Category Archives: Science Fiction

Characters from and reviews of games which self-classify as “science fiction” meaning generally all the k00l p0w3rz are explained by technology no matter how unbelievable implausible poorly developed or self-contradictory. For reasons unknown to me “psionics” is classed as “science fiction” while “magic” is classed as fantasy. I obey this convention here.

Rango As Post Apocalyptic Setting

So, the spousal unit and I just returned from Rango, a film where I greatly suspect a huge chunk of the script consisted of “Let Johnny Depp do something for 45 seconds, then go to next line.” While, obviously, I have great sympathy for any film in which the hero is reptilian and prone to fits of storytelling, I was generally very impressed overall by the humor, the animation, the amazing level of detail and texturing in the world, the voice acting, and the constant little nods to classic westerns and other films. As I watched it, though, it occurred to me that with very few changes, it could be a Gamma World or similar style post-apocalypse movie.



This article will discuss the film in significant detail and reveal many Cool Bits you might not want to see revealed. Be warned!

Heck, let’s just insert us a lil’ ol’ “Read More” kind of line, OK?

Continue reading

Battlelords Of The Twenty-Third Century, Part 2

When last we left our intrepid would-be employee of some future Blackwater, he had just chosen his species — the Eridani, a race of Voldermort-looking dudes (again, in the interest of fairness, I want to stress that Battelords well predates Harry Potter and I’m just using the term because everyone knows what Lord Voldemort looks like… much in the same way that people tend to compare games to WoW even if the tropes WoW uses originated in Everquest or DikuMUD) who are basically Ronin….Innnnn….Spaaaaaaace, total stick-up-their-ass stoic warrior dudes who are loads of fun to play, especially if the party has some less straight laced types in it.

There’s three methods of rolling characters. Roll percentiles in order, then roll three more and replace any three with the new rolls; Roll ten times, discard the lowest 2, then assign them in the order you wish; and roll eight percentile dice five times and then choose which set you like, placing them in the stats in order. Number 2 is the “most popular”, and it’s also the easiest, so that’s what I’m going for.

Ten rolls:9,12,44,86,25,45,55,87,54,23.

As usual, my rolls suck. Obviously, we drop the 9 and the 12.

The eight attributes are:

Strength, Manual Dexterity, IQ, Agility, Constitution, Intuition, and Charisma

No, wait, that’s seven attributes.

OK, there’s an “Agression” score. Every other attribute has a table; Aggression doesn’t. It’s very easy to overlook. So, OK, 8.

It’s recommended that you roll on the “I Was Just Growing Up” and “Fickle Finger Of Fate” charts before assigning attributes, so let’s do that, shall we?

Past Is Prologue

“Life charts” or “Fate Charts” or “Backgrounds” or whatever were really, really, big in 1990s era games. They hardly originated there… I remember the first edition of Mekton had a “Lifepath” system that could get you spinning endlessly as you diced for the hair color of your sixteen siblings and whether or not you liked any of them, but the nineties were the golden age of finding out you were born on a farm and your older brother tried to kill you and you were kidnapped by gypsies and encountered a mentor who taught you how to ride a motorcycle and then your girlfriend was assassinated by space nazis and you worked on an ice planet in their broccoli mines and then, when you were twelve… so let’s see what we get here.

There’s two tables, Table 1 and Table 2. If you want to roll on Table 2, the “good” table, you must roll on Table 1. If you roll three times on Table 1, you can roll twice on Table 2. If you are married filing jointly, subtract the total of line 45 from…

I’ll just roll once on each.

Table 1: 40. I have hydrophobia. According to the table, “Your mother dropped you in water and you sunk”.

Table 2: 32. I was a famous cyball player (+2 charisma). Since we’re on a 1-100 scale, that’s not a whole hell of a lot.

I can also roll once or twice on the Fickle Finger of Fate table, plus an additional once on the Warrior Fortune table.

