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Trades of the Expanse Trader/Smuggler expands on the trades routes presented in Sol System, as well as how to find work, and includes two new specialisations, challenge tests, a few new ships, and a few clients to work for/with.
Included are also good optional rules for finding work that can be used as is, and in conjunction with Sol System. The supplement also contains examples of different categories of goods to transport, e.g., security teams, ammunitions, extrasolar flora, raw iron, cheese, and so on. A very good addition when generating/finding jobs.
Challenge and ecounters for finding markets, avoiding inspections and other typical trade/smuggling activities are resolved and included as Challenge Tests. More of these in supplements and adventures would be great!
There are also Churn events for smuggling and trading, as well as Trading and Smuggling Stunts, as we also find variants of in other ToTEs. Excitingly, there are four new ships are inlcuded. From a smaller courier vessels to a large space bazaar. These also include new qualities and special rules. These ships are great alternatives to what can be found in the core book and in Ships of the Expanse.
The two new specialisations included, the Trader and the Smuggler, are cool and is worth checking out. Both are interesting takes on merchant archetypes.
In sum, this is a great supplement for GMs and players that want to focus trading and smuggling in their The Expanse RPG campaign.
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Trades of the Expanse Trader/Smuggler expands on the trades routes presented in Sol System, as well as how to find work, and includes two new specialisations, challenge tests, a few new ships, and a few clients to work.
There are good optional rules for finding work that can be used as is, and in conjunction with Sol System. The supplement also contains examples of different categories of goods to transport, e.g., security teams, ammunitions, extrasolar flora, raw iron, cheese, and so on. A very good addition when generating/finding jobs.
Finding markets, avoiding inspections and other typical trade/smuggling challenges or encounters are resolved and included as Challenge Tests. More of these in supplements and adventures would be great!
There are also Churn events for smuggling and trading, as well as Trading and Smuggling Stunts, as we also find variants of in other ToTEs. Excitingly, there are four new ships are inlcuded. From a smaller courier vessels to a large space bazaar. These also include new qualities and special rules. These ships are great alternatives to what can be found in the core book and in Ships of the Expanse.
The two new specialisations included, the Trader and the Smuggler, are cool and is worth checking out. Both are interesting takes on merchant archetypes.
In sum, it is a great supplement for GMs and players that want to focus trading and smuggling in their The Expanse RPG campaign.
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This is the exciting first instalment in a new series of PDF products for The Expanse RPG by Green Ronin.
TL;DR: All in all I am impressed by the content in this supplement. It is short, perhaps too short to some people’s liking, but it is very useful, and it packs a punch! There are some aesthetic and typographic issues (in the PDF I downloaded, same date as this review was written).
The page count fits the cost, and the content of these fifteen pages is surprisingly extensive, and everything is useful, which in sum makes me consider this to be a bargain.
The supplement starts with a short treatment on bounty hunting the Expanse storyverse and gives a brief and good overview with ample room to fit bounty hunting into your games. I personally wouldn't have minded that this was a tad more substance heavy, but that is what the following pages are for, I suspect.
There is a typology of five different kinds of bounties. This classification of bounties is useful when creating the story. Particularly regarding considerations of legality, but also the various stages of the job, the encounter types if you will. Some bounty hunting jobs will be more investigative and focus on tracking and social encounters, whereas others may slant more towards the action encounters. A tracking job may not even involve meeting or having an encounter with the bounty or target, however there's usually more to it than just locating the target.
The bounty type classifications interact well with the next section, which concerns clients. The client section covers the main providers of bounties: governments, corporations, security contractors, and individuals. That there is no specific listing for criminal organisations is a bit disappointing. Of course an argument can be made that a criminal element can be part of any of the four client types, however something more on this would have been useful to give it that little extra oomph (perhaps for another instalment in the series about being a criminal and part of organised crime?).
