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I backed The Midderlands – An OSR Mini-Setting and Bestiary Kickstarter by Glynn Seal of MonkeyBlood Design. It surpassed its 12,000 pound goal by 1,953 pounds. I selected the 30 pound pledge level, AKA Mawling, the rewards is a PDF of the Book, a PDF of the map, and a hardcopy of the book, one map, and two character sheet bookmarks.
It funded July 31, 2017. The PDFs were released on October 9, 2017, and I received my physical rewards on November 27, 2017.
Here are pictures of my book, map, and bookmarks.
The PDF:
The download with the PDF included a jpg character sheet in color, a jpeg of the monster quick reference for the monsters in the bestiary, and the map in color and parchment both jpgs. After the PDF was released, we received a 33 page PDF of things cut because of layout and other issues, The Midderlands Additions. This gives more information on one creature, some NPCs, and a map and description of an inn, which is also an adventure. These are things cut from the final print version to keep shipping costs manageable.
Inside the 228 page PDF is art by Glynn and several other artists. The table of contents lays out what is in this gazeteer of an RPG setting based on the Midlands of England. There are the standard geographical features, points of interests, towns, villages, and cities. There are also adventures and adventure hooks. Glynn has taken interesting sites from his location in England and filtered them through a combination of RPGs and his imagination to come up with something new. I should mention that there is a language warning on this project from the author. If you can’t handle “adult language” this may not be for you.
It uses Swords & Wizardry as a base, but will work with any OSR ruleset. The ideas can be used in any setting, and many in any genre.
The color scheme for this setting is green. Take any word to describe green and any shade of green, and things that are green, and they end up here. Slime, vapors, demons, etc. are all green and there is a cthonic and dreary atmosphere, and the locals mistrust outsiders. There is enough here for a stand alone campaign, or ideas and adventures to sprinkle in your own campaign or campaign world.
Gloomium is the metallic substance that generates the green hue to everything, and causes all the weirdness in the world. Gloom-touched is the phrase that describes those affected by gloomium. There are random tables to describe what these effects are., and their location on the body. There is a dd0 table called Weird Shit used to add weirdness to The Midderlands. A list of words for green is provided, as everything in the setting should have something green about it. Surprisingly, Lincoln Green, the color associate with Robin Hood and his men is not listed. That color was based on a dyeing process. I am not sure if that shade has another name.
The setting is based on the 15th and 16th century. Artillery exists along with primitive handheld firearms. Magic and witches are not trusted. Religion is left to the GM to handle, but describes a loose system of belief that will suffice without adding to the GM’s workload. A list of superior beings that fit the setting, from angels and demons to deities is also provided.
Among the list of locations that are described, some settlements have a map, and some of those have numbered locations for major locations within the city or town. Points of interest are also given. These are things like a windmill, or a large rock with a history, etc. Some are “normal,” while others have lore or legend associated with them.
There are four new spells, that fit the region/setting. They require but a single page.
Pages 75 – 186 contain all the new plants and creatures. There is a table to randomize the types and effects of fungus/mushrooms that might be found. Some monsters have their own classes and levels. This allows scaling the threat of some creatures in unique ways. (I really need to dig in and read through all these new creatures.)
Pages 188-206 detail the adventures and adventure ideas in the setting.
Pages 207-215 cover hex map locations. Most are fixed locations in a specific numbered hex. However, the last five items actually have random locations, such as a travelling circus. The GM is advised to lay out the map and drop a d20 on it from about 18″ to generate each item’s current location.
Next, there is an Appendix with six tables: a d20 insult table with 20 common Midderlands insults, a d10 festival/gathering table, a d20 weather table, a name and trades table with no numbers/die rolls indicated, an additional Hamlet/Small Town names table, and a d100 Crap You Find On A Midfolk Table. As with any resource, these tables have something you can use in whole or in part in games independent of this setting.
Finally, there is an index, it is not hyperlinked, nor is the Table of Contents.
What I liked about the PDF:
- The artwork, design, and layout are gorgeous and help evoke the setting.
- Random tables that can be used in other games and settings.