Fickle Finger Of Fate: 78. I was mugged while walking my pet, -200 credits. Boy, this is going to really look crappy on my performance review.

Warrior Table: 04. Hey, cool! Obtained training in swordsmanship at the famed Swintash school. +10 to hit with edged weapons! That actually fits my character. Go, me!

Time to assign stats. As an Eridani, I get a bunch of bonuses and only a few penalties, so let’s just work this out. I want to be a kick-ass sword wielder, so I figure we’ll start with the physical and go from there. My base numbers, again, are: 44,86,25,45,55,87,54,23

Strength: 87+10=97

Manual Dexterity: 45+5=50

IQ: 44+10=54

Agility: 55+20=75

Constitution: 86+5=91

Aggression: 54+15=69

Intuition: 25-5=20

Charisma: 23+2-10=15

So what’s all this mean? Well, there’s a lot of very AD&D 1st edition tables with “Minimum for an Orion” and “Maximum for a Ram Python” here, so I’ll check to make sure I’m not breaking any bounds. There’s also plenty of attribute-dependent things like encumbrance, etc. My strength of 97 gives me a +2 to damage, an “SB”… that’s skill bonus, for strength based skill checks, or +12, and I can dead lift 660… lbs, I assume. My 75 agility gives me a -2 Defensive Modifier (that’s added to my opponents roll, so it’s subtracted, which is a good thing, except, again, we’re on a percentile scale, so that -2 is going to be more an annoyance than a real benefit. “The enemy rolls a 98, plus his attack bonus of 47, so he hits you.” “Did you remember to take away 2?” “Yes.” “Oh, OK, then.”) I also have a +4 to my attack rolls with archaic hand held weapons, so I’m already at a +14 to hit. Sweet!

I just want to note the Constitution table has “System Shock” and “Resurrection Percentage” values.

Lastly, my Intuition of 20 makes me “Absolutely Clueless” and gives me a -20 to sight, hearing, and smell checks, and my Charisma of 15 means I am “Ugly as !%$&*”. No, really, that’s what it says — literally transcribed. Oh, and there’s a Henchman Loyalty Base. By the way, if Charisma is pure appearance, as would seem to be the case by the comments, why did being a professional Cyball player improve my Charisma, however slightly? Did we get free plastic surgery or something?

Secondary Statistics

This covers random other stuff. The first is Terrestrial Knowledge, which is the chance you’ll know anything about a particular planet. To determine it, you roll %ile dice and divide by 3. 17, divided by 3 is  5.6, and we round up to 6. I have a 6% chance to know anything, but since there’s 20 galaxies in this setting, I think that’s pretty good.

Military Leaderships: I add Intelligence, Aggression, and Intuitions, divide by 4, and round up: I end up with a 36.

Persuasion is Intelligence+Charisma, divided by 3. 23

Bargaining is Persuasion-15, or 8.

Given that there’s a bunch of skills later on, I have no clue why the “Secondary Statistics” are not just, you know, skills, or why Persuasion and Bargaining are broken out as they are. Anyway, there’s the numbers. I do get to add some racial bonuses, though, so my final Secondary Scores are:

Terrestrial Knowledge: 21

Military Leadership: 56

Persuasion: 18

Bargaining: 8

Frankly, I think any race of beings known throughout the galaxy twenty galaxies for being warrior-lunatics would have a huge bonus to “Persuasion”, but, then again, I got mugged while walking my pet. I don’t even know what kind of pet it was. Fooey.

Hey, there’s a Racial Preference chart!

Yeah. Getting a bit of déjà vu here….


One of these things is not just like the other….

I now need to figure out my size class, which is based on my height and weight, so I have to go back to my racial description to see what dice I roll. I am 82 inches tall and weigh 280 lbs. This makes me size class 6. I have 10 Body Points, and can make 3 punches per turn.  My Social Status is content, which gives me a 25% bonus to starting money, which is determined by my race, which gives me 100 * 6d6, and I rolled a total of 25, so, 2500*1.25=3,125 galactic… whatever, minus 200 since I got mugged walking my pet. Yes, I’m still bitter about that. That leaves me 2925.


