The first(?) available third party adventure for White Star, Star Temple of Saturgalia is a six page PDF, that after the cover and OGL leave four pages for the adventure.
This was billed as an introductory adventure. Nowhere in the PDF does it indicate that is is for low level characters. It is obvious from a reading of the text that it is for a group of low level characters.
The method of handling encounters almost guarantees that there will be three space encounters en route to the planet. Instead of a 1 in 6 chance of there being an encounter, there is a 1 in six chance of no encounter. The odds of the encounter ignoring the players or being friendly combined are 50% or greater. So even if there is an encounter, it does not guarantee a chase or fight. The intent of the designer is to have tension. If one is playing up to the tropes of the genre, this is understandable. However, the GM is free to handle this his or her own way.
Once on the planet, there are two encounters, potentially competition from an NPC party, or natives are the greatest possibility. A natural disaster or a creature encounter are also likely. The use of bumble dogs, or a new creature, the gindo, introduced at the end of the module.
This is a very basic outline of an adventure. With the near guarantee of one or two ship encounters, plus two encounters on the way to the temple, it will stretch out the adventure. If you go by the roll of the dice, and there are no space encounters, and the planet side encounters are neutral or friendly, this could be a quick one maybe two hour one shot.
It is an interesting idea, and has enough meat on it that an experience GM could make an evening of it. If you don’t have a list of natural disasters, you will need to make your own table, as the author only gives a couple of suggestions.
The temple itself is a basic dungeon crawl, and it an interesting twist. The map is he standard square rooms and passages, which server to get the point across. The fonts used for the room numbers are not clear, so that some numbers look like each other. I assume that the rooms and areas are numbered in a clockwise fashion, so it is easy to make sense of it, but it still takes a moment to be sure of this. There are also a few grammatical errors, indicating that the text needed a quick review by a new set of eyes or to sit for a few days before finalizing. A suggested description of the natives of the planet, if not a new race, would be interesting.
At one dollar, the items, tables, new creature, and other ideas presented can make an interesting one-shot introduction of the rules to new players, and a skilled GM can easily expand it to be something more substantial in their own campaign.
If you need some help for prepping last minute, this module only needs a few things to be ready to play on short notice.
DayTrippers Planet Generator, is a section pulled from the DayTrippers GM Guide. DayTrippers is an RPG game by Tod Foley of As If Productions. I had not heard of this game, but this is one piece that many complain is not in the White Star framework. It is a nice piece to have if you don’t have another ruleset to borrow from, or don’t wish to create your own tables. It is a system agnostic method for generating star systems from the size and type of star, to the number and size of planets.
This six page document is 4 pages of tables for system generation and half a page of converting character abilities, skills, and difficulty levels to other systems. The first page being the cover and last half page being split between more information on Day Trippers and blank space.
It is reminiscent of what I recall from other science fiction games back in the day, most likely Traveller, but perhaps also Star Frontiers. At 50 cents, it is hard to say no to this.
If you need something to get your juices flowing with ideas so that every system is not the same, this can do the trick. If you don’t want to invest in a complete rules system just for these tables, it is a great value.
In 20 pages are packed 16 pages of information. Unlike many small PDF’s, this one includes clickable links in the table of contents. While not necessarily needed in so few pages, it is much appreciated!
The classes presented are alien, astromancer, engineer, lost worlder, scoundrel, and warp ninja.
Aliens are a generic class to cover any kind of alien you can imaging. 8 abilities are suggested, from which the player picks one. There is also an option to convince the GM to let you make up an ability. These would also make good generic NPC aliens.
Astromancers remind me a bit of illusionists, but have some very interesting “Quantum Formulae” that they can use. Many of the names of these re-worked spells give a science fiction flair to otherwise standard and well known spells. There are a few new “spells” here, along with some interesting abilities.
Engineers read like a cross between MacGiver and Mr. Scott. With abilities that allow them to do various kinds of “save the day” things. I really love the techno-babble chart for generating random terms, such as “quantum radiation capacitor”.
The lost worlder is a “barbarian in spaaaace!” The don’t use high tech gear, but have a chance to randomly push buttons to make something work, with an equal chance of catastrophic failure. One of the abilities is extra resistance to disease and poison, with a bonus on such saving throws. I am reminded of Leela from Dr. Who, and similar such characters.
Warp Ninjas are an interesting idea. It takes ninjas and crosses them with a dash of science fiction, and uses a black hole to power their abilities. Two of their abilities are dangerous and actually cause damage if used. They are powerful, but a bad roll could mean it’s time to roll up a new character.