- New creatures, spells, and items that are portable to other games and settings.
What I’d like to see in the PDF:
- A hyperlinked Table of Contents
- A hyperlinked Index.
- The character sheet
- I’d also like a no color option for more economical printing.
- The map – just a basic version on a single page.
- NOTE: There are bookmarks in the PDF, so one can navigate to various sections, but the bookmark pane must remain open.
The Book:
The hardback book is 6″ x 8.5″. It is solid and has heft to it. It includes two ribbon bookmarks in different shades of green to match the motif of the green cover and green tint and hue to the artwork and pages. It is gorgeous! It also has colored markings for groups of pages in the same section, like settlements, creatures, adventures, etc. For larger numbers of pages, these are easily visible when looking at the edge of the pages when the book is closed. Some are more easily identified when the pages are fanned. This is a cool way to allow the user to jump to a section.
The front end pages are a character sheet, that is the same as the one backers received as a jpg with the PDF.
The pages are slick and thicker than one normally expects. This makes for a durable little tome, with heft beyond its size. While the pages are slightly slick, they only shine at a specific angle to the light in the room, and are easy to read. I have not tried reading it in all light levels. The text does not bleed through, but some of the darker art does. CORRECTION: I realized that what I thought was bleed through is actually the region map sort of like a watermark. It is only the shields for heraldry of certain nobles, and lakes and rivers that are dark enough to easily show. The rest is quite faint and easily missed. I did not find it distracting while reading the text.
What I liked about the book:
- It is gorgeous!
- The art and layout.
- The double bookmarks.
- All of the same things I liked about the PDF.
What I’d Like to see in the book:
- The region map on one page, so I don’t need to open up the map or resort to the computer.
- The Map:
- Full color 16.5″ x 23.25″. One side has the green color motif, and the other has a parchment like color. Both sides have light gray numbered hexes. On the green side the numbers are white with a dark outline.
I find that the parchment colored background is easier to read the names of all the locations. Both sides are gorgeous, but the green side has just enough of a shine to it that makes it harder to read than the color combinations. I do like the green side as it fits the motif of the PDF and book. The black and white lettering on the green side is easily legible, but any writing of other colors, I find hard to read. I have not tried it in multiple lighting levels, as I have limited space to spread out at the moment.
Instead of using different colored text for different political units, a different size of font in black would work better on the green side for my eyes. I find that this is an issue in the last 6 or 7 years, that certain things I used to read easily, I can’t. I have new glasses, so it isn’t my prescription. Aging eyes begin to lose some of their finer utility. The option of the parchment map on the other side does remedy this.
I first posted this review on my blog: http://followmeanddie.com/2017/12/02/review-midderlands-kickstarter/
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Blueholme Journeymanne Rules was a Kickstarter by Michael Thomas. It extends his retro clone of the Holmes Blue Box Basic from 1977, Blueholme Prentice Rules for levels 1-3. The Journeymanne rules extend things to level 20. It is fitting that this was in 2017, the 40th anniversary of the Holmes Blue Box.
I got my start with the Holmes Blue Box way back in 1977, so this is my 40th year of D&D! Like many who backed this Kickstarter, it was for the nostalgia, and to finally get past level 3. Back in the day, we didn’t make the connection to the OD&D books, or we would have gotten them. The Holmes basic text told us we needed AD&D, so anything else was “basic,” and for little kids. How wrong we were. Had we ignored that, we would have gotten the original books and perhaps gone beyond 3rd level before the Player’s Handbook finally came out in 1978.
I backed at the level of the PDF and hardback. The PDF was completed a few months ago, with several weeks allowed for backers to read. I wish I had time before the cutoff to read this, I had too many Kickstarters deliver from November to December, and I ran games at two conventions the first two weeks of November. I found a couple of issues I will report elsewhere. I’m kicking myself for not digging in and reading the PDF.
The printing and shipping was via Lulu, and the quality is what I expect from Lulu. It is a serviceable book, and the cover and text look good.