Skills to Pay The Bills

Everyone begins with 50 Proficiency Points, except I’m not Everyone, I’m an Eridani, so I begin with 40. I will be complaining to the Galactic Equal Opportunity Board forthwith. I get a few bonuses due to my race, as well — I get three levels in Archaic Hand Weapon, and Archaic Hand Weapon skills cost 1 point less. I can start with only three levels in any skill above and beyond my racial levels, so let’s see max out “Whack People With Sword”. Lessee, here’s the skill table and… my eyes! Sweet cold and merciless gods of space, my eyes!

I’m obviously spoiled by modern layouts. Wow. This is just one giant wall of numbers and symbols. Sure, it all makes sense eventually, but this is the kind of thing that tends to send folks running in terror.


There’s two full pages of this. Yeow! (Really, though, this is cleaner and more straightforward than many similar games of the era, and it’s probably better to have all the vital information in a chart, however abbreviated, than to have to flip across multiple pages to compare skills, but it’s still an overwhelming mass of numbers and symbols, hard to take in all at once.)

The most important number is “SC”, which is “Skill Cost”, which is “How much it costs to get a level in this skill”. Archaic Hand Weapon only costs 2 points per level, or one point ’cause I’m an Eridani and I rule, baby, but there’s a little squiggly symbol next to it which means “Does not give standard +10$ modifier”, see skill description to see how it is used.

I need to specify type of weapon… that’s easy, “Big Ass Sword”. Then I look at the Hand to Hand Combat Chart. If I add 3 levels (for a total cost of only 3 points), to my pre-existing 3, I will be at level 6, which gives me a +24 hit bonus and +2 damage and +1 to “number of attacks”. Add in my +10 from my race and my +4 from my Agility and I’m at +38, which seems pretty good without any knowledge of what the combat system is actually like. I also have a +2 damage from my Strength and a +2 from my skill level, so +4, which if most people have Body Points in the low double digit range, as seems to be the case, means I’m doing serious whackity with each hit. (A two-handed sword, which requires minimum strength of 70 to wield, does 2-12 points of damage and has a base 85% chance to hit, so my chance to hit is, I’m guessing, 85+38 minus some defensive whatever. 2-12+4 is pretty sweet damage, though. Maybe. Actually, I have no idea.

And I think I will stop here for the nonce… picking skills is the best part of games like this, so it deserves its own take. Then we ought to be done!

Battlelords Of The Twenty-Third Century

“Suddenly, five soldiers in heavy assault armor appeared out of nowhere!”

Battlelords Of The Twenty Third century is a game I remember seeing a lot in stores in the early 1990s, but I never picked it up. Recently, I was offered a chance to review the new (or possibly re-released, not 100% sure…) edition, and was given a free copy of the PDF in order to do so. Some bloggers whine and complain that they may have to disclose getting free laptops or vacations in return for reviews… I get a PDF. Go figure.

By the way, in case you’re wondering, the opening quote here is from the introductory game fiction. I do not like introductory game fiction. If I have to read a badly written short story to figure out what the game’s about, it’s a badly designed game. Fortunately, it seems the story is unnecessary to understand the game, a lesson White Wolf still really hasn’t learned. Unfortunately, while it isn’t necessary, it is badly written. The expository dialogue isn’t just ham handed… it’s “entire damn pig” handed. However, this is not a fiction review, it’s a game review, and, as usual, it’s not so much a “review” in the traditional sense as an “I make a character and I write down everything I do and everything I think along the way, as if anyone cares”. So let’s get on with it!

Who Do You Kill, What Stuff Do You Take?

