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Star Frontiers: Knight Hawks $7.99
Average Rating:4.6 / 5
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Star Frontiers: Knight Hawks
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Star Frontiers: Knight Hawks
Publisher: Wizards of the Coast
by David P. [Verified Purchaser]
Date Added: 06/07/2022 13:21:58

It adds several new skills on top of the original game and large amounts of world building. oddly the skills kinda ressult in exp deficencies because most groups don't have the abillity to get effective in the new catagories quickly. all in all it's exactly what you would expect



Rating:
[4 of 5 Stars!]
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Star Frontiers: Knight Hawks
Publisher: Wizards of the Coast
by Timothy B. [Featured Reviewer]
Date Added: 05/12/2021 10:17:37

Originally posted here: https://theotherside.timsbrannan.com/2021/05/review-star-frontiers-alpha-dawn-and.html

Gamma World might have been TSR's first big entry into sci-fi gaming (Warriors of Mars and Metamorphasis Alpha non-withstanding), but it was not their biggest. While I don't have any hard numbers in front of me, I am going to have to say that Star Frontiers edges out the later Alternity in terms of popularity. It was certainly built at the height of TSR's fame with the first edition, simply Star Frontiers, published in 1982 with the new edition and trade-dress Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks. Certainly, in terms of fans, Star Frontiers has Alternity beat. But more on that soon.

For this review, I am considering the PDFs and Print on Demand versions of both Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks. I am also going to go with my recollections of playing the game when it first came out.

The Alpha Dawn book is designed by "TSR Staff Writers" but we know ow that a huge bulk of the work was done by David "Zeb" Cook and Lawrence Schick. Knight Hawks was designed primarily by Douglas Niles. The cover art in both cases was done by Larry Elmore with interior art by Elmore and Jim Holloway with contributions by Jeff Easley, Tim Truman, and even some Dave Trampier. Keith Parkinson would go on to do some other covers in line as well.

While originally boxed sets (gotta love the early 1980s for that!) the PDFs break all the components down into separate files. Handy when you go to print the counters or the maps. The Print on Demand versions put all the files together into an attractive soft-cover book for each game. The maps are published in the back, but you will want to print them out for use.

Both books are easy to read and really nice. They have been some of my favorite Print on Demand purchases ever.

Star Frontiers: Knight Hawks

Ah. Now this game. Star Frontiers was great, but this game felt like something different. Something "not D&D" to me.

In fact I have often wondered if Knight Hawks had not been a separate game in development by Douglas Niles that they later brought into the Star Frontiers line. I also think that TSR was also suffering a little bit of what I call "Traveller Envy" since this can be used as an expansion, a standalone RPG, and as a board game!

Like Alpha Dawn, this game is split into four sections. There is a "Basic" game, and "Advanced" or "Expansion" rules (and the bulk of the book), an adventure, "The Warriors of White Light", and all the counters and maps.

As far as maps go, that hex map of empty space is still one of my favorites and fills me with anticipation of worlds to come.

The PDF version splits all this into four files for ease of printing or reading. The Print on Demand book is gorgeous really. Yes...the art is still largely black and white and the maps and counters are pretty much useless save as references, but still. I flip through the book and I want to fire up the engines of my characters' stolen Corvette, the FTL Lightspeed Lucifer. Complete with the onboard computer they named Frodo.

The Basic rules cover things like ship movement, acceleration, and turning, along with ship-to-ship combat. By itself, you have the rules for a good ship combat board game. It works fine as long as you don't mind keeping your frame of reference limited to two-dimensional space.

The Expanded rules tie this all a little closer to the Alpha Dawn rules, but I still get the feeling that this may have started out as a different sort of game that was later brought into the fold of Star Frontiers.

Ships are largely built and there is a character creation feel to this. Their 80's roots are showing, no not like that, but in that, the best engines you can get for a starship are atomic fission. Of course, no one just gets a starship, you have to buy it and that often means taking out a loan or doing a bunch of odd jobs to raise the credits. Often both. I don't think I ever actually bought a ship. The Lucifer was stolen.

There is also quite a bit on the planets of the UPF, Frontier Space, and the worlds of the Sathar. It really had kind of a "Wild West" meets the "Age of Sail" feel to it.

The last part of the POD book is the adventure "The Warriors of White Light" with its various scenarios.

Minus two d10s everything is here for an unlimited number of adventures in Frontier Space. Rereading it now after so many years I can't help but dream up various new adventures. I also can't help to want to use the Sathar in some of my other Sci-fi games. They have such untapped potential.

The price for these books is perfect. Grab the PDF and POD combo. Get some d10s, load your gyrojet gun and get ready to make the jump to the Void. There are new planets to discover!

Parts of Star Frontiers, in particular the species, would find new life in D20 Future, part of the D20 Modern line.

Both games are fun, but suffer from and/or benefit from the design principles of the time. Newer players might find some of the game elements dated. Older players of the games will find them nostalgic. Personally reading through them now some 40 years after first reading them I get a lot more enjoyment from the rules. Back then I was really too D&D focused to really enjoy what I had in front of me. Today, well I can't wait to stat up a character or two and a starship.



Rating:
[5 of 5 Stars!]
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