, which could be strengthened by the pirates’ patron also chasing the Player Characters as well.

The obvious issue with 
Manhunt: The Onnesium Quest Vol. 1 is that it takes place in a timeline which is not currently supported. Suggested sourcebooks such as the Rebellion Sourcebook from Game Designers’ Workshop and The MegaTraveller Alien: Vilani and Vargr from Digest Group Publishing are long out of print, although the Rebellion Sourcebook is available as a PDF. So, anyone not steeped in the lore of Traveller is going to have a harder time preparing this supplement than those who are.

Physically, 
Manhunt: The Onnesium Quest Vol. 1 is cleanly laid in the style of a Traveller book of thirty years ago. Entirely done in black and white, the artwork is straightforward and has an understandably technical feel to much of it. The deck plans are all excellent, but the writing is dry in places.

Manhunt: The Onnesium Quest Vol. 1 is a piece of history, but not an unwelcome one. Its two scenarios are still playable, with some development upon the part of the Game Master, the space and time between them can be used to begin an entertaining space quest. Fans of Traveller will very much appreciate having Manhunt: The Onnesium Quest Vol. 1 available at last—especially if they are fans of MegaTraveller—whilst anyone new to it will appreciate it as a snapshot of Science Fiction roleplaying from another future.

Saturday, 27 November 2021

Extreme SF LAW

One of the issues with HARP SF is that beyond the necessary piloting skills, it does not detail the vehicles—starships, aircars, gravbikes, and the like—which all have a role to play in a Science Fiction roleplaying game like HARP SF. Especially a Science Fiction roleplaying game in which star travel and different worlds and systems all play a role. Now this is not due to any oversight on the part of the publisher, Iron Crown Enterprises, but rather an issue with space—or page count. The addition of the rules for vehicles (and a whole lot more) would have added greatly to the page count of
HARP SF, which is why they have been split into a second book, HARP SF Extreme. Half the length of HARP SF, HARP SF Extreme covers vehicle rules for slower-than-light and faster-than-light travel, a long list of land, marine, air, space and hybrid vehicles, combat between starfighters and capital ships, and more. The more gets a little more personal in taking HARP SF and its characters into the far future of Transhumanism—upgrading the mind with nanoware implants and the body with cybernetic replacements, and uploading your mind into the virtual world of cyberspace and downloading it into a robot body, and even going beyond as an Artificial Intelligence.

HARP SF Extreme can be divided into two parts. The first part is entirely vehicular in nature, covering space and vehicle travel, and space and vehicle combat. It goes into some detail how the Lagrange Drive—the means by which Faster-Than-Light travel is achieved in the Tintamar setting, the default background for
HARP SF—and highlights how it can only be used at certain points within a star system, at the Lagrange points of its largest bodies. This adds certain wrinkles to starship travel, limiting its free use, but making its use more interesting in term of storytelling. Distances are listed for within the Solar System and far beyond in the Nexus Sector of the Tintamar setting, but the SysOp is also given various formulae for working distances should she prefer that to ‘Moving at the Speed of Plot’.

Numerous vehicles are listed, including Ground Effect Machine, or GEM, vehicles, gravitic vehicles, motorboats and submarines, aeroplanes and gravplanes, aircars and seacars, and more. Spaceships range from maintenance pods, mini-shuttles, and starfighters all the up to corvettes, freighters, and scoutships. Some of the larger starships include decent and serviceable deckplans too, all done in colour, although there are a couple of issues with all of these means of transport. One is that they are generic, so if there are differences between the various species of the Tintamar setting, they are not discussed, and the other is that it is not obvious in some places which illustrations refer to which vehicle or starship.

The rules for combat cover ground combat and space combat, but
HARP SF being a Science Fiction game, focus on the latter. The rules are an extension of those for personal combat found in the first HARP SF rulebook, with the combatants making supporting Manoeuvre rolls to benefit (or hinder, depending on the quality of the roll) the actual attacks. Combat between vehicles is designed to be co-operative, the player of the character at the controls making the rolls for initiative and Manoeuvre rolls to better place their vehicle or spaceship to make an attack or avoid one, the player of the engineer either making repair rolls or rolls to boost manoeuvring power or shields, and the player of the communications officer making rolls to jam signalling or targeting by the enemy with Electronic Countermeasures with a Signalling Manoeuvre roll. Ultimately, this will generate a set of modifiers that the player whose character is in charge of the weapons will apply to his Offensive Bonus and die roll, whilst the SysOp will be doing the same with the enemy’s Defensive Bonus, which is deducted from the total and the appropriate Critical Table consulted if the attack is a success. The weapons include autocannons, laser cannons, particle beam cannons, and plasma cannons of various sizes, as well as missiles, the latter taking several rounds to reach their target once launched giving time for a defending vessel to try and jam them on their way in.