All roleplaying games… well, all good roleplaying games… boil down to “Kill things and take their stuff.” Sometimes, the things you kill are your inner personal demons and the stuff you take is emotional maturity (it’s worth 500 gp to some vendors on the lower planes, by the way), but I think we can safely guess that a game called “Battlelords” is going to be a bit more… literal. (Which is a very, very, good thing.) From the introductory fiction, I learned that the main theme is that you’re going to be mercenaries for a megacorporation, blowing stuff up and risking constant death because there’s nothing good on television and while they’ve invented super-galactic-hyper-travel that allows the setting to cover 20 galaxies(!), they haven’t invented diet pills or Prozac. Really.

“With mixed emotions, the mercs called SSDC “Mother.” Mother offered people from the streets the chance to become something, to be more than fat, alcoholic, armchair quarterbacks whose lives suck so bad that they commit suicide in their early forties.”

The “something” they become is usually a charred corpse, but hey, it’s a living. Oh, wait, it’s not. It’s a dying. Anyway, let’s face it, by any kind of objective standard, virtually every PC in every game ever is basically a homicidal sociopath whose antics would make Stalin and Attila scratch their heads and say, “Dude, don’t you think you’re taking it a bit too far?”, so I’m not going to bitch too much about that.

Anyway… 20 galaxies? Really?

I can’t gripe too much about the general setting, though, since it hits a lot of my own personal favorite themes. Huge frackin’ galactic empires! Mysterious mysteries from the past! Super-psychic powers! Lost artifacts! You know, all the cool stuff. The writing could be a bit less clumsy, but its heart is in the right place (which, depending on species, might be the fourth leg).

By the way, you’ll be happy to know that the author takes time out to assure us that playing an RPG won’t make us believe we’re really a man eating squid. That is, a squid that eats humans, not a human who ordered “calimari” because he didn’t know it meant “squid”. I want to be clear here. The rules also tell us that there’s no devil worship involved. Yes, folks, in the 1990s, some game writers still felt obliged to tell their audience their games weren’t satanic. This tells you a lot more about game writers hoping against hope that people still believed RPGs were satanic, because that would be cool, than it does about the actual made-up scares of the time, which were more focused on Pokemon and games like “Doom”, which would turn everyone into psychopathic axe murders (but with guns, not axes), which is why, after an entire generation has grown up running demons through with chainsaws, violent crime keeps dropping despite harsh economic times that normally lead to an upswing in crime… but, please, Fox News, don’t let “facts” get in the way of your witch hunts… not that they ever have. Wait, where was I? Oh yeah. Battlelords.

Blah blah what is an RPG blah blah…

Continue reading

Midnight At The Well Of Souls

Midnight At The Well Of Souls

Midnight at the well of souls

Many great science fiction novels and settings have been turned into RPGs, and also some not-so-great ones. This is not one of the not-great ones; that is, it’s one of the great ones. Unlike a lot of great science fiction books, movies, or TV shows, it’s also eminently gameable. The novels, five in the original series (which I’ve read several times) and a bunch more written more recently (which I have not read, but since they were published well after this game, they’re irrelevant, and irrelevance never forgets), take place on the Well World, a kind of cosmic lab where the creators of all life in the universe experimented with different species. Think of it as a biological Google Labs. Some things got out of beta and were published, and some things, well, can we say “Google Wave”, anyone? In any event, the world was divided into hexagons — yes, hexagons — each containing a unique biome and a sapient race, ranging from humans to centaurs to talking asparagus to incomprehensible energy beings, and they all shared the same world, and in some hexes tech worked and in others it didn’t, and in some magic — yes, magic — worked and in others it didn’t, and you can see how a setting like this, with hundreds of races, mixed tech and magic, and a legendary control center (the “Well of Souls”) to quest for would be a perfect RPG setting. However, I’m going to bet you haven’t heard of the RPG, and as far as I know it vanished rather quickly, leaving behind no supplements. Why? Was it a steaming pile of suck, deserving of a painful death, or was it just in the wrong place at the wrong time? We won’t know until we crack open the book and begin!

Quick! Hit “Read More”! We have to begin!

