Dragonbane Beta PDF

I am really pleased to see that Free League, in amongst all their other commitments, have managed to get the Beta PDF of their Dragonbane RPG out to Backers slightly ahead of time. I have pre-burbled about this game which, for all its simplicity, may well capture a large chunk of my gaming from now on. The game is already scheduled in for our family Christmas slot, and it will feature at conventions and an online campaign in 2023. With Coriolis also slated next year, and Trudvang Chronicles, it is looking to be a Swedish bonanza.

The Beta is close to the finished game, which will be rounded out with a range of great single session adventures and supplementary accoutrements in the final relaease in Augusr 2023. At 112 neatly laid out pages, this game is a light and breezy romp of a high fantasy, blending the simplicity of Basic Roleplay with the engaging flourishes of Free League mechanics, we have a rocking core of a game in which to play out many an adventure.

There are expansions and slight ammendments to the Quickstart, that now fully bring the game to life, whilst remaining the cute game we were intially introduced to. So, we have a d20 roll equal to or less than your skill to succeed, with ‘Boons’ and Banes (advantage and disadvantage) serving as the only nmodifiers. A very short skill list and familiar Attributes give you an easy to manage range of areas to engage with the world. Both Kin and Professions provide defining, signature, Abilities that lift the character into interesting niches. Further Heroic Abilities, gained after increasing number of sessions of play, further empower the characters. I like that you get your first one as a reward after your first session.

We have a traditional based fantasy RPG, with low HPs, armour absorbs, random rolled weapon and spell

damage. Characters can be constructed or rolled randomly and quickly. They are fragile and will drop on two(is) undefended hits. Weeble like, they also get back up again quite quickly, with either a few CON based death saves or a helpful heal, or even getting motivatingly shouted at. Scars are collected as trophies and on to the next adventure.

A move and just the one action economy, with some Heroic Abilities opening up further actions. A card based initiative that, once dealt, can then be swapped to provide tactical options in the round. Adverseries are either PC alike in terms of abilities or are full blown ‘Monsters’ with a ‘Ferocity’ rating of number of actions, bristeling hit points and a random rolled attack, each of which say something about the monster itself.

Hit Points are familiar, and Willpower Points are used to power magic and the special abilities. Short and Long Rests (Stretch, 15 minutes, and Shift, 6 hours) recover a good random chunk or all of them, respectively. Recharge, crack on.

Three magic schools are presented that cover the basics with a basic but nicely curated selection of spells. Spells are rated in a number of ascending ranks, with some prerequisites as the ranks rise. Each spell also has three levels of power, with increased effects as more Willpower points are blown. As with each area of the game, you can see where the modular supplements will fit. More magic schools and more spells to follow I think. More Heroic Abilities, more Kin, more…

Monsters! Well, we get the stalwarts, who doubtless petitioned strongly to be squeezed into the roster so that they could be an early part of the game. Dragons, of course, along with orcish footsoldiers, wiley goblins, skeles, spiders and some more. Yes, there will be a metric ton of more, doubtless also sprinkled in the adventures that have already been promised.

The game is certainly beginner friendly and good bouncy fun. Everything is setup for quick play, with mechanical effects lightly applied through player choices. For those who want to say that that is where the game’s utility starts and ends, I say ‘phooey’. Yes the framework is light and highly extensible, but there is plenty here for a rich and lengthy campaign, playing at full action tilt. You aren’t going to get the depth of options that are found in the modern D&Ds, if anything this game is a callback to the more Basic editions and, of course, the originating Magic World of olde. I find myself wanting this fresh, deceptively simple approach. I can also see Swedish hardcore wanting to keep their current Drakar och Demoner game if that’s where you are coming from.

I’m excited by the reminiscent joyful brevity of the game, enriched by the Free League focus that has honed it into a mechanically modern feeling experience. The process of finding the campaign world in which to set it has already begun. All the high fantasy ones out there would accommodate this lovely game just fine.

Let’s play!

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Game Planning 2023 – Captain’s Log Supplemental #2

It looks as though I will have an opportunity to sneak in a little Infinity 2d20 for a few slots before the year is out. This wasn’t part of the plan, but we are looking to mix it up a bit with alternating fortnightly play, and I thought a nice contrast to Pathfinder 2e would be some space operatic factional cyberpunk. There might be some space in the game for ‘new’ players to mix in with the Thursday nighters.