The rules for spaceship and vehicle combat in HARP SF Extreme are not necessarily as complex as they look, as they do not require the arithmetic and mathematical formulae that spaceship travel might. Nevertheless, they require a careful read through upon the part of the SysOp, if not her players. Fortunately, they are supported by two lengthy examples of play, which should help alleviate any difficulty in learning to use them.

In the second part of HARP SF Extreme, the supplement takes a more personal tone, shifting its Science Fiction ever closer to Transhumanism with three options—Cyberware, Artificial Intelligences and Electronic Characters, and Robots. Although a Player Character can have any Cyberware, he requires the Cyber Compatibility Talent to possess them. Thus Cyber Compatibility (Lesser) for basic cyber augmentation, such as cosmetic modifications, datajacks, and neuralware implants, and Cyber Compatibility (Greater) for anything beyond in terms of augmentation and replacement. HARP SF Extreme presents a long list of cybernetic augmentations, from Datajack, Fibre Hair, and Bloodstopper to Taste Enhancer, Vision Enhancer, and Subdermal Pouch, as well as Cyberarms and Cyberlegs. There are even options for the Cybertorso and Cyberhead, although that pushes a character towards being a robot rather than a Cyborg. Further options can be installed in the cyberlimbs, like an Agile Limb or Built-in Weapon. In traditional roleplaying treatments of cyberware, the replacement of the biological with the mechanical typically comes with a loss of empathy or humanity. Not so in HARP SF Extreme. Instead, Cyberware takes investment in terms of time, money, and development upon the part of the Player Character. First, it takes weeks to install and recuperate from, as well as costing thousands in terms of credits. Second, the biological is not accustomed to using the mechanical and so a character requires the Cyber Control skill, which requires specialisation in either Arms, Implants, Legs, Miscellaneous, or Senses. Thus every use of a piece of Cyberware requires a standard Cyber Control skill manoeuvre roll. Further, the number of skill ranks a Player Character has in a Cyber Control specialisation limits the complexity of the device that he can control. For example, controlling a Cyberarm requires three ranks of Cyber Control (Arms), a Built-in Weapon another one, Agile Arm one per bonus, and so on. In the long term, as a Player Character acquires new Levels and thus new Development Points which his player can spend on him, his Cyberware can be upgraded with new features and his skill in operating the various devices, effectively keeping pace with the other Player Characters and avoiding the power creep that adding Cyberware has the potential to bring to a game.

Electronic Characters covers not just rules for creating A.I. characters, but also virtual copies of a character—creating the latter taking time as money to create, and more time depending upon the age of the character. In general, virtual copies are kept as backup versions of a Player Character in the event of his death, but this comes with a penalty, since it can mean the loss of experience and memories accumulated since the last copy was made. Which actually means a potential loss of character Levels, and thus loss in terms of skills and talents purchased since! In the main, the primary difference between biological and electronic characters is the lack of physical statistics, although that may be offset in the long term if the electronic or virtual character decides that being downloaded into a physical form, whether that is robotic or biological, is an option. An A.I. character could remain in cyberspace though, or become part of a spaceship, for example, but if downloaded, there are plenty of options given in terms of robot types and bodies, which need not even be humanoid. Several full examples of robots are given, including explorer, medical, and repair types, as well as companion models, and these are all designed with remaining Development Points with which a player could modify the design. Alternatively, a player could design his robot’s form and chassis from scratch using the numerous options included. One issue which a gaming group may want to decide upon—and this applies to Cyberware and vehicles too—is whether or not power matters. That is, whether a robot or a piece of Cyberware will run out of energy and power down. This does complicate play, but it all depends on how technical the gaming group wants to get or if the matter power at this level is left up to SysOp to decide as a storytelling option.