After bounty and client types, the supplement enters into more details about finding jobs. This section is good, even if it - like much of GRP produce - leaves figuring out how the tables interacts with gameplay to the reader. An example here would have been great. However, it contains all you need, whether preparing jobs before the game starts, finding jobs during gameplay, or by quickly rolling up a job before the session starts: 1) Pick the kind of job you are looking for (e.g., a standing bounty), 2) roll the appropriate test, 3) check the drama die result against the next table, and you have a bounty type and reward (income modifier).
The finding bounties table is nice, but some more information about the rewards and drawbacks from picking a harder kind of job would be nice, with relation to its interaction to the bounties available table.
The bounties available table aligns with the client classification, except it has an additional entry (sensitive) that could've been explained somewhere. The type of client comes with a reward (income modifier), where the more rewarding jobs are harder to get.
All in all, these tables are great for when you're preparing one or more stories for a game series. They may be a bit more clunky to randomly generate a job via skill tests on the go during gameplay.
The job types in this section suffers from some inconsistencies with the finding bounties table, Agency Assignment vs Agency Contract, and Freelance Contact vs Freelance Contract. These minor details aside, the entries on the job types are short and to the point, giving you the briefing you need about what you may consider, and how best to categorise a job you have in mind (insofar as this categorisation is useful for you around the table). It is at least useful in considerations about who the client may be, and to set the stage in the regard. Very useful when preparing adventures.
The next section is about the hunt, and it comes with some new bounty hunting stunts (the table in my PDF is missing a proper header for that table, but it is self-explanatory). The section breaks down how bounty hunters may go about their business and is a version of a Detailed Investigation as described in the rulebook. It continues with questions about payment, with a sidebar about turning temporary income modifiers into a non-temporary income modifier (spoiler: it's not easy). The table about bounty income could need some more explanation, as could lifestyle and income ranges in the core game. It is not entirely intuitive how and when to use in gameplay. The last bit, before the new gear, is a short entry about going "off-script" and calls upon the reputation rules (more on that later).
The new gear is what I would expect, not a bunch of new guns, but useful tools to get into places (for bounty hunters without all the necessary or useful skills), restraining targets, and surveillance. Even two new ships, and while there are no deck plans, I would not have expected that. The ships are thematic and cool alternatives to the extensive collection already in the game (although why one of them has "weapon systems" under qualities I don't know).
The next couple of pages give the players more fun to work with. Here is the new specialisation Bounty Hunter, which I really like. Thematically fitting, i.e., it’s not a power armoured gun-toting specialisation, it’s all about preparedness and gaining the upper hand. This alone is almost worth the price, particularly with the additions to reputation (three new honorifics, and some more about “bad reputation”), and specific Bounty Hunting Churn events (anything from automatically failing tests when contacting the target, to competent competitors trying to steal your bounty and reward, to jobs turning out to be something (entirely) different). A great section!
The supplement caps all this nice and useful stuff off with a list of bounties: Named NPCs presented as story-hooks, with pictures and threat levels (but not stats).
All in all I am impressed by the content in this supplement. It is short, perhaps too short to some people’s liking, but it packs a punch. There are some aesthetic and typographic issues (in the PDF I downloaded 19 August 2022).
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Cyberpunk. Not my speciality. Yet, I venture forth because I’m enthusiastic.
This supplement introduces several new mechanisms and genre-specific elements you can add to your Modern AGE games (and arguably some would slide well into the Expanse as well).
There are several new backgrounds and professions, and other character options that help invoke that cyberpunk feeling. These additions are always nice, and a good reason to get this product, as it expands on player options. In particular, it is the presented solutions to playing synthetic characters that I find, simply put, great! The supplement provides an array of different ways to handle synthetic life, leaving the question "are you alive?" to be dealt with in play, and the setting of your own design. As a setting-less and "generic" product, this choice stands out as important and very fitting. They do not try to tell us how to resolve this question – that I understand as key in a lot of cyberpunk stories – instead they provide assets and tools to devise it for ourselves.