Infinity is at the very crunchiest end of the 2d20 spectrum, an early incarnation of the system before they lightened it up with newer entrants such as Homeworld (another I’d like to get to the table). The game has had seven years of continuous books, squeezing the setting juices for a deep and conflict laden future that has an Altered Carbon edge to its pervasive AR, alien infiltrating, fragmented core. There’s a lot to take in! 

In fact its depths and the jagged edges of the crunchy system have always slightly unnerved me. The game might be a tingler, but I’m going to say a wary one. I have only ever run it at North Star convention for one shot play. Why do I do this to myself? Get a crunchy system and inflict it on innocent convention friends in the tightest of session formats? Honestly… And yet, to a sufficient extent, I have bossed the system into compliance and delivered some fun games with it. 

Online PC generator. Click image to explore…

Sometimes it is worth just going for it, and not worrying too much about the details. I have at least three printed camopaigns of material already, so diving in with some of that is the way to go. It further helps that Infinity has a lot of online support. The online character builder takes a lot of the complexity away whilst providing a guided journey through the lovely lifepath system A character is probably ab out 20 minutes away, with an exported PDF character sheet as a usable momento.

I’m one of those that enjoys the prep side as a sub game within the game. Online play has given me lots to play with as I use VTTs to deliver the game. If I’m going to put in the effort to create the resources for a game then I certainly want to see them used! Conan was a recent example wheer I put in a lot of effort with ahnd acrved assets on Foundry, only for the game to struggle with attendance. I need to get that played at some point. Infinity could be similar, and retired or no, I need to be careful to balance the effort on game prep and the value to the game itself.
Unlike Conan, Infinity has no support in Foundry. My default is then to look at Role VTT, a free, intuitive,  and ‘people first’ VTT, with point and click tools for you to create your own game sheets and share them. With some head scratching I have managed to create a small PC sheet on Foundry for the similarly unsupported Trudvang Chronicles, and hope to run the game on there in 2023. As it happens, I had already created a couple of Infinity sheets on Role, so it seemed like the best place to run it. 

The beginnings of the Infinity 2d20 Setup on Role VTT 
The lack of an integrated system on Role lightens the prep time. PCs and NPCs are mostly recorded off Role itself, with dice rolls and consumable resources initiated and recorded on the character sheet. More Role developments are incoming soon for the dice roller, which I’m hoping will include custom dice, useful for 2d20 games. Modiphius are already partnering with Role as a supported VTT where their content can be purchased and played. Dune, Fallout, Homeworld and Star Trek have received offical support, though I’m not expecting Infinity to get anything at this late stage in its published life cycle. I don’t really need anything anyway, though having someone else create maps, images and tokens would be sweet!  

Role also makes it super easy to publish a streamed game, with OBS doing the heavy lifting. Your OBS scene pretty much just has to have a Window Capture’ of the Role session browser tab, with some sound configured. Anything else is trimmings. I’m not a stream watcher (Glass Cannon Network are an exception and are awesome), or a stream content producer. I had a bit of a go, and was technically proved, but overall didn’t really work out. I’d like to showcase both Role and Infinity, so maybe, just maybe, I’ll find a group who would be happy to give that a go.

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Role VTT Update

 I kind of appreciate that D&D4e is perhaps not the ideal game for Role VTT right now, particularly as I happen to play it tactically with a lot of map and tokens. We’ve been playing this game  on Role for just shy of two years, so have seen in a lot of the changes. Most of the updates have had limited impact on our play experience, so I’m looking forward to see where the tactical map side goes in this ‘theatre of the mind’ friendly VTT.

D&D4e Stonefang Pass Battle with my group

Overall, Role has supported our game really well. After quite a bit of effort I gave up on representing the full characters using my developed sheets, with PC development happening off Role but with shared dice rolls used and shared in the VTT. I think a more condensed display, pop out, and some other features might have kept everything in Role. Instead we make use of a few lighter supporting sheets to support initiative and dice rolls. With some glitches here and there, it has been great to have a stable video conference connection throughout our play over the two years. 