Scoundrels are an obvious homage to Han Solo, and other stereotypical characters in all manner of fiction. One of their skills is “know a guy”, giving them a chance to know someone, not necessarily friendly. This single page sums up what most of us envisage a scoundrel to be.
Finally, the last page of game material is a set of charts for Random Humanoid Species Appearance Charts, for skin color, hair, ears, eyes, and miscellaneous features. These charts use a d6, three of them use a d8, and a d20, so 5 dice, if the d8’s are specified, can roll a random creature quickly.
The simplicity of each class fits right in with the overall theme of White Star.
YOLO – You Only Live Once, was a popular online meme a couple of years ago.
I remember someone posted their idea for that, “You Obviously Like Owls”
I couldn’t help but thinking, “You Obviously Like Owlbears.”
Yon Obstinate Large Owlbear
Yikes! Oooh! Large! Owlbear! (I am thinking of Bugs Bunny facing one of the many monsters he encountered.)
Yellowish Olive Liquid Oozes
Yucky Odorous Littered Oubliettes
Yard Of Living Oracles
Sometimes these acronym and alliteration exercises give me ideas for something to use in a game, or just a chuckle, or allow me to get these things out of my brain so I can focus on something else. Perhaps these random thoughts spur someone else to some great RPG idea.
White Star is a basic framework. I agree that its presentation with a strong homage to Star Wars helps to understand how it works.
I also see that as a basic framework, it supports any variation on anything that can be considered Science Fiction. From the hardest of science fiction, to the softest and vaguest hint of SF.
I think it is the simplicity of White Star that opens up so many possibilities. With such a simple tool box, different GM’s can go in different directions and each come up with something cool, that others can also use. There is no limit.
If you are comfortable with that simplicity and like to fill in the “gaps” that you see, it is perfect.
One could easily add in comic book heroes, it would take some tweaks to abilities and more tech, but it could be done. Any book, short story, old radio serial, TV show, or movie setting can be done using White Star. Some may take more work by the GM to make it happen, barring a supplement, but it can be done. However, it won’t be long and you will have lots of material, based on the rate at which new classes and ships have hit the community.
RPG’s that try to define “everything” end up being more about the rules and having the right book or supplement, than about doing what you came to do – play.
I am a big fan of both history and maps. I have a B.A. in History.
The ancient world of Egypt, the Middle East, Greece, and Rome, and on up to the Renaissance fascinate me.
The map of Germany with over 1,000 different countries is just fascinating. At my university they had a big hardback map book with a multi-colored map of Germany in the middle ages, and it just fascinated me. My paperback Rand McNally Atlas of World History is a passable substitute for such high-end books of maps.
Just looking at all the colors delineating all the separate nations generates the seeds of ideas.
Whether one is using a campaign set in a historical period of the ancients, or medieval, or a western, or post apocalyptic, maps help set the tone and flavor. Do you need to share the map with players? If they are a post holocaust type setting, would they even know they are on a planet and would they recognize a continent or larger scale map for what it is? In other settings, will players be able to afford a map?
Even if the maps you draw are only to inform yourself as the DM, don’t you want to share your creation(s) with your players?
I don’t have many books of maps. A well-done map is a thing of beauty. I like all maps, real and imaginary.
I don’t have the skill I wish I did to make my own maps. My maps are just crude representations of things. Some are better than others. I really appreciate all the maps available for my use from the plethora of OSR map makers!
I had a package in the mail on Friday, May 8th. I had forgotten that I ordered the April Mythoard. However, I had a feeling that there was something that should be coming in.
I had not planned to get it, but when I saw that it contained the latest edition of Oubliette #9, I was curious. I had read other positive comments about it, and knew that I would get some other cool goodies along with it, so I took the plunge.
Along with Oubliette #9 are several other goodies from Squarehex. There is a book mark with large squares on one side and the other side contains large squares with dungeon map symbols. There are two business card sized items. One is blank on one side, and the other side had hexes with outdoor map symbols. The other small card has dungeon map symbols that are black and the other side has the same symbols in gray with labels to explain them. I am not sure if the purpose of these symbols is to give you an example of what such symbols “should” or might look like, or if you are supposed to put them under your hex paper to help you draw a very neat map.
