Distress Signal Tundara is a new adventure module for 3-6 adventurers of levels 1-2 compatible with White Star. After the cover, title page, one page of deck plans and the final page for the OGL, the rest of this 17 page PDF is the text of the adventure. In addition, it comes with two image files for the deck planes, one with a grid for the GM and one without the grid for the players.
There were only minor production issues. I noted was one typo in the first few pages. A description of a creature used yards, when the map is in meters. And the non-grided map makes reference to the scale of the grid, which is missing. Other things referred to feet using the apostrophe character, which is part of White Box information, so not a problem of the author.
Each referee will have to work out for themselves, whether to use English or metric units, and whether to convert White Box feet to meters. Where outdoor movement is in yards, this is easy enough to hand wave as meters. Feet can be crudely approximated to 1/3 of a meter. Personally, I prefer to use metric in a Science Fiction game, but having been raised on English units, I think in those units, so not a problem for me.
The author did his own graphics, with some open content. I like the cover and the deck plans provided. It would be nice if the original and now damaged area of the ship were shown in outline, so one knew it’s original structure. But that is only my desire for a complete deck plan for future use. [One thing I wish I had was a 75% view of the ship. Not to detract from the module, but something I feel would be cool to show the players from their scans/view of the ship on approach. The burst of new ship types and graphics by some on the White Star community can help fill this want.]
The premise of this adventure is not entirely new, but is presented in a way that is clear, concise, and ready to run after a quick read and a few minutes to think of how to approach it.
The GM is left to determine how the players are in the area, whether as passengers on a ship, or a ship of their own. This is not a major issue, as it allow the module to fit into an existing campaign, or be a one-shot.
There is enough detail in each area of the ship, that curious and careful players will manage to find something in most rooms. However, there are notes that the referee will have to fill in things that he or she feels are necessary in their game. There are also hazards for players that are rash and forget that there are in space. The issue of explosive decompression of a hatch that is forced open is dealt with, as I was thinking about how I might handle it as I began the text, there it was a bit further in. Excellent!
Several NPC’s are suggested for various ways that the GM might impact the scenario. This gives maximum flexibility to work into existing campaigns, or ideas for similar adventures. There are also potential plot hooks that could lead to more adventures that can easily fit into an existing campaign.
This seems like a scenario that would be a good fit for a con, but I don’t know if it would fill a four hour slot. Still, it might be fun to try it.
There is a lot here for $1.00. I think that I would enjoy playing this as a GM or a player.
Funny: At first glance, I thought the title was Distress Signal Tundra. Tundra made me think of ice, and I thought of the movie, Ice Station Zebra. Now I have thoughts of a White Star scenario on ice. Now all I need is Snoopy….