I’m looking forward to running more games in Role and to see how the platform develops throughout 2023. Homeworld 2d20 has ready assets on Role and other lighter games Two of my longer form games for 2023 will use Foundry VTT to squeeze some juice out of my hosting subscriptions that I have with Forge and Livekit on the Tavern. Coriolis has a good system on Foundry and premium assets ready to go. Trudvang could happen on either VTT as there is no system on Foundry. As it happens, I have created a small support sheet on Foundry, which will do most of the dice rolling, and manages the ‘Open Roll’ exploding, which Role does not. 

So, a thank you to Role for being there and supporting the biggest game of my life. Foundry will also feature as the gaming plans continue for 2023.

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Short Review – Ships of the Human Sphere – Infinity 2d20

The Ships of the Human Sphere is a 190+ page book and shipyard of military and civilian ships of the Infinity Universe. The format runs through the different size classes of vessel from the huge Class 5 behemoths to light auxiliaries and fighters. (There’s a Class 9 in there, but I’m not telling you what it is…). Each ship has some descriptive flavour text and a stat block, with adventure seeds laced throughout in sidebars. You don’t get any floorplans, or an image of every ship, but lots of ready to use information to plug into your game.

The Human Sphere also delivers us the alien ships of the Combined Army, ready cut for some terrifying deep space engagements. On which topic, the book is much more than a catalogue, providing rich chapters to take combat to a fleet level, with ‘Conquering the Stars’ and ‘Interstellar Engagements’. Some material is a repeat from faction and Gamesmater Guide books, so a little redundancy if you have a wide range of the material already. I’m OK with this, as we get a lot of what we need under the cover of this book, useful anyway, but also not presupposing ownership of other titles.

The Factions get some individual space to note their approach to ships and how they are operated, with the Nomads given some more room as is right. Some of this may be copied from the Faction books as above, but I like that this is in here.

There’s a touch of the gearhead in the ‘Options and Upgrades’ chapter as you get out your hyper spanner and start bolting on optional components onto the standard designs, changing their capabilities and potential on the way. (This is a copy of the Gamesmaster Guide). Build your Q Ship now!

We also drop to the character level with ‘Extraplanetary Gear’, a catalogue of spacefarer equipment kitting out your vac Suit with mods, helpful rescue drones, drugs, armour, shielding, corsair favoured heavy pistols, smart lungs and goodness knows what else.

This book has come a little later in the Infinity production cycle, which probably tells you something about how essential it is. Although you probably already have what you need to represent the system capable and wormhole travelling ships of the infinity game, the information within is really useful, coalescing into a handy title, lots of new sections, and a shipyard of designs to throw out there, all of which you can quickly mod to make your own.

I’m glad I have this book, which is what i think of all the titles from the Infniity line. It’s easy for me though, as I am a 2015 ‘give me all books’ backer, so they just flow to me in a grand procession, every bit as impressive as the giant Circulars that carry so many ships through the Worm Holes. For the Infinity completist, but well worth it, especially if you are spending some Momentum out in the cold of space.

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Game Planning 2023 – Captain’s Log Supplemental #1

With the release of the final part to the Coriolis Mercy of the Icons campaign, I am throwing this into my GMing mix for 2023. I started to run Coriolis with a group of close gaming buddies on Roll20, which in and of itself really dates it! (2019?)

The game floundered, despite the strength of the material. It feels like unfinished business, possibly that the sensible GM might just leave well alone. I want to make amends, as I feel the flounder must be due to my GMing, and I’d really like to guide the experience of the full cycle of this three act space opera epic.

I have been in awe of my mate Dom’s documentation for his 5e Curse of Strahd campaign. As we have rogressed he has provided sumptuous information and full session write-ups. Could I emulate? I may try.

Running this will also give me an opportunity to get some proper use out of Foundry VTT (on ), for which I am paying a regular sum for Forge Hosting and the managed LiveKit instance for solid AV. Foundry have the core rule book as premium content, providing:

  • 462 Items (armor, gear, talents, weapons, injuries, ship features, ship modules, ship problems, etc)
  • 126 Journal entries (full core rules and some example scenarios)
  • 67 Actors (Beasts, djinni, NPCs, ships)
  • 36 Rollable tables (critical injuries, failure tables, encounters, faction names, mission and system generators, travel events etc)
  • 10 Scenes (maps, locations, and player handouts)
  • Coriolis soundtrack playlist (7 tracks)

That’s an eye-watering array of assets to be used with the Coriolis character sheet system on Foundry. The first of the three campaign books is also available pre-loaded with lots of campaign assets, so I would get off to a flyer in terms of content. I have asked Free League if they plan to add the other two books into Foundry too. If not, well, I have some scraping and preparing to do. That’s OK.