Throughout, the SysOp is not just given choices in terms of the rules that she wants, but also additions to the Tintamar Knowledge Base, the state of any particular technology in the defiant setting for HARP SF. The SysOp can decide whether to combine supporting actions and attacks in vehicle combat for slightly faster play, include weapons placement and facing, being able to dodge missiles, and more. In the Tintamar setting, no Manoeuvre rolls are made for travel in hyperspace, only for entering hyperspace; background is given as to how the Portals which make long distance interstellar travel possible; the inability to transfer psionic abilities from the biological to the virtual; and the status of an A.I. controlled robot as property. Overall, the SysOp has an array of options to consider in bringing the contents of HARP SF Extreme, and is supported in terms of background if running a Tintamar-set campaign.

Physically, HARP SF Extreme is generally well presented. It uses a lot of colour digital artwork of its vehicles, which does mean that they are somewhat characterless, which is not the case with the later pencil artwork which appears in the rest of the book as well as HARP SF, and thus is far more engaging. Certainly, it is fun to spot the influences on the robot illustrations. Otherwise, the book is well written and examples of the rules, if unfortunately done in a light grey and thus harder to read, help the reader a great deal in terms of grasping the rules.

Putting HARP SF and HARP SF Extreme together very much means that HARP SF begins to feel complete in terms of being a Science Fiction roleplaying game. Characters, action and combat, vehicles, starships, robots, and the virtual are all covered. That does mean that the rules still lack a means for creating new worlds, new alien species, and sentients, though hopefully that is covered in another volume. HARP SF Extreme does an excellent job of detailing the technological aspects of HARP SF and its Tintamar setting, and even if not using the default setting, brings a grittier edge to the Space Opera and Imperial Science Fiction leanings of HARP SF. For playing groups who prefer their Science Fiction with a little harder edge, then together HARP SF and HARP SF Extreme is a good option.

Sunday, 21 November 2021

SF LAW

If HARP Fantasy—first published by Iron Crown Enterprises in 2003 as High Adventure Role Playing or HARP—can be seen as a lighter, more streamlined version of the publisher’s original roleplaying game, Rolemaster, published in 1980, then HARP SF can be seen as the publisher’s Science Fiction equivalent of Space Master: The Roleplaying Game. All are percentile driven, Profession, Level, and Skills systems, but as with HARP Fantasy, what HARP SF is a fair degree of flexibility in terms of choices for both the player and the Game Master or SysOp—or Systems Operator as he is known in HARP SF. A player is free to decide what Race his character is, what Professions his character follows, and what Skills his character knows, whereas the SysOp is free to decide whether or not to include psionics, cybernetics, and whether or not she wants to run HARP SF in the setting included in the core book or one of her own devising. And even if she decides on the former, the SysOp has choices as to where she sets her campaign.

The default setting for HARP SF is the twenty-fifth century. Mankind has built a Ring City around the Earth connected to the planet by a series of space elevators, and not only populated the Moon, Mars, and Venus—both Mars and Venus have been extensively terraformed, but also the outer system. Although the Lunar Alliance, the Martian Republic, the Protectorate of Venus, the Belter League, and the Jovian Confederacy all remain independent governments, along with the Parliament of Earth, they have signed the Declaration of Man, forming the Terran Federation and binding them to pact of mutual assistance, defence, and governance beyond their own borders. Almost three centuries later this still holds sway, every new colony expected to become a signatory. Since the discovery of the Lagrange Drive at almost the same time as the Declaration of Man was first signed, over a hundred colonies have been established within a fifty-light year sphere of Earth, but more have been founded since with the discovery a portal device which was capable of transporting a starship across the galaxy at a speed equal to one light year per minute—as opposed to the one light year per day speed of the Lagrange Drive. The other side of the portal lies some four hundred light years away from the Terran sphere of influence and it was here, in what became known as the Nexus sector (named after the first portal found), in the year 2454 that mankind made first contact. This was initially peaceful with various alien species, but raids by the aggressive reptilian Silth would escalate into an inadvertent raid in the solar system and the retaliatory Silth War by the Terran Federation in the Nexus sector which would curb the Silth activities. More recently, in 2464 a larger portal was found in the asteroid belt and a space station, Tintamar, established nearby to handle travel through and from the portal. It is this space station from which the default setting in HARP SF takes its name.