Continue reading

Star Rovers, Finale

Star Rovers, Encore

Well, here we are. Barring a response, or libel suit, from Mr. Stocken, this will most likely be my final Star Rovers article. (There’s a temptation to begin producing new material for a game out of print for almost 30 years, surely the ultimate in both retro-gaming and quixotic gestures, but I will finish Earth Delta before embarking on any other large undertaking. I will, I will, I will. (Beta 1 is in heavy, active, "I was editing it last night and will be playtesting it tonight" development. Really. This is not going to be one of those projects where I post annual messages declaring I’ll be getting back to work on it soon.))

Anyway, while the focus of the "Characters From A Thousand Games" section is supposed to be solely character creation, with other game systems looked at as needed, I’m going a bit beyond the scope with this look at the cosmology of Star Rovers, because a world in which more people know about hyperspace trenches and rainbow holes is a better world.

After the break, yadda yadda. There’s also a picture. You like pictures, right?


Continue reading

Star Rovers, Part V

You Gotta Have…Wait, I Did That Bit Already

Alright! After a long trek through space corporations, exchange rates, equipment failure, bodily improvement, and mining, we are staring at the skill listing for the Spacer class. This gives us the attribute prerequisites, which helps me figure out what classes I qualify for before I pick one. It’s also illustrated by an attractive, eye-patched space pirate lady (I assume she’s a pirate ’cause of the eyepatch, it is a fundamental law of the universe that naval officers or guys who haul space-beans from one forgettable starport to another either don’t lose eyes in fights at Moondog Maude’s or else can afford prosthetics) with a wonderful 80’s style "do", and her somewhat more butch looking crewmate, and because I’ve spent way too much time on the Internet and I’m a dirty old man, I’m going to have to speculate on just what they do to celebrate a successful raid. But since there’s no space combat rules (bitter? Moi?), I might just assume they have to keep busy while waiting, during those long, cold, nights in space… yeah, I’ll be in my bunk.

Picture (and some text) after the break.


Continue reading

Star Rovers, Part IV

Star Rovers Part IV

Well, this is the first time in the history of this blog anyone actually commented to say they were looking forward to/waiting for something, so I suppose it’s a good idea to actually write it. I also have a special treat for you… some scanned art from the game, so you can see a bit of what I’ve been talking about.

A minor digression, here — something you ought to be used to if you’ve been reading this blog, or, well, anything I write that’s longer than a Facebook status update. Comments help. A lot. There’s often a feeling of screaming into the wilderness, here. Any kind of feedback which isn’t coming from a spambot trying to sell fake watches or link you to malware sites encourages me to keep writing. My game collection is immense, and includes a lot of fairly rare old games and fairly obscure newer ones… if there’s a particular game you’d like to see me work through/review, let me know, and I’ll see if I have it. A lot of my "game design" time… well, OK, all of my "game design" time… these days is taken up with Earth Delta, but these types of articles occupy a different sphere, so I don’t feel I’m "getting distracted" if I work on them. (PS: Today I wrote the words "Earth Delta Beta 1" on my ever-growing rules document… it may be a bit before that’s actually posted, but it really is happening.)

Links are cool, too. You link to me, I link to you. Based on the overall readership of this thing, that’s a lot more benefit to me than to you. Hey, I’m honest, at least!

OK, enough of this stuff. On to the actual article.

Read more for amazing art, interesting classes, and maybe even a look at the equipment lists…


Continue reading

Star Rovers, Part III

Star Rovers III

Well, this series has generated more comments than any other posting here (three! Three comments! Whoooo!), so here I am again, as my computer spends most of its processing power to churn through a few hundred thousand pieces of financial data to test out my code. I’ve been promising chargen for two long, digression-filled pieces now, and it’s time to deliver.

Click "More" to see me deliver.


Continue reading

Star Rovers, Part II

Star Rovers Part II: Character Building

(With a quick digession into game mechanics.)

Right then.