All the basics are covered, species instead of races, classes, abilities, equipment, spells, monsters, treasure, adventures, encounters, and campaigns. This is 117 pages with table of contents, index, backer list, and OGL taking up 5 pages, and one more for a sample character sheet. With the PDF, it is easy to print out character sheets, or use one of the many basic/OSR character sheets, or do it old school and write it out on notebook paper or index cards.
What I Liked:
- Art – A gorgeous cover and many interior illustrations.
- Classes have all the information for a class in one place:
- Description
- XP table
- Spell table
- Other class specific tables, like turning undead, and a paragraph or two on strongholds.
- The Introduction ends by pointing out that there are no “rules,” but rather guidelines.
- Old School
- Initiative is based on DEX. Roll off on a d6 to break ties. (This is how Metamorphosis Alpha does it.) This was also in Holmes.
- Both magic users and clerics have spell books, and the books are so big, they can’t take them adventuring.
- Looser rules on what levels magic items like potions and scrolls can be created, like in Holmes.
- Less fiddly bits on spells.
- Streamlined combat.
- The monster section mentions that the listings are the average or typical of the type. Players can find some much tougher or weaker than what is listed.
- The Class section mentions “non-standard” races, and in fact any “monster” can also be a classed character, although weaker and having to advance in levels.
- Weapons all do d6, but there is a variant rule.
- Many new monsters, or variations on the standard ones.
- A section on Unusual Treasures, whether magical or mundane.
- The section on campaigns is far from comprehensive, but hits key points to keep in mind for designing your own campaign setting.
What I’d Like to See:
- More
- I really struggled trying to decide what is truly “missing” or poorly executed here. This is a well executed retro clone of what a “complete” ruleset might look like from Dr. Holmes. This is meant to be a light set of rules for quick play. Characters are easy to generate in a few minutes, and play can commence right away.
Adding to this would have to be done carefully to avoid bloat. It is OSR, so monsters, spells, and magic items are easily available from multiple sources, many of them free.
Conclusion
Whether your interest is the nostalgia for the early days of the hobby, or a simple rule set for quick play, or for the kids to run their own games, this fits the bill.
I first posted this review on my blog: http://followmeanddie.com/2017/12/30/blueholme-journeymanne-rules-review/
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Archive – Historical People, Places, and Events for RPGs is a Kickstarter funded book. by Molten Sulfer Press. It is a high quality paperback with full color photographs and art. 80 people, places, and events from ancient to modern times are presented with the known historical facts, and each topic ends with a section on how it could be used in a roleplaying game.
I backed this because I love history, I have a B.A. in History, and knew of some of the items included, but having the bare facts at my fingertips without having to get lost in Wikipedia appealed to me.
What I Liked:
- It is well presented with a cover to set the tone.
- The physical construction of the book is quite solid for a 266 page paperback. The quality of the paper contributes to its heft.
- The table of contents breaks down to these categories to help you find the type of information you want.
- Landscapes
- Cities, Towns, and Buildings
- Events
- People
- The photographs and art convey much more than each short entry.
- The concept.
- The idea of collecting this type of information illustrates what I, and others in the OSR and beyond say about where we get our inspiration. We get it from everything we have ever seen, done, or read.
- There is a PDF, making for searchable text, or you can print out what you need for the table.
- Both the Table of Contents, and the Index have hyperlinks.
What I’d Like to See:
More
More articles, however what is contained in this book have enough ideas for more than 80 pieces of a campaign. It would take years to exhaust the suggestions here.
I posted this review on my blog: http://followmeanddie.com/2017/12/30/archive-historical-people-places-events-rpgs-review/
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Here's the meat of my biased review, excerpted from my blog [here](http://followmeanddie.com/2016/11/28/mini-review-automata-run-amok-by-john-carlson/ ).
John is the DM of our Wednesday night Roll20 AD&D campaign.
Our group had opportunity to see the PDF before the art and make suggestions. Finally, we had a look before the PDF was released for final comments and typo spotting.
What I liked:
The art and layout is sharp.
There is vocabulary to learn.
The table of contents is hyperlinked.
There is a one page isometric map of the tower showing how each level fits, and each section on each level has the level map.