The main strengths as I see it are the branding rules and the technology additions. Branding allows players and GMs who like to differentiate between different variants of essentially the same weapon or other piece of gear and equipment, to draw some lines and add both mechanical effects and in-game flavour. The branding rules are based on the reputation rules from the Modern AGE core rulebook, which I find to be an elegant solution; it also beautifully portrays the potential of this system to be tailored to our needs. Gear and weapons with automation are introduced, where you can use a toned-down or a hardcore gritty version in your games. From weapons getting small bonuses to hit targets to automatically hitting whatever it aims at; you can adjust lethality in a scary and suitable manner.
The new augmentations, vehicles, weapons, and armour can assist you in developing your own Appleseed-inspired or Ghost in the Shell-like stories and campaign settings. There are several options to represent Landmates and cyber-brains, feeding into the existential themes of so many cyberpunk stories.
The most interesting parts, to me, are found in the Gamemastering chapter. Here the supplement introduces and discusses the cyberpunk genre and its tropes, and importantly: rules for hacking, cyberspace combat, and hacking brains/the self. The hacking and virtual combat may appear a tad cumbersome, but I put that down to the complexity of writing about simple mechanism that deal with complex and abstract themes – and you have to flip between chapter 2 and 4 to fully follow the rules of hacking and your various IT assets characteristics. This chapter is useful for both addressing your own cyberpunk setting, but also most other futuristic settings.
A definitive must-buy if you are interested in modern to near-future settings of high- and experimental-tech.
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This is a spoiler-free review. And because of that, the review is somewhat superficial.
This is a short adventure. It is however perfect if you want to launch a new series of adventures or even a new campaign. It is easily useable as a side-mission too, revealing changes in the setting as time goes and the ringspace becomes a part of everyone's lives. The adventure hints at conspiracies, dangers, and conflicting interests. However, a GM may be easily (too) inspired by these premises and potential introduced behind the scenes to not want to launch a few more episodes related to the plot lines introduced in the adventure.
The writing flows well and it is a quick read with regard to prep work. There are suggestions for potentialities due to player actions, (un)intended consequences, and risks, but the adventure stays on track and is focused on the story of the adventure. It is a fun read, and I presume fun to play (I have not been able to get it on the table yet). It mainly utilises information from the core rulebook, but having access to Ships of the Expanse is beneficial, depending on actions taken by the players or the GM's desire to expand on those parts of the adventure - and if going beyond this adventure, you'd probably want to get your hands on Beyond the Ring.
And speaking of Beyond the Ring. The cherry on top with this product is the preview of Medina Station at the end of the adventure. This is taken from the Beyond the Ring supplement recently released (at the writing of this review), and provides in-depth information about Medina, how it is changing and developing at this time in the timeline. If you are in doubt about buying Beyond the Ring, this product gives you a preview of that book, including an adventure that makes use of the Medina preview.
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This evocative supplement adds several new monsters (~20) to your LexOccultum game. It provides detailed overviews of each monster and its variants, including rumours, legends, speculative information, and field notes, most of which is written in a style evocative of the world of LexOccultum. It also includes an appendix about animals, adventure hooks, and more secret arts.
LexOccultum is a somewhat detailed system, which may not be to everyone's taste, but this Monster supplement's main strength goes far beyond system dependence. The amount of lore, and the quality of the field notes and speculations about each monster, makes this book a must-have for anyone running a horror-esque game, inspired by the 17th century (with a bias towards European monsters, perspectives, and superstitions). You can easily ignore the game statistics, and use this tome for whatever game/system you prefer - but I'd recommend looking over the system, while seemingly cumbersome, it brings a kind of realism and danger to play that few other systems manage. And if for no other reason, the art alone is a good reason to buy this book, it is incredible, just like the rest of the LexOccultum books.