There is a folded piece of graph paper the same size as the Oubliette issue with the grid on the outside. The inside of the graph paper has the OGL license. I wonder if it it the innermost page of the zine, and did not get stapled. Finally, there is a small pad of 7 mm hex paper. The pad it not as wide as a business card, and it is about as tall as two business cards top to bottom. It is so small that it is for a very small area and it well suited to a micro map.
I expected the Oubliette zine to be a full page folded over, instead it is about a half page folded over. The introduction indicates that this is not the usual size. It is a slick card stock cover with click heavy weight interior pages. It is 20 pages counting the back cover, which is a table for generating hit points of creatures from 1/2 HD to 2 HD using a roll of one or more d20’s. Six pages are a mini adventure, two pages with four new spells. two pages on a variation on familiars, four new magic boots, a new monster, and second mini adventure of three pages. While not every idea will be used by everyone, there is a lot in these few pages.
Awful Good Games has a booklet that is zine sized, i.e. half a page folded over. It is a module of 31 pages. It has a slick card stock cover and slick heavy paper for the pages. The text is black over light grey. It is legible as long as the slick paper does not have any glare. Older eyes with bifocals can have trouble with this. If you avoid glare on the page, unless your eyes are worse than mine, you will be able to read it.
Next is a mini setting, a half page top to bottom ready for a standard three ring binder on slick card stock. It is black ink on a lightly colored background. It looks great, and as long as there is no glare, it too is easy to read. It continues adding to the Mythoard setting. I like that they keep adding things to the existing setting. If you want to use this setting in whole or in part, it is easy to do with this. I was glad to see that past month’s offerings are available. I would like to have the complete series of materials, if I can.
Next is a Pathfinder compatible supplement from AAW Games. It is For Rent, Lease or Conquest. It is a module about obtaining a home base for the party. It is a 42 page adventure. It is in a slick cover and the pages give one the visual impression of newsprint, but are slick and heavier than newsprint. The print is black ink on a multi-colored background. Most of each page has a light background, and thankfully the slick pages are not shiny. However, lighting and the angle the page is held can make words over darker ink harder to read for older eyes with bifocals. In addition, the layout has the text on some pages running into the border decoration. I think the intent is to look cool, but since it is hard for me to make out the text in some areas, and not every page is crowded, I think it is a layout issue. When the young eyes of the layout people read this stuff in 20 or 30 years, they will curse their younger selves. It is worst in sections of the page where the background color transitions from lighter to darker. Some letters disappear. In the corners of some pages is a leaf motif that goes light, dark, light and the odd color transition takes more concentration to read. I find that prolonged reading of this starts the feelings of a headache. It reminds me of the original PDF of D&D 5 where it had a colored background and was very hard to read. It seems like the intent is to go after the younger crowd at the expense of the older crowd.
The premise of the module is buying/occupying a building for home base and the villain is the realtor. I do not find that entertaining. As a homeowner who got screwed in the housing collapse, it is too much like papers and paychecks. That plus the difficulty in reading it, I don’t know if there are any useful nuggets in here.
Finally, there are two Dragon’s Quest adventures from Judge’s Guild: Starsilver Trek, and Heroes and Villains. They are in clear sealed plastic. If this is the original plastic and still sealed, do I want to open them? While these were from Bad Mike’s Books and Games, are they worth more sealed? There are definitely from back in the day and the art is of the sort that did not draw me in back then. Some of the JG stuff is really good and I wish I had delved into it back then.
So there is a lot of stuff in here. Some of it is for younger/better eyes than mine. As with “grab bags” one cannot expect everything to hit the sweet spot.
I found some things to interest me, and some ideas for later.
This supplement is 18 pages, including cover and OGL on the last page. There are several illustrations, charts, and tables. It deals with various aspects of combat, with suggested house rule changes to craft combat to your liking.
It begins with the combat round and moves on to mounted combat, unmounting a rider, fisticuffs, grappling, called shots, disarming opponents, permanent damage and maiming, parting shots, shield wall, ranged combat, critical hits, death and dying, weapon proficiencies, specialization, fighting styles, running competitive combats, such as jousts, tournaments, and archery,
Most of these rules are a paragraph or two. They can be used whole cloth, or a piece here and there, or server for ideas for your own rules.
The majority of these rules are more fiddly than I prefer in the combat system. The last section on jousts, tournaments, and archery would get the most use in my campaign.
If you are looking for house rules that are balanced and fit in with OD&D clones, such as Swords & Wizardry, this booklet will give you lots of ideas.