Another Star Trek Adventures book has hit the digital shelf for those with the PDF Collection and I immediately started flipping through it. I loved the Command Supplement and was eager to see what was in store this time. There was a high level of quality to meet and… Well, let’s just get into it.
I’ve toyed around with science-fiction adaptations of D&D rules (in two separate posts) but today I’m taking a look at one in particular. Esper Genesis is a new product with big ambitions to bring the mechanics of D&D 5e to the heady realms of space opera. It’s got great production value and a good energy but what does it look like under the hood? Let’s take a look together.
The pre-contact history of the Jurganna is mostly lost in legend at this point, although considering the emphasis that Jurganna put in legend and retelling stories these may be surprisingly accurate. Tales tell of warring states that took their conflict to the stars and fought each other in epic space battles. These squabbling states were conquered by an emperor serving as a divine mandate who forged a single group from these disparate pieces. His conquest was the only thing to survive his rule, however, as both his religious reforms and military focus dissolved soon after his death. The unity that he inspired did not, however, and the Jurganna struck out for the stars again, this time as explorers.
Having introduced everyone to the background elements and the long-running history of Dark Horizon, I’m back with some actual game mechanics. Or, sort of. This post is to clue everyone in to how player characters are designed in the setting and why they are slightly different from other Cypher characters.
The character focus Needs No Weapons (Cypher System Rulebook, p. 153) represents a master of martial arts, someone whose entire character concept is based around their ability with unarmed combat. Some campaigns, though, might want everyone to have some martial arts ability which is where this flavor comes in.
I’ve been (belatedly) listening to the One Shot Podcast‘s episodes of Numenera and it inspired me to create a new Session Zero contribution. Like my last outline, this is an active Session Zero which combines the first narrative bit of the story with creating characters for an extended campaign.
A Session Zero is the first session of a campaign that is about building characters more than advancing the plot. You get together and create your characters as a group to better meld them into a party and to help each other out. I highly recommend this if you’re going to do an ongoing campaign, but if you want to try something a little more engaging you should try telling a story at the same time. One of the best games to use this with is my favorite sci-fi RPG, Eclipse Phase.
My first and greatest love in D&D is the Planescape setting by Monte and Zeb Cook. This has no small part to do with my affinity for the Cypher System, but it also means that every new edition of D&D that comes out makes me think of running a version of Planescape. Like a lot of people, I think that 4e made it difficult to have the same feel for the game. Personally, I really liked 4e and enjoyed exploring it but whatever side of the Edition Wars you ended up on you probably have seen 5e as a blast from the past in terms of game design and feel.
I’m once again going to take up the Planescape mantle to create rules for running it in 5e. This is the first part, but there will be more coming!
When the original Character Options sourcebook for Numenera came out, I was not sure what to expect so I was very pleasantly surprised when it turned out to be a really helpful and expansive option for Numenera characters. Now there’s a second Character Options 2 book and I have the opposite problem: how can this one be as useful as the last?
One of the steps to making a character in the Mouse Guard RPG is picking out where you were born. The map of the Mouse Territories shows tons of different towns but only a few of them but only the big eight are described in detail: Barkstone, Copperwood, Elmoss, Ivydale, Lockhaven, Port Sumac, Shaleburrow, and Sprucetuck.
The others are left to the GM and players to invent details for, which I think is a great idea. Still, I’d like to be able to make characters from these locations. There are many more towns with sentence descriptions and this is enough to come up with skills and traits for PCs.