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So. First off. The 5 stars is because, despite some limitations (I'll touch on them as we go through this structured stream of consciousness), this game is - I'll say it now - the best version of the AGE engine I've read so far (yet the only one I've gamemastered) and as close to what I believe is possible to a representation of the Expanse book-universe (keep your canon-pants on) that we could get. There may be "better" systems out there, whatever that means in your book, but the design-fit here is nigh on perfect. One of the reasons I think so is because the the authors of the book series were involved in the design of the game (they are also roleplayers/gamers), the results of that, and how the inner workings of the AGE system are designed. So, at least by intent it is nigh on perfect, in execution (i.e. actual play) experiences will probably vary.
So, take a gander about the shop and consider other systems that could work well with this storyverse, I believe 2d20 by Modiphius could work well (somewhere between Conan/Infinity and John Carter. More crunchy than Dishonoured, but less cumbersome and fiddly than Infinity). Another system that could work is Genesys, however I believe that Genesys would perhaps take too much away from the feel of the universe and replace it with the game engine's premises of how to play the game. Still, both those system families could also quite well do what would be needed to represent the Expanse universe (Genesys would need some far better vehicle rules though).
AGE mixes something akin to the predictability and rigid framework of 5E with elements from Genesys/Star Wars and Coriolis (and 2d20). We see this primarily in that it is a pass/fail system, with levels, and level-dependent benefits (5E), the Churn mechanic (Darkness points and Doom), but also in how Fortune (renamed HP) is described and represented in the game (working similarly to Strain in Genesys/Star Wars), and of course the famous Stunt Points (SP) that is reminiscent of Advantages in Genesys/Star Wars by FFG/Edge Studio.
There was some excitement about the Churn mechanic from the designers. This GM mechanic tracks increases in potential small, big, and major interruptions into the story and narrative, bases on the successes and luck of the players. Roll well? Well, Churn increases. When the Churn tracker reaches a certain threshold, something bad happens (most likely), in increasing order of magnitude. The book here is somewhat confusing, particularly as it pertains to action encounters and the specifics of the Churn tracker, and the points that make up the Churn. At first glance it seems that it is only at certain thresholds that bad stuff can happen due to the Churn. However, when it comes to running out of ammo and jamming weapons, the rules also states that the GM can "spend Churn points" to cause this effect (hence my reference to Doom and Darkness points above). The rules are therefore somewhat ambiguous in this area. Personally, I’d suggest using them as Darkness points for smaller and personal effects, and use the threshold (10, 20, and 30 points) as group-related effects. The game also runs quite well without this mechanic, but it is also a good way for the GM to let go of control and let the story take twists and turns that are not pre-planned and scripted.
Fortune is aptly named. While you could make the short-sighted argument that “it is still hit points”, this would be to ignore the intent and the feel that this design change promotes and can create in players. Particularly with how Fortune points (FP) can be spent on dice rolls, and the necessarily attached Conditions mechanic that makes the characters in Expanse so at risk and fragile. Sure, FP is still reduced by weapon “hits” (i.e. the dice roll beats your Defence), but you can also spend the FP to improve your dice rolls. FP cannot be “healed” because it is (by definition) not real damage. There are however several ways of regaining FP during play (by spending SP and some talents), but first aid is pointless, you cannot “fix” someone’s fortune. Furthermore, some good attack rolls producing enough SP can injure, even wound (and ultimately kill) a character that still has most of their FP left. This is an elegant way of solving the issue several games have with the disconnect between hit points and critical injuries. It is, in my own not-so-humble-opinion, far superior to Modern and Fantasy AGE’s reliance on hit points. Also, conditions cannot easily be fixed during encounters, but require Interludes and doctors (live or inanimate ones) – there are however ways to ignore or postpone the negative effects (drugs for instance).