The Tintamar setting is not hard Science Fiction per se, but harder than straight Space Opera. Technology is important, including Faster-Then-Light travel, anti-gravity technology, cyberware, and more, but not super-advanced technology like transporter devices capable of beaming people down to a planet and back again. Although the setting has cyberware, it is fundamentally positive in feel and tone, though far from a utopia. At the federal level, that of the Terran Federation, it leans towards being so, but the fact that planets and colonies retain their autonomy means that governments can vary from democracies and republics to theocracies and autocracies and unless the activities of a Terran Federation member spill over to another, the federal forces rarely intervene. Further pirates could be hiding out anywhere and the Silth still have designs for expanding their territory. Although the Tintamar setting is sketched out in relatively broad details, there are plenty of options as what the Game Master does with the setting. A humancentric campaign could be confined to the solar system and the sphere of human colonies, perhaps before first contact was made, whereas a broader setting that includes the presence of aliens would be set in the Nexus sector. Military campaigns could be fought against the Silth, an investigative campaign might be against the Terran Federation-wide crime Syndicate, and of course, the Player Characters could explore beyond the limits of human space. On the whole, the style and feel of HARP SF, and of its Tintamar setting, is one of Imperial style Science Fiction even if there is no Imperium or empire present. Alternatively, the Player Characters could adventure in an alternative future of the SysOp’s own design.

A character in HARP SF is defined by his Statistics, a Profession, Race, Culture, Skills, and Talents. A character has eight statistics—Strength, Constitution, Agility, Quickness, Self-Discipline, Reasoning, Insight, and Presence, which each has a value between one and one-hundred-and-five. There are eleven possible professions—Adept, Dilettante, Entertainer, Fusion, Merchant, Pilot, Researcher, Scout, Soldier, Spy, and Tech. Of these, the less obvious Adept studies and is capable of using psionics, and the Fusion combines the training of the Adept with another Profession. A Profession consists of Favoured Categories—the categories into which skills are grouped, such as Combat or Influence; Key Stats—those statistics favoured by the Profession; and one or more Professional Abilities unique to the Profession. For example, the key Statistics for the Pilot Profession are Agility, Insight, and Quickness, whilst its favoured skill category is vehicular, and its starting Professional Abilities a player can select from are Instinctive Evasion, Lightning Reflexes, Natural Astronaut, and Natural Gunner. At First Level, and then again at each Fifth Level, a Pilot also gains a +10% bonus to Vehicular skill.

In terms of Race, a player can choose from Human as well as five alien species. These include the inquisitive Krakur, amphibious, hexapodal, and tentacular, capable of changing their skin pigment and even separating a tentacle to perform a simple task; the short, pudgy Madji who have three eyes and multiple fingers on their hands, and who favour industrious co-operation; and the Runcori, intelligent, motile plants who can change shape slowly and have distributed senses all about their limbs, and who are brilliant scientists and technologists. The Cerans are large, muscular, but warm-blooded reptiles who have strong sense of territory—personal, intellectual, and social, whilst the Gorsivans are an avian-like species, intensely curious and often arrogant, capable of flight and possessing of telescopic vision. A sixth species, the cold-blooded, reptilian Silth are also given, but are only available as a Player Character species with the SysOp’s permission. Now what each Race provides are modifiers to a character’s Statistics, bonuses to his Endurance, Power Points, Resistances, Stamina, Will, and Magic, plus special abilities unique to each Race.

Also with a permission, a player can have his character possess genetic adaptations, represented by Genetic Talents, which model the character having adapted to the harsher conditions on which he was born. The Genetic Talents can be rated at major or minor, and a character needs to have the minor version before he can have the major, for example, High Gravity Adaptation would represent a character having grown up in a high gravity environment. If minor, High Gravity Adaptation would allow him to live under a gravity of up to 2g, whereas with the major version, it is up to 3g. Both grant bonuses to the character’s Strength, Quickness, and Constitution, but to have High Gravity Adaptation (Major), the character must also have High Gravity Adaptation (Minor). Typically, these are bought during character creation—and sometimes later during development when the character acquires a new Level—using Development Points.

HARP SF gives several Cultures—Aristocratic, Belter, Corporate, Cosmopolitan, Exotic, Frontier, Militaristic, and Scientific—each of which provides a basic language plus Skill Ranks gained as an adolescent. Skills come in nine categories—Artistic, Athletic, Combat, Concentration, General, Influence, Outdoor, Physical, Scientific, Subterfuge, Technical, and Vehicular—and are purchased in Ranks. There are some eighty or so skills, covering the sciences, technology and engineering, the arts, piloting, combat styles and manoeuvres, and so much more. Some of the slightly odder skills include Armour (training in to move and fight in armour to negate its lack of flexibility and its bulk), the Two Gun Combo Combat Style, Cyber Control (required to use particular types of cyberware, such as cybersenses or cyberlegs), Frenzy (essentially, going berserk), and Rope Mastery, but otherwise, the skills included are all appropriate to the genre! Lastly, a character can have Talents, such Biosculpted Body, Fast Fixer, Increased Lung Capacity, or Radiation Resistance.

