We’re back today to wrap up our look at The Expanse RPG by Green Ronin. Last time I looked at character creation and what the game looked like compared to the Modern AGE RPG that it’s based on. I’m not the first to compare them by any means, but I’d rather focus on the unique elements of The Expanse itself. That’s why I’m happy to delve into the heart of the setting and how GMs can craft a story worthy of the original.Continue reading “The Expanse RPG Review, Part 2”
Last time I looked at Spaceships & Starwyrms I focused on the character creation side. Today, I’m wrapping things up with a look at the setting, the spaceships that characters will use, and the creatures they’ll encounter along the way.Continue reading “Spaceships & Starwyrms Review, Part 2”
I’ve been excited by the possibilities in the prospects of Spaceships & Starwyrms for a while. As a matter of fact, I’ve written repeatedly about sci-fi adaptations of D&D and about Esper Genesis in detail. So when I got the chance to examine a copy of the latest addition to this category, I eagerly opened it up. It’s a setting of technology and magic, busy planets and empty space, and… well, spaceships and starwyrms.
Today I’m sharing that a lot of people have asked about, here and at Continuing Mission: a comprehensive list of all the options for Star Trek Adventures. Specifically, with all the spaceframes and species in the official books and on Continuing Mission, where can they find them all listed? Well, you can find them here. I’ve made a master spreadsheet with the basic stats of all spaceframes and species to date, with their source for easy looking up. Share with your players and GM to make building your crew and galaxy a little easier. You can search for specific terms and also download a copy if you want to change how things are sorted. Enjoy!
Hoo, it’s been awhile! When I took my brief hiatus following the birth of Baby Grue I had promised a second look at the rest of the Esper Genesis core rulebook. An attentive reader pointed out that I didn’t come back to this, so today I’m coming back to it! If you missed it, last time we looked at races, classes, and backgrounds in this game. Today we’re looking at setting, stuff, and aliens!
Since it was released, Star Trek Adventures seen a number of different supplements. I had some earlier posts about how to create adversaries and NPC starships in Star Trek Adventures (links below) but I thought I’d revisit the subject and see how things have shifted with the Beta Quadrant Sourcebook, the Command Division Supplement, the Operations Division Supplement, and the adventure compendium These Are the Voyages… Read on to see what tweaks have happened in the game’s first year!
I was thinking the other day about things that I’d covered in my now-defunct Cypher System treatment of Star Trek and what isn’t already available in Star Trek Adventures. One thing that I’d thought of, and something that turned out to be in the works for the new Numenera Destiny, is teams of NPCs. Groups were covered in a combat sense in the mass combat rules in Red Alert and today I’m jotting down some of my thoughts on how this can expand to non-combat situations.
The Command Division Supplement is definitely my favorite sourcebook for Star Trek Adventures so far. It’s a small field but there are a lot of cool ideas and exciting expansions to the main rules in there. One of the coolest, and something I skipped over in my initial review, are the fleet engagement rules in Chapter 5. These are really neat but I wanted a chance to play around with them before voicing an opinion. So, here we are!
Like Starfleet, the characters of Star Trek Adventures are divided into three major divisions: command, operations, and science. To support character development in the game, Modiphius has three supplement books planned, one for each division, and the first one is out now! Like the four quadrant books that are planned (you can read a review of the first one here) there is a lot of setting material and game inspirations in these books. The Quadrant books, however, are full of NPCs and plot hooks while the supplement books are full of new Talents, rules expansions, and crew templates. Ready to see what the command division is all about? Let’s get started!
The first major sourcebooks for Star Trek Adventures are out! The game has seen a core book, adventures, pregenerated characters, and custom dice but not much in the way of official expansions of mechanics and options. There are two books releasing next month but if you have the PDF Collection then you’ve already gotten links to them. The first one (alphabetically) is a sourcebook outlining the Beta Quadrant, home to the Klingons, Romulans, Orions, and other nasties. What is the book like? Well read on and find out.