The SP system is a great addition to a pass/fail system, it is however missing the feature that is so great in Genesys/Star Wars; the fail that has positive side-effects. This is sorely missed. Also, the stunt lists are long, and the rules don’t go far enough to promote and recommend players and GMs coming up with their own stunts. As it stands, the stunt lists looks more like a shopping list you are bound to choose from, rather than making up your own. While it is good with example stunts, there is a big hole where the basic idea of what kind of effects 1 SP can cause, what effects you can “buy” for 2 SP, or 4 SP – as is present in Genesys/Star Wars when it comes to spending Advantages. This can severely limit the enjoyment of the game for more experienced gamers (if not the most veteran of us), but I can understand the desire to have a plethora of choice, if not for the newest players, then for the slightly more experienced ones. The notion of Favoured Stunts should be emphasised more strongly.
Character creation in this game is easy, and a somewhat smaller sibling of the 2d20 Life Path system. Luckily, there are no classes, only where you are from (so there is social class) and what you do/did for a living (profession). It is straight forward and gives you ample options for customisation. It also creates a fleshed-out character with a background and profession that will inspire a player to create a character in the Expanse universe. It is one of the parts I love, reminding me of Conan by Modiphius in the best of ways.
Sore teeth in the book are the Equipment and Starship chapters. The equipment chapter has a lot of fluff but is severely limited on crunch. Everything you need is there, but example weapons and armour, and other gear like drugs and medicine, is absent. The descriptions get idea of the intent across (i.e. customisation), but more examples would be great and severely improve the accessibility for new players and GMs (cybernetics and implants are also absent). The starship chapter is, on the surface, awesome. However, the system for travel and combat is condensed – and combat is, according collective wisdom missing in effectiveness, group involvement, and excitement. This last will soon (hopefully) be remedied with a new Starship book coming out, but the vanilla system will for mangy groups probably relegate starships (like in so many sci-fi and space opera games) to be a short Interlude (a nice mechanic, similar to the Fellowship phase in The One Ring) on the way to some asteroid, station, moon or planet.
When it comes to setting information, there is an assumption that the GM at least has read at least some of the novels. Still, there is a lot of information about the solar system and the various factions, we also know that the authors of the books wrote extra entries and sections for this. So, what is there, is what is known (in addition to the novels and novellas). It may be short and limited in some people’s eyes, but as a GM who loves making settings my own, this kind of open-ended writing and design is liberating and a generative. It frees me from having to stick to strict timelines and canon, to read up on specifics and avoid paradoxes and the existence of certain characters. The rulebook also covers this well enough; the choice between sticking to canon and what canon “means”. The Gamermaster chapter also has a lot of input on how to design a campaign (or series), but I'll admit that I have not read that particulalry closely, it seems (on the surface) to be similar to most of these chapters in other games, a primer for new gamermasters.
The included adventure is fun and gets you into the Expanse feel, investigation, mystery, and action - my group spent some time running through it as they are prone to distractions, but it creates a healthy scepticism in the players when it comes to entering combat and how to approach a potential dangerous and lethal situation (much needed in the Expanse). There are some discrepancies between the map and the descriptions, but this is easily overcome with some creativity.
To round up this long blurb. For a pass/fail system, Expanse (and by relation AGE) is a great narrative system which asks the GM and players to adjust their perspective on how games are structured and played in a very accessible and friendly way. It promotes cinematic and dramatic playstyles, with a lethal undertone that is certainly very suitable for a setting such as The Expanse. It is a simple system, with focus on action and the momentum players cause (and the side-effects), not in specific skill ranks and specialisations. It has an eye for detail, while keeping other aspects sweeping and general.
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This product impressed me. I'm not one for systemless products usually, but the preview showed good art, good descriptions and a systemless "system" to scale each beast in accordance to a given standard. This system favours a limited range of rpgs which follow the 3-18 stat range, but I don't see that as a big problem.
The variations of the beasts in this collection is good, everything from crazy undead stuff to intelligent (perhaps even) playable creatures, which is always good. I for one is looking forward to the next instalment in what I hope is a series of beardy beast collections.
Of course there can be some challenges in how to tweak and fit each creature into a given system, that does not conform to the standard this "systemless system" is based on, but testing, good intentions and time should be enough.
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