To create a character, a player generates the Statistics, either by rolling dice or purchasing them with points, and then selecting a Race and Culture. Each character receives a pool of Development Points, modified by their Statistics, with which to purchase Skills and Talents. A limited number of Development Points can be spent to improve a character’s Statistics. There are oddities in the system which require the player to spend Development Points if he is to improve certain aspects of his character. One is that despite HARP SF being a Profession (Class) and Level system, a player does not simply roll his character’s Hit Points, but purchases the Endurance skill and its final value is how damage a character can have. A player will also need to put Development Points into Psi Energy Development if he wants his character to be able to use psionics, this in addition to purchasing active and latent psionic abilities. Even odder though, is the fact that the character’s Resistance Rolls—Stamina, Will, and Magic—are also skills and again can be improved by a player spending Development Points on them. Both Endurance and the Resistances have base values derived from a character’s Race, so there is a minimum value built into the mechanics. What this points to though, is how little a character’s Level has on the character—primarily it places a cap on how many Ranks a character has in any one skill and when and how many Development Points a character gains—and the degree of freedom a player has to build and modify his character.

Each time a character gains a Level—through earning Experience Points—the player acquires further Development Points with which to improve his character. He also gets the bonus Development Points as the character had at First Level and because these are derived from a character’s Statistics, it does mean that characters with better Statistics will develop faster and better in the long term.

Our sample character is Hurik, who grew up on Earth’s Ring City where life was easy. Having no real plans for a career, he attended for the Colony Resettlement Programme and attended Colony College, deciding that he wanted to do something different and see more than what home offered. He discovered that he like animals and growing things, and if he cannot have his own farm out on the frontier, then he wants to work on one.

Hurik
Race: Human
Gender: Male Age: 20
Height: 5’ 6” Weight: 136 lbs.
Culture: Cosmopolitan

Level 1 Scout

Strength 79 (+6) Constitution 90 (+8) Agility 56 (+2)
Quickness 44 (-2) Self-Discipline 60 (+2) Reasoning 52 (+1)
Insight 75 (+5) Presence 46 (+0)

Resistances
Stamina 0 (+10), Will 0 (+10), and Magic 0 (+10)

Endurance 80
Defence Bonus -4

Skills
Artistic: Painting 6 (+40)
Athletic: Climbing 1 (+13), Wrestling 1 (+15)
Combat: Brawling 2 (+18), Modern Ranged 2 (+18)
General: Appraisal 1 (+11), Computer Operation 2 (+16), Linguistics Anglic (Spoken) 6 (+36), Linguistics Anglic (Written) 6 (+36), Linguistics Other Species – Madji (Spoken) 4 (+00), Linguistics Other Species – Madji (Written) 3 (+16), Machine Operation 1 (+08), Mundane Lore: Own Culture 1 (+07), Mundane Lore: Cosmography 2 (+12), Mundane Lore: Geography 1 (+07), Perception 5 (+32), Resistance – Stamina 1 (+21), Rope Mastery 5 (+28), Vocation (Administration) 2 (+16)
Influence: Charm 1 (+10)
Outdoors: Animal Handling 6 (+35), Beast Mastery 6 (+35), Foraging/Survival 6 (+36), Horticulture 11 (+58), Navigation 6 (+36), Tracking 6 (+37)
Scientific: Biology 1 (+11)
Physical: Endurance 6 (+50), Jumping 1 (+13), Swimming 1 (+13)
Subterfuge: Camouflage 5 (+32), Sniping 5 (+29), Stalking & Hiding 5 (+29), Streetwise 1 (+10)
Technical: Engineering 1 (+11)
Vehicular: Driving (Conventional) 3 (+22)

Special Abilities
Bonus Skill Ranks (+5 Ranks), Profession Adaptation

Professional Abilities
Toughness (+10% Endurance)