I plan to restart from the beginning and just run through it. My original players would be welcome to sign up, though memories may jog at the first block of sessions.

This will be a major commitment. If the cadance was weekly I would give a first estimate of 50-60 sessions. I think I might be up for it.

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Trudvang @ Grogmeet

I had a great time at Grogmeet22, a convention that I managed to do in a day, thanks to the central Manchester location and foregoing some of the other shenanigans that made for a yet fuller weekend experience. It has long been on my list to attend and was everything I could have hoped for. A short time with the tribe, good company and good games, with some top chat and socialising in the evening.

Matthew Broome’s medieval mystery took me back to my play of Ars Magica 2nd Edition, a game that I enjoyed so much back in the distant past. I was fortunate to play in such a strong group, where we gelled and laughed and bounced off each others characters from Magi to Companion to Grog throughout. The blended play, across three power levels of characters, was seamless, in good part to Matthew’s GMing, and we all had spotlight time to make our mark on the outcome. A fine game, and has had me scurrying to the big and over-stuffed store cupboard, to see if I can find my copy of the game. I fear it may have left my tenure. 

Trudvang at Grogmeet

I was very glad to get Trudvang Chronicles to the table once again, perhaps slaying some demons as to how complex or difficult it is to play. My only real concession was to Body Point recovery, as I wanted the characters to continue despite their wounds. Troll mauls will do that to you.

Although the game is playable RAW, I might be tempted to restrict the skill list at the Discipline level. With specialities in play there are so many skills that there are yawning gaps and a sense that you really have to specialise to get any good at something. Maybe that’s OK, maybe I didn’t build the characters especially optimally?
Still, Trudvang remains on my ‘must play more’ list for 2023.

Trains were running on time, which helped, and the walk from Manchester Picadilly to Fan Boy 3 was no more than a laden eight minutes. A lift back provided by Tom, a fellow Grog from Sheffield, added a pleasant and timely return with added game chat!

I often worry about my introverted self, solidified a little by pandemic, and how I come across. I can tend to be a hoverer and a listener, rather than a charismatic deliverer, and wouldn’t want to be thought of as aloof or distant. I’m there, in my own way. The lovely time I had socialising with such tremendous folk has persuaded me to practice more!

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Returning to Trudvang Chronicles

 I’ve run Trudvang Chronicles at a couple of conventions now, which doesn’t yet make me especially accomplished with the system, but perhaps has given me enough to understand its quirks. The intricacies of the ‘combat capacity’ system really needs to have a short campaign in which the flexible choices have room to breathe for the players. Although not too difficult, the combat system  is quirky and complex enough that it’s probably a bit much for a one off.

I’m looking forward to running it again at Grogmeet, where I hope that my growing familiarity with the system will incrementally make the session run that bit smoother.

The Player Characters

 

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Ravenstor Holiday

For just a few nights I managed to get away with my three grown up kids, disappearing into the nearby Peaks to Ravenstor YHA for some chill, game playing and hiking. It is rare that we all get together for any significant stretch of time, so this was quite a treat!

Here are some pictures that tell our story. We also played a great game of Mysterium on our third night, where our ghostly victim, Erin, expertly guided us boys to the right murderer.

Day 1 to Tideswell and exploring the kitchen

Day 2 – a walk along the Monsal Trail out to Hassop and back. Refreshments! 

Day 2 Eve – a riotous game of Dragonbane. Awesome!

Day 3 – Earl Sterndale to Park House Hill and Chrome Hill. I loved the challenge. Cam bought a book! 

Day 4 – Wetton and Thor’s Cave. Goblins!

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Planning Ahead for 2023

Even now I’m considering which games will feature for me in 2023. Perhaps slightly early, but may represent how my mind works and is just the right side of embarrassing, rather like now seeing the red and green stocked Christmas ailes in the supermarkets. Early, but hope you’ll let me off for now.

The possibilities will need to be tempered by my real life and the many fun things that brings. As such this is probably a slightly unattainable shopping list of bubbling excitement that will be shaped in unexpected ways after I have hit ‘Publish’ on the blog.