On the following page it completes a DM Quick Reference Sheet with a timeline tracker, options in case of party retreat, and lose ends and future opportunities.
New monsters are stated out with a checklist for the DM to keep track of them.
There are suggestions for how to deal with the various puzzles/challenges present in each level.
There is a table to generate random book titles that is useful beyond this module.
Bestiary for new monsters.
Table of minor/interesting magic items the players might find searching different locales in the wizard’s tower.
These are some very creative items that many will easily find a use for in their game.
What I’d Like To See:
In all honesty, there’s not much else I’d like to see, other than the actual DM notes….
Seriously, I can’t think of what I’d add. As I mentioned at the start, I am biased and impressed with the scope and breadth of John’s campaign.
In the author’s note, I don’t think the bit about ascertaining his talent is needed. A quick glance will show John’s talent.
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Distress Signal Tundara is a new adventure module for 3-6 adventurers of levels 1-2 compatible with White Star. After the cover, title page, one page of deck plans and the final page for the OGL, the rest of this 17 page PDF is the text of the adventure. In addition, it comes with two image files for the deck planes, one with a grid for the GM and one without the grid for the players.
There were only minor production issues. I noted was one typo in the first few pages. A description of a creature used yards, when the map is in meters. And the non-grided map makes reference to the scale of the grid, which is missing. Other things referred to feet using the apostrophe character, which is part of White Box information, so not a problem of the author.
Each referee will have to work out for themselves, whether to use English or metric units, and whether to convert White Box feet to meters. Where outdoor movement is in yards, this is easy enough to hand wave as meters. Feet can be crudely approximated to 1/3 of a meter. Personally, I prefer to use metric in a Science Fiction game, but having been raised on English units, I think in those units, so not a problem for me.
The author did his own graphics, with some open content. I like the cover and the deck plans provided. It would be nice if the original and now damaged area of the ship were shown in outline, so one knew it’s original structure. But that is only my desire for a complete deck plan for future use. [One thing I wish I had was a 75% view of the ship. Not to detract from the module, but something I feel would be cool to show the players from their scans/view of the ship on approach. The burst of new ship types and graphics by some on the White Star community can help fill this want.]
The premise of this adventure is not entirely new, but is presented in a way that is clear, concise, and ready to run after a quick read and a few minutes to think of how to approach it.
The GM is left to determine how the players are in the area, whether as passengers on a ship, or a ship of their own. This is not a major issue, as it allow the module to fit into an existing campaign, or be a one-shot.
There is enough detail in each area of the ship, that curious and careful players will manage to find something in most rooms. However, there are notes that the referee will have to fill in things that he or she feels are necessary in their game. There are also hazards for players that are rash and forget that there are in space. The issue of explosive decompression of a hatch that is forced open is dealt with, as I was thinking about how I might handle it as I began the text, there it was a bit further in. Excellent!
Several NPC’s are suggested for various ways that the GM might impact the scenario. This gives maximum flexibility to work into existing campaigns, or ideas for similar adventures. There are also potential plot hooks that could lead to more adventures that can easily fit into an existing campaign.
This seems like a scenario that would be a good fit for a con, but I don’t know if it would fill a four hour slot. Still, it might be fun to try it.
There is a lot here for $1.00. I think that I would enjoy playing this as a GM or a player.
Funny: At first glance, I thought the title was Distress Signal Tundra. Tundra made me think of ice, and I thought of the movie, Ice Station Zebra. Now I have thoughts of a White Star scenario on ice. Now all I need is Snoopy….
http://followmeanddie.com/2015/05/19/review-distress-signal-tundara/
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Creator Reply: |
Thank you for the very fair and comprehensive review. Obviously, I think primarily in English units too, and missed the fact that I mixed it with metrics. I\'ll go back in and adjust that as soon as I get a chance (hopefully over the weekend). I didn\'t think about a silhouette showing an undamaged lower deck, I\'ll see what I can do about that as well.
As for a 3/4 view of the ship, I thought about that, and it may eventually happen, but my starship exterior drawings are not the best :D. |
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http://followmeanddie.com/2015/05/12/review-star-temple-of-saturgalia/
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.