Let’s jump into what these articles are all about — character creation, and discovering a game system by working through it. Much as with Space Opera, I’m turning back the clock to my earliest gaming days, forcing myself to take off misty glasses of vague recollection and confront the cold type burned into the dead trees, facing the rules as they were and judging them with the eye of a semi-competent semi-pro game designer and writer who has been gaming, now, for longer than I’d been alive at the time I originally played. Let us see… (at this point, the screen should get all wavy and fade out, but anyway…)

Some physicality. Star Rovers was a boxed game, as most were at the time, though the era of the single book, "You buy your own damn dice!" game was rapidly approaching — Villains and Vigilantes and Champions were already in the vanguard for that. I can’t find a price on the box, but that’s not atypical. I suspect it was 19.95 or so. For this presumed price, you get a rulebook of about 130 pages, held in a cheap plastic spine which could be unclipped to remove or add pages, three ring binder style. This design choice, tried again with the AD&D 2e Monster Manual, was intended to allow the addition of new "modules" as the game progressed — rules modules, not pre-fab adventures (and therein lies a tragic tale). The boxed game was "Module 1", of course. You also got maps. You got several pages of blueprints for the "Zirconium Zephyr", a generic PC-class starships, a large, scaled for 25mm figures (but not hexes or grids, despite the game relying on hexes for combat) map of "Moondog Maude’s Cantina", which included "Galactic Roulette" tables, spice racks (labeled "Salt, Pepper, Sulfur"), bathrooms for males, females, and "non-humanoids" (evidently, male, female, receiver, and nurturer Blagovaxians had to share), an out-of-order video booth (really, it says, "Out Of Order" on the map!), and many more wonderful things that tell you exactly what we of the 1980s thought the future — the kick-ass, galaxy-eating, lightsabre-fighting, totally heavy metal future — would be like. Sure, at this same time period, William Gibson was penning depressing novels about the grim dehumanization caused by technology (and we gamers would turn it into a genre where you played cyber-mercenaries who kicked 26 different kinds of ass with their built in penis mounted missile racks), but for us 16 year olds back in high school, it was all about the vrooosh (that’s a lightsaber  sound effect) and the lasers (pew pew pew!). The only thing "grim" or "dark" about the future was the slavering alien hordes that would nom your face off if you didn’t shoot them first! Pew pew! Wait, where was I?

Read on to find out where I was!


Continue reading

Star Rovers

Star Rovers

Most of the articles in this series reference games I’ve never played, or played only occasionally. Some are extremely obscure. Well, this one is definitely obscure, but it’s a bit different, in that it’s a game I played quite a bit back in High School (Gill/St. Bernards, 1979-1983), namely, Star Rovers, published by Archive Miniatures in 1981, which was a very good year for gaming. I’d say it was roughly the peak of what I, personally, consider the "classic era" or the "Golden Age", based mostly on the premise that "The Golden Age of Science Fiction is 12" — that is, the defining moment of any genre is the era that it is discovered by the individual. But anyway…

Star Rovers embodies the spirt, essence, zeitgeist, whatever of what I think gaming, and especially science-fiction gaming, should be. It’s really Space Fantasy, not "Science Fiction" in any meaningful sense. It’s an insane hodgepodge of whatever random elements the writers thought were cool, pulling from pulp sci-fi of the 30s and the science fiction movies of the 1970s (especially "Star Wars", which of course itself pulled from those same pulp elements) as well as the vaguely inchoate common assumptions of the rapidly developing gamer subculture.

Setting? Oh, you silly, silly, man (or woman). This was the early 1980s! We didn’t need no steenkin’ setting! (We still don’t, if you ask me — not as part of the core rules.) What you needed was the idea of a setting, a sense of a setting, the echo and color and tone of a setting, but not any actual, definable, setting. So what does Star Rovers give us?

From "In The Beginning", on page 0.01. (Yes, 0.01. You got a problem with that?)