Equipment (1005 credits)
Hunting Rifle with Scope, Handheld Computer, Personal Communicator, Backpack, All-Weather Bag, All-Weather Tent, Inertial Compass, Firelighter, Rope, Spade

Much like HARP Fantasy, the character creation process in HARP SF is neither fast nor easy, and in comparison to contemporary roleplaying games, it is actually cumbersome, especially once you figure adding psionics, which everyone can have access to. Finding everything in the book is also something of a struggle to the point where it hampers the process. Nevertheless, the process is comprehensive and a player will be able to produce the desired character at the end of it—just one of the benefits of HARP SF—plenty of options and no little flexibility in what sort of character a player could create. This is further enhanced with the use of Training Packages, limited groups of skills that represent a profession, guild apprenticeship, and so on. So, it might be Entrepreneur, Netrunner, Starsoldier, or Xenoarchaeologist, for example. Such packages are available at a discount, can be taken only the once per Level, and a player is free to design his own, with of course, the Game Master’s consent. Now the Game Master could also design his own and use those to help provide a place and occupation in his world for player characters and NPCs alike.

Being a Science Fiction roleplaying game, HARP SF encompasses a wide range of technology. It grades its technology levels at Unavailable, Prototype, Early, Mature, Advanced, and Obsolescent, rather than a numerical rating, which is actually easier to grasp on a case-by-case basis, and more obviously offers roleplaying and storytelling tags than just the plain numbers. The range of technology available covers neurowhips, vibroknives, blasters, lasers, needle guns, electrostunners, DNA scanners, poison sniffers, arterial fixers, skeletal healers, infrared contact lenses, laser listeners, inertial compasses, environment tents, and much, much more. All of this is rated at the Mature grade in HARP SF’s default Tintamar setting. Rules cover miniaturising and combining equipment too, although doing either will cost more.

Adventuring in HARP SF of course has to cover a wide variety of situations and conditions, since after all, it is a Science Fiction game. Computer issues, diseases and poisons, equipment—uses and limits, sensors, scanners, and countermeasures, occupational hazards and environments, and more are covered in sufficient detail in the likely event that they arise in play, although the rules do get more complex than you might expect when having to determine terminal velocity, sensor ranges, and the like. Here a bit more arithmetic creeps in than perhaps it should since working out the results of an equation at the table is not going to appeal to everyone. Nevertheless, the core mechanic in HARP SF is straightforward enough. When he wants his character to undertake an action or Manoeuvre, a player rolls the percentile dice and adds the character’s appropriate skill, whether that is Rope Mastery, Machine Operation, Ranged Weapon, and so on, and if the result is over one hundred, then the action or task has been done with complete success. Modifiers can apply, whether from the situation or equipment, as well as the difficulty. If the roll is open-ended, any roll of ninety-six and above on the dice, means that the player roll again and add the result. Even if a Manoeuvre attempt does not completely succeed, the result can also determine to partial degree of success—measured as a percentage on the Manoeuvre Table, which is useful if a Manoeuvre involves a time factor. In addition, the Manoeuvre Table can also determine whether the outcome of a Manoeuvre is a fumble—generally a roll of ten or less on the percentile dice, and depending upon the nature of the action, the Fumble table covers everything from grenade fumbles, melee combat fumbles, and ranged combat fumbles to physical fumbles, psionics fumbles, and vehicular fumbles.

Combat uses the same mechanics, and is generally more complex than the standard rules—and understandably so, since it has to encompass a greater number of variables, including multiple differing weapon and armour types. Initiative is rolled a single ten-sided die plus modifiers from Statistics, encumbrance, and the situation, rolled at the beginning of each two-second turn during which a character will perform one action, whether that be draw a weapon, attack, stand up, or move, or a combat action. All attack rolls are open-ended, to which the attacker adds his Offensive Bonus—determined by skill, statistic, talents, weapon, and positional bonuses, plus range and situational modifiers for range, and then subtracting the defender’s Defensive Bonus—determined by the Quickness statistic and armour, shield, talents, cover, Manoeuvre, equipment quality, and situational bonuses. If the result—the Total Attack Roll—is equal to one or more, then the attacker has hit the defender. It can be further modified by weapon size to give an Adjusted Attack Roll and it is this result which is compared to the Critical Table for the weapon type used. In HARP SF, there are Critical Tables for Crush, Puncture, Slash, Martial Arts Strikes, Martial Arts Sweeps/Unbalancing, Grapple, Cold, Heat, Electrical, Impact, External Poison, Internal Poison, Large, Huge, Ballistic Impact, Ballistic Puncture, Blaster, Laser, Neuro, Plasma, Radiation, Shrapnel, and Vacuum attacks. Essentially what HARP SF does is combine the attack roll with the critical results tables of the much earlier Rolemaster or Space Master, effectively streamlining them. Overall, the combat rules are comprehensive, but despite being supported by numerous examples, do require a close study. Certainly, the SysOp should work through several examples of her own before attempting to run them at the table.