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http://followmeanddie.com/wp-admin/post.php?post=2585&action=edit
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.
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http://followmeanddie.com/2015/05/06/white-box-omnibus-a-review/
I won a copy of White Box Omnibus, by +James Spahn of Barrel Rider Games on the Happy Jacks Podcast for Swords & Wizardry Appreciation Day.
Things have kept me busy since then. After White Star came out and I reviewed it, I figured I better hurry up and read through the Omnibus and do my promised review.
James' own introduction to the text explains it well:
White Box Omnibus is a compilation of six previously published
products: White Box Companion, White Box Bestiary, White Box Treasures, White Box Adventures: The Wererat's Well, White Box Adventures: The Wizard's Tower and White Box Adventures: The Dragon's Hoard. But a few extras have been added. In addition to cleaning things up a bit, there are a few new things you'll find.
The Monk has been added as a player character class. It is written in the spirit of Arneson's Supplement II, but streamlined to fit WhiteBox. You'll find simple, easy to implement rules for introducing powerful magical artifacts into your campaign along with new monsters in the bestiary.
The three adventures featured in White Box Omnibus have now been augmented by an appendix – The Willow Valley Gazetteer. It's a mini-campaign setting which can be used to tie the three adventures together, or even continue having adventures in that region.
Section 1 - Class options - Contains variations on standard classes that give bonuses in one area, but limitations in another. Such as the "sub-class" of cleric, the healer, who can use a healing touch once per day but has a -1 on to hit rolls.
Bard Class - This is a simple class designed to work within Swords & Wizardry and other D&D clones, instead of the kludge of AD&D.
Druid Class - A version of a cleric with a Forestry ability that allows tracking, passing without trace, or dealing with wild animals.
Monk Class - Similar to the class in AD&D, with house rules suggestions to make it more like the AD&D monk.
Paladin Class - With the exception of leaving out the warhorse, this is the paladin we recognize.
Ranger Class - With the Forestry ability, like the Druid.
Thief Class - Single skill called Thievery using a 1d6 mechanic based on level. This covers all the thief skills in a big separate table in AD&D. There is a house rule for climbing that add a bonus to the roll.
Section 2 Magic Items - A list of very interesting armor and shields.
potions, scrolls, rings, staves, wands, weapons, and three pages dedicated to miscellaneous magic items. The miscellaneous items has a house rule about "purposed magic items", i.e. Artifacts.
Section 3 - Bestiary - This includes many creatures that are well-known from other versions of OD&D & AD&D.
For example, Brain Lord - Squid headed humanoids p. 39-40.
Section 4 - Adventure - Wererat's Well 15 pages including the introductory illustration and map by Matt Jackson.
Section 5 - Adventure - The Wizard's Tower - 20 pages including the introductory illustration and map by Dyson Logos.
Section 6 - Adventure - The Dragon's Hoard - 18 pages including the introductory illustration and map by Matt Jackson.
Appendix – The Willow Valley Gazetteer - 22 pages including the village map by Matt Jackson, and an area map done in Hexographer. There is a d20 rumor table for the village and a couple of pages on communities of halflings, dwarves, and elves. This mini-campaign setting has a detailed village, and the area map ties it all together into the three adventures and several of the new creatures and items.
I am a big fan of AD&D. Mostly because it is what I knew and played for so long. I am growing to be a major fan of simple. Less rules and less "fiddly bits" that get in the way.
This large collection of material that supplements Swords & Wizardry White Box to give it many of the things I like about AD&D, or supplemental material from the later LBB's. It also streamlines them and makes them easy to use, like the bard. In AD&D, the bard class is a mess. I don't know anyone who started as a fighter, changed to a thief prior to getting the benefits of a 9th level fighter, etc.
The simple bard class presented here, plus the simplified single skill abilities for druids, rangers, and thieves make it easy to avoid paper shuffling and digging through the manual.
The magic items are new and interesting. They have given me many ideas.
I also like how James separates out ideas for house rules in grey highlighted text.
