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SB1: Katringa is after reading and digestion of its data, a complete campaign within in a single star system, a perfect example of the best way to look at Traveller--in detail, and not in the older-cut-n-paste Truckstop starport two paragraph world description.
The stellar data and hard science is first rate, and woven into the fabric of the people's lives and their culture is a rather unique take on time-keeping, and how it impacts the lives of all there as juxtaposed to older simpler 24-7 hour/day schedules, which occur rarely beyond the Terra (Earth) system. Kudos to Dr Constantine Thomas & Mr Richard Hazelwood for bringing this "to life".
Mr. Hazelwood has with the ethnic background also given us a different human culture for a small Non-Industrial world's colonists, complete with dozens of plot hooks and ideas looking at how Tribal identity and politics matures, and changes, and yet still dominates even in modernity the political outlook of the colonists here!
5 Stars ***** hands down, a Must-have for writers, GMs, and players for the game Traveller here in the 21st century.
sincerely,
Liam Devlin/ aka SSG Daniel W. Hammersley
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ACERS brings with it to the GM, or the player useful, 3-D NPC's as allies, Contacts, Enemies, or Rivals, just like the title says it does. These are not cut-out mediocre generic 'strawmen' to be shot full of ribbons by the Travellers/ Player Characters, but plausible, realistic sophonts in the Traveller/ Hard sci-Fi 'Verse your players can encounter. As one of the contributors, I am biased of course, But I find the rest of the project I was not involved in meets the high expectations and superior work SPICA Press has established itself in the SF RPG marketplace. I am also proud my name is within this product, and pleased at the end product, which I have also purchased.
Shiny side up!
Sincerely, 'Liam Devlin'/ SSG Daniel W Hammersley
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I concur with the previous reviewers, but I will not hold a single illustration's inability to be seen against Mongoose. The content of the work, 760 Patrons as Messr Somers says, is as stated "what 1001 Characters was supposed to be."
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Another must-have for the Scout-Exploration campaigners. From the career options to generating Scout missions for current and "out-to-pasture" Scouts, a healthy selection of survival tips, and equipment, to a selction of starships--many of which we have seen in the TNE-1248 Traveller eras, now revisited in the past, like the 150dton modular scout, and others that move us beyond the S-clas courier, Xboat courier, Xboat Tender, and the Donosev survey ships. An all around winner!
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Once again, Mongoose has re-issued and re-detailed a previous CT era book, in their own image. A perfect score here is avoided by the various weapons data errata (ranges that are way short for TL8 Mortars for example, having used them, they can get 3.5kms without a booster charge).
The meat of the book however and so far many of the reviewers have missed the point: a Mercenary outfit IS a BUSINESS, and runs like one, with certain respects. Mongoose does not fail to touch upon this point, and even gives various TL advantages and disadvantages for theese unit's upkeep and bases.
Mongoose also maintains a wider range of D66 results in the career building/ career events tables which is better than 2-12 choices for variety's sake (roll up a platoon of mercs and see what I mean if you've more choices, your NPCs wn't all look like cookie-cutter straw dogs)! Definitely a must-have for players and GM's alike with the roll-dice-blow-stuff-up crowd!
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The Ship's designing has some flaws, nothing I cannot work with, but they are present and detract from the overall work from a 5-star rating. More important to me, the Referee, and player aspect is the well executed strata of the Navy Career field. I'm much more interested in well roleplayed Naval characters than dpi, or crunchiness--the story is the thing, not how-does-the-ship-get-built...that's aGM/ Referee's homework prior to the game.
Good book for what I needed, and those who think Like I do. "The play's the thing", Shakespeare wrote... ;-)
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I liked the book for what it is, and what it purports to be. Anyone wishing it to be something else, well, their disappointments are noted here. I liked the touching upon vessels for salvage purposes (having run and wirtten for the TNE-1248 era where recovery/ salvage is a key undertaking--groundside or in space).
Nice to see Corsair vessels larger than 400dtons, and packing a few fighters to bolster their raiding capability! Good stuff Mongoose!
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A Good first for Mongoose--a subsector wide crawl across every ( and I do mean EVERY) world in the Jewell Subsector--Imperial, Zhodani, and Non-aligned. Abrupt endings in the chapters aside, it suffers from a lack of detail of each world that can keep the Referee and players coming back to the book again and again--in short, idea hooks for further adventures in the world's of the subsector beyond the adventure itself.
Hopefully we'll see more of its kind in the future!
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