Billions of years in the primoridal future, beyond Infinity, the Universe collapsed into a Black Hole and ceased to exist. Time reversed its flow, and the stars burst forth from the Cosmic Nothing in a blaze of light. Cosmic wastes congealed into captive orbits in the outer darkness, forming planets, sometimes colliding with each other, shattering into rocks and asteroids and wandering comets.

As if on signal, at different times and places, floating synapses of energy crystallized into minute replicas of ancient suns, then into chains squeezed by the colloidal clay into the building blocks of Life. Carbon and Silicon proved to be the most prevalent molecular bases to evolve life from, but there were others, and sentient races evolved in a bewildering variety of forms. Sometims the path of Intelligence omitted many stages altogether, assuming bizarre shapes far removed from the normally travelled paths of natural selection. The Cosmic Computer catalogued nine billion different species of sentient life before the Universe collapsed and the stars winked out of existence.

(All random Capitalizations are As Found in the Original text.)

Don’t ask about the Cosmic Computer. It’s never mentioned again. But the mere fact it was mentioned automatically gives you some sense of what this game’s about, isn’t it? 

A paragraph or two later, in "Fragments of Imperial History", we learn that:

Then, the Biomorphs came. They grew from within, these Exploding Men, almost impossible to detect. They struck without warning, like a sudden earthquake or an epileptic seizure. They were a threat so dreadful that the Empire felt obliged to deny their very eixstence and the terrified people gave tacit approval to this conspiracy of silence. For the name itself, though seldom spoken, conjured Death and Oblivion, almost attracting attack with each utterance.

I didn’t leave out anything vital; "Biomorphs" aren’t defined or explained, either.

Skip ahead one more paragraph, and we get:

For Time has begun to run out. The Hurrakku — they who would gnaw their way through a starcluster and leave nothing in their wake — had already starswarmed. And even though they were still more than forty galaxies away, they were headed in the Empire’s direction.

But they were only the messengers of a great doom. What goaded the Hurrakku onward was the fear of impending annihilation. There loomed behind them an expanding, starless, blackness — A rift in the Space/Time fabric grown so large that it consumed the Past, the Present, and the Future. This was the Final Darkness that Would Cancel Everything!


But then we learn of the El’dar scrolls!

With great secrecy at first, and then more openly, the Empire began to field great numbers of intelligence gathering operations; then exploratory groups to search for the lost technology of the El’dar.Starknight enclaves planned and executed missions into unexplored territories to recover lost artifacts. The Rebel Axis also began receiving reports and dispatched probes of their own. So did the Dragonspawn. The Biomorph High Command had always been aware of the existence of the lost artifacts, even before the Empire, but had never succeeded in recovering any.

Thus it was that the Star Roving Ages began. As always, the enemies of the Hu-men, who sought only their destruction, followed in their wake. But the Hu-men no longer looked back in fear. Instead, they looked forward into the vastness of space with a renewed sense of wonder.

I’ve skipped a few paragraphs here and there, but nothing which would add more "context" or "meaning" or "definitions" or any other such wuss-like things. Hurrakku? Dragonspawn? "Starspawned"? Starknights? Rebel Axis? Some of these words show up again in the text, never explicitly called out or defined, others are never seen again. But you KNOW what this game is about! Giant alien…somethings… that chew through ENTIRE STARCLUSTERS! Biomorphs! Starknights! Ancient artifacts! Galactic secrets! Holes in TIME AND SPACE! Some sort of outer space dragon men, or something! Whatever! It’s cool! This game certainly isn’t about whipping out your HP Scientific Calculator that does RPN and trying to figure out the fuel requirements for the jump drive and if you’ll show a 15 credit profit on that load of dried beans you’re hauling from one planet to another. This game is about things that eat galaxies, man! Whatever they are! Didn’t you read it, dude? They, like, eat galaxies! Or they’re running from something that eats galaxies. Or… something. Whatever. Dragonspawn!!!!

Sorry. Lost myself there.

Anyway, that’s just the first two pages. We’ll get to character creation… sometime. I just had to post the introduction. Enjoy.

Continue reading