The simplicity of what is presented here is also modular, so that one can pick and choose what you want to use, and easily house rule things that you feel are missing or "not your way of doing things."
I only skimmed the three adventures. They are clearly presented and to the point. There is enough detail to help out the DM and enough openness to easily supplement the material or drop it in to an existing campaign.
The gazetteer is a village with a map of the village and an area map that ties the three adventures together with the setting. This could easily be the start of one's own sandbox campaign, or be dropped in as a new area to explore. It is a good model of one way to build a sandbox.
The layout is well done and the whole thing is easy on the eyes and easy to read on a screen.
Just as with the recent White Star, I recommend the White Box Omnibus!
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http://followmeanddie.com/2015/05/05/white-star-white-box-sf-rpg/
White Star: White Box Science Fiction Roleplaying, by +James Spahn of Barrel Rider Games is all the rage at the moment. It has a vibrant and rapidly expanding G+ Community. It also has its own compatibility logo!
Appropriately enough, it was released on May 4th, for Star Wars Day.
I am a big science fiction fan and my first love in reading was science fiction over fantasy. I have played Metamorphosis Alpha, Gamma World, Star Frontiers, Traveller, plus various board games such as Imperium, and several video games. I tended to be the one who ran Metamorphosis Alpha and Gamma World, to give my brother a break from DMing AD&D.
However, my days of playing/GMing science fiction RPGs faded and have not revived like fantasy based RPGs, like AD&D or recently DCC.
I recently bought the Metamorphosis Alpha PDF and printed it out and read it through, with plans of making my own version of the starship Warden, perhaps for a Roll20 campaign.
All the hoopla about White Star is contagious, and I bought the PDF.
I had plenty of interruptions trying to read the PDF. This whole working for a living thing interferes with all my fun.
The art, maps, and layout make it easy to read. The system is designed to be totally compatible with Swords & Wizardry White Box, so any creature or item can easily traverse the two genres. Like the AD&D DMG discussion of combining Gamma World and AD&D, or Boot Hill and AD&D.
The original six standard abilities and 3d6 make it quick to pick up and play.
Rules are presented with a framework, and a clear Rule 0 reference that the Referee can make any changes they want to games in their world.
If you need a lizard man/reptile man in space, you have them stated in Sword & Wizardry already. Take any creature and "re-skin" it by changing its description, and any creature found in S&W is ready to go in White Star.
That is one powerful thing about all the clones and play alikes in the OSR. I have not specifically played Swords & Wizardry, but I "get" it, and since I am used to it, it will not require a lot of effort to run it.
I like how ship to ship combat is a simple abstraction from regular melee combat, with AC, HP, etc. for ships. While certain details are nice, I know that some SF RPG's are so "crunchy" with rules for every little thing, that the rules get in the way of moving on. Combat can take way too long even in some "rules lite" systems. I'll have to whip up a couple ships and have them fight it out.
The rules as presented are a sufficient framework to get playing quickly. This framework is familiar to so many, that it is easy to add house rules, ideas from other games, genres, etc., that one can make White Star their own.
Any SF sub-genre could be crafted with this, a generation ship scenario like Metamorphosis Alpha, post apocalyptic like Gamma World, space opera, exploration, war, space pirates, etc.
Race As Class
One thing that others complained about, and I didn't like at first, until I thought about it, is race as class. In most fantasy worlds with retro-clones or AD&D, demi-humans have level caps. I don't like that. Also with OD&D clones, there is race as class. I don't like all aspects of that in fantasy, or in Science Fiction, but I see it making sense in a planet hopping scenario.
If the humans are the dominant group and the "aliens" are tagging along, the level limits will exist because the aliens don't fit well into the culture, architecture, and design of the human controlled worlds, buildings, and ships. When a handful of aliens are among a huge number of humans, their uniqueness only gives them so many advantages. The hindrances of being surrounded by human sized items, furniture, doorways, etc. will limit how well they can improve their skills among humans. For example, a creature that breathes methane will require special equipment to travel with humans. For aliens that are humanoid to the point of being indistinguishable from humans apart from outward appearance and interior biology, such limits would not be as severe. A ten foot tall alien, however, would have major limitations on space travel.