Penultimately, HARP SF covers psionics, which come in variety of disciplines whose effects can be observed, but not adequately explained by science. They are divided into various fields—Biokinesis, Electrokinesis, Extrasensory Perception, Psychokinesis, and Telepathy. These are further broken down into disciplines, with characters possessing Latent Psionic Fields before Active Psionic Fields. The Adept and Fusion Professions have greater access to Psionics, though any character can have them by expending Development Points. The more Psionic Fields—Latent or Active—a character has, the more expensive they are to purchase. Each Psionic Discipline requires two things to activate. First, Psionic Energy Points, the number of which can be increased with the Psi Energy Development skill, and second the related Psionic Discipline skill. It is fair to say that much like magic in HARP Fantasy, psionics in HARP SF really require their own discipline to study and understand how they work and how they play in game.

Lastly, there are guidelines for the SysOp too, starting with ‘Have Fun!’ and ‘Know the rules!’. There is good advice here, though ‘Know the rules!’ is most obviously pertinent primarily because of their relative complexity in parts and the challenge of the imparting an understanding to the players despite that complexity. Similarly, the advice to ‘Work out the math in advance’, specifically when dealing with space-based combat, highlights the complexity of HARP SF. There is advice too on customising the SysOp’s game and some suggestions as possible campaign ideas and adventure seeds. Some of the roleplaying game’s more useful tables are printed at the back of the book.

However, there are elements missing from HARP SF and it is not complete in its treatment of the genre. It does not cover vehicles or vehicular combat in space or on the ground, and there is little in the way of cyberware or coverage of advanced computing. For that, the HARP SF Xtreme is required and is very much the companion or other half to HARP SF. That said, the contents of HARP SF would stand on their own to an extent, depending on how the gaming group wants to handle vehicles. It would result in a very planetary-based campaign, with travel between systems done as story rather than action, or even done via portals. Even then, what HARP SF does not have is rules or guidelines for creating worlds and systems, or indeed alien species, and again, the SysOp will likely need to create those without referring to rules or guidelines. What that means is HARP SF is not the toolkit that it could have been for the SysOp to create of her own, and that HARP SF Xtreme is a must buy purchase.

Physically, HARP SF is a plain, simple, greyscale book. The artwork is decent and the writing is clear and easy to read—for the most part. The game’s many examples of the rules are presented using light grey rather than black. This makes the examples difficult to read. In addition, the book’s numerous tables are often also too small to read. Another issue is the organisation of those tables. They are not repeated for easy access at the back of the book, for example, the Critical Tables for the various attack types, so the SysOp will need to bookmark the tables that get referenced a great deal during play, if not purchase or create his own reference screen. The book could have been slightly better organised in that the need to purchase Endurance, Power Point Development, and the Resistances as skills could been made more obvious, if not explicit. They are essentially buried in the skills section when they needed to be highlighted as part of the character creation process.

In comparison to the much earlier Space Master, it is clear that a great deal of effort has been put into making HARP SF a much more streamlined and simpler Science Fiction roleplaying game. However it cannot avoid a degree of complexity in places, especially the psionics rules which feel like a subsystem of their own, and so this does mean that HARP SF is still a challenge to really teach the players even once the SysOp has grasped how it works. In comparison to HARP Fantasy, which felt somewhat generic in its treatment of the fantasy genre, HARP SF does not, the Tintamar setting suggested a low Space Opera setting in which technology plays an important role rather than high Space Opera where the Player Characters push buttons and the spaceship just goes. The mechanics to HARP SF do suggest a harder edge to its Science Fiction though, which is slightly at odds with the setting. Nevertheless, its setting of Tintamar offers plenty of scope for gaming and expansion, and if a gaming group can pick the rules up, HARP SF offers a solid range of options and flexibility in terms of characters, combat, and even campaign frameworks.