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High Space Core Rules (v1.2)
Publisher: StoryWeaver
by Mike G. [Verified Purchaser]
Date Added: 02/06/2013 01:43:50

This was a good, solid attempt to make a sci-fi space-opera game for Savage Worlds, but it's not without some flaws.

The good stuff: I liked the alien race generation rules, and I rather thought the Fleet book was innovative. Making spaceships into characters is very intriguing, and I may implement a lot of it in my games. It utilizes making cybernetics as Edges rather than as Gear; not that I'm partial to that, but I thought it was a good application of this approach from the Sci-Fi Gear Toolkit by Paul Wade-Williams. Adding Culture to character creation is a good approach as well if only to differentiate human characters a bit more, and I liked the addition of the Equilibrium Rules (a sort of Culture Shock mechanic to assess how well your character deals with the strange and new phenomena)

The not-so-good: The more you read, the more questions come up that I think needed to be answered. Examples, for instance, of various spacecraft would've been handy, to give me a reference on how many Edges should I take for various items on a ship. Such as, it lists Lifepods as an Edge, but if by taking this Edge once, does that mean I have escape pods for everyone, or do I need to take that multiple times. An example of ship development would've been nice, and something more for robotic characters would've sent this game into the five star margin.

On a side note, I'm not a fan of the concept of Post-Scarcity, but I don't apply this as a flaw to High Space. It does, however, turn me off from The Lantern setting, but I thought I'd disclose my own personal misgiving in this regard. However, I did like the simple Acquisition system.

Overall, I think it's a good sci-fi approach to Savage Worlds, and worth getting to enhance your own Savage Worlds game.



Rating:
[3 of 5 Stars!]
High Space Core Rules (v1.2)
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High Space Core Rules Beta
Publisher: StoryWeaver
by Mike G. [Verified Purchaser]
Date Added: 09/19/2012 14:14:57

Putting out something that says "beta" implies they're in the final stages of something, and I presumed the people who put High Space were almost done. There are some good ideas and interesting concepts in this book, but there's a lot of problems stemming from the sheer lack of content. It goes from generic character and alien creation (which I rather liked) and then it's onto glands and stuff. Where are the cybernetics? Where are the robots?

The Starship section, again, starts off interesting, but then the lack of content is the elephant in the room. Further, in building starships, you're left wondering about what some stats mean. For example - what does a d6 in a ship's Quality trait really mean? Compared with what? How fast, precisely, is an FTL of d4? (Actually, I ran the numbers, compared it to Star Trek's updated Warp Factor scale - the NX-01 Enterprise cannot have a full d4 in FTL, because Warp 5 comes in shy of that). Further, if the idea of High Space is to give an analog to Star Trek, Star Wars, and other games, then as written it's almost impossible to make analogs to the ships of those shows. A Constitution Class starship, for instance, has Shields and Deflectors, which are not mentioned in this book, not to mention a huge Shuttle-Bay that supports six shuttle-craft (more than a 1 Displacement vehicle, whatever that means - the book doesn't say) and has the space to support six more. Tack on all the details of this ship (Transporters, cargo bays, multiple docking ports, weapons, guest accommodations, etc.) and you've got a ship that it seems that no matter what level the PCs are, they'll never have the Acquisition Points necessary to be in charge of one.

High Space Beta should've been called Alpha. There are good ideas in here, but it's not nearly complete. It needs a lot more. A lot more.



Rating:
[2 of 5 Stars!]
High Space Core Rules Beta
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Deus Vult
Publisher: Mongoose
by Mike G. [Verified Purchaser]
Date Added: 09/01/2012 18:05:22

If you don't care for so much of the hopeless atmosphere of the World of Darkness games, and you are tired of playing what seems to be a dark "super-hero," and you'd like to play the good guys for a change, Deus Vult might be right up your alley. In Deus Vult, you play a monk or a nun 12th Century Europe, a member of a secret Order that goes out into the world to destroy evil that lurk seeking the destruction of souls. You chase down the errant heretic, the evil sorcerer, the vile satanists, werewolves, goblins, and vampires, employing every means at your disposal to destroy these threats to humanity. Utilizing the RuneQuest II/Legend game engine, Deus Vult presents a gritty and fair alternative to the World of Darkness. The PDF was quite well done, and I was able to download it to my iPad with no problem.



Rating:
[5 of 5 Stars!]
Deus Vult
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