If the situation is reversed, where a few humans are among a bunch of aliens, surrounded by alien technology, then the humans would have the same issues. I can see someone building a campaign where the humans are a tiny minority in a vast alien empire. If the humans have to have special equipment to breathe while travelling on a ship, it will limit how well and how long they can function outside any special accommodations on the ship added for humans.
Non-humans on their home planet would have advantages that humans would not have.
Humans could have variations leading to sub-species, such as those who inhabited a high gravity planet and get a bonus on their strength when on lower gravity planets and ships.
Rule 0 trumps race as class. If you don't like it, don't use it. Problem solved.
Forget Rule 0, There's A Problem
One minor thing is buying bullets for firearms in preloaded magazines. I don't know why that minor lack of verisimilitude bugs me. Handgun ammunition is usually available in boxes of 50 and shotgun and rifle ammunition is often in boxes of 20. Detachable magazines are usually reusable. In fact, I am not aware of any firearm for which magazines are not reusable. Of course, Rule 0 and all.
High tech firearms in the universe could be different. People are separated from manual drudge labor, to the point of not having to load magazines. What do you do with the empty one? Turn them in for a magazine deposit? Like bottle deposits in Michigan?
Also a pistol with ten rounds - is it small and easily concealable, or bigger and harder to disguise? Is it ball ammo, hollow point, etc? Can I rack the slide to chamber a round and drop the magazine and top it off to carry 11 rounds? It is all too easy to get hung up on little details and need a rule for it. There is always something that we know from our personal experience that makes it seem like a good idea to add complexity to handle it. Rule 0 still accommodates this. If I really wanted to get down to it, I could build rules for different calibers, revolvers vs. semi-automatics, hollow points vs. ball, ceramic/metal/polymer/combination, breech loaders vs. muzzle loaders, etc.
I don't have a problem with how computers and other technology is presented in games, so why should this bother me? For example, I know a lot about computers, but their functions are so abstract in the internals and have changed so much since the first computer my parents bought in the early 1980's that I can handle computers being small and powerful with interfaces much simpler than today. The whole touchscreen "revolution" has changed a great deal about interacting with computers. Voice recognition is better and primitive voice interfaces exist with smart phones, such as, the well-known Siri for the iPhone. The whole exposure to the idea of computers in movies, TV, and the written word have shaped our thinking to allow the devices we use every day to still hold some mystery that makes it easy to ascribe special powers to them.
Aliens & Creatures
Chapter eight on creatures leads with an explanation that specific details about color, activity, and diet is left to the Referee so that their imagination is not restricted.
There are a great many aliens and creatures to fill all the desired tropes of science fiction.
Campaigns
There are several ideas for types of campaigns, plus a campaign based in the Kelron Sector.
Adventure
There is a short sample adventure at the end to get things started. It is an interesting scenario with many familiar ideas from multiple movies, TV shows, books, and stories.
Art
The artwork of the cover and interior is awesome. Maps by Matt Jackson are cool too!
Ideas
Even if you don't specifically play these rules, there are ideas in here that can be used in any variety of science fiction and other genres of RPG's.
Editing
There are a few oddities in the flow of words and a few misplaced commas, and some other minor things. If you plan to print this out, I would wait for the update to the PDF. These errors increase towards the end.
I think that I will buy this in print, hopefully the textual issues are resolved quickly.
Other than the few issues in the text, the layout is well done, and it is easy on the eyes.
Other
I let my reading this jump ahead of reading and reviewing the White Box Omnibus also by James Spahn, that I won on the Happy Jacks Podcast for Swords & Wizardry Appreciation Day.
I have heard good things and after reading White Star, I am sure I will find something good!
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An interesting set of 6 new classes compatible with White Star. At $1.49 it is very affordable.
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.
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The simplicity of each class fits right in with the overall theme of White Star.
If you want more classes, or ideas for modding or making your own classes for White Star, or Swords & Wizardry White Box, this is a good start!
See my full review here: http://followmeanddie.com/2015/05/12/review-outer-space-raiders-volume-i/
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