My Current Games

The long running Wednesday night Strahd 5e game is due to finish this year, and by coincidence, my Saturday night D&D 4e campaign in Nentir Vale is also due to come to a dramatic ending, at least for the Heroic Tier, at the end of the year. Decks clearing, naturally freeing up some time in the gaming calendar. Darran’s 10 session or so Vasen game has morphed into a somewhat unplayable Monday nights, though I hope to play some more if it doesn’t disrupt his story arc. Thursday nights are currently well set for a Pathfinder 2e mega dungeon that may switch to fortnightly, opening up another possible opportunity for some alternatives. I have a CYBORG one-off coming from Dom.

So, it looks to me that there are two gaming nights to fill with new goodness, and some others, including convention play to come. A backseat for the D&Ds after a few years?

What’s In The Mix?

Dragonbane, and lots of it. The full first draft of the game will be out to us backers by Christmas or thereabouts. I will be all over it and keen to run through the Kickstarter adventures and start to consider how to use the game more broadly. It is altogether possible that I place the game system back into my Greyhawk ‘Bandit Kingdoms’ setting and pick up some play from there. After a terrific session with my three grown up kids, we’ll be going on adventures next year when we can get together. The game will also see extensive convention play.

I’m also attracted to the Dragonbane Third Party Licence, which might galvanise a little bit more writing out of me/ I’ve been talking to a gaming buddy about some writing collaboration. I’m looking forward to seeing what we come up with.

With fillial connection, I have a Trudvang Chronicles mini campaign pretty much good to go on Foundry VTT. Trudvang is an earlier iteration of Drakar och Demoner, sporting a somewhat more involved combat capacity system, and a skill list as long as many of your arms. Depsite some of its transparent flaws, it remains a cool game and I’d like to see more of that in play. I’ve slightly foolishly run it as a pick up convention game, with enough success to persevere, but Dragonbane clearly wins out in that context.

Whilst on the content creation side of things, I’d like to develop some more of my Eventide subsector, for Cepheus Deluxe, in a currently sketchy Hinterspace setting out on the endangered frontier. By ‘develop’, I also mean actual play too. I like the game and the way it plays out SF adventures. 

Pete has promised a slot in his 13th Age playtest, to be played out at Patriot Games. I’m looking forward to the exploration of the new iteration of this game, and to becoming a playing part of our FLGS community.

If at all possible, I’d really like to play some more games on the Dungeon Musing Channel. Kevin has recently become enamoured of the Blackbirds RPG, which looks like a ton of fun. If I can muster it, I  may also like to get into a regular game if it fits the Muser’s plans and I can actually do the CST time zone.

I’m transparently angling to get into Dr Mitch’s The One Ring 2e game, if it happens. There might, understandably, be a queue.

It would be a significant highlight to my year if we can get The Chronicles of Future Earth RPG out of Kickstarter to a delivered book, at least in electronic form, but hopefully also as a physical book. It looks great, has an interesting take on the Fate engine along with all the richness that Sarah Newton brings to the setting.

On a tangent, I have the option of an upstairs room in a very nice pub for a regular game night, for 1-2 tables. That feels like more of a project, and a time investment way beyond the night itself. Maybe, for some face to face gaming in a nice place with good food and drink downstairs. 

Elbowing Contenders

It’s important to enjoy the flux. New ideas will emerge from the chaos mire, with shadowy forms suddenly taking a tangible and consuming reality. A selection of these are below, but there will be others…

I have a slightly ridiculous amount of Cypher fantasy to do something with, in and around the Diamond Throne.

The Forbidden Lands campaign ‘The Bloodmarch’ has landed in PDF and looks to be of the same consistently high quality as previous releases. It also strikes me that these adventures could be played using Dragonbane, with some thought to a light and consistent translation process. Someone may already have produced this, or will do so through the third party licence.

Starforged will be with me in time for Revelation next year, so that looks to be a shoe in for there, unless Tribe8 progresses or I get distracted by some more A|state, or even the PbtA Hearth fantasy Stonetop, if it progresses to a published state.

Homeworld 2d20, with a companion plastic miniatures festooned boardgame really ought to get my attention, even if it only fast jumps into North Star.

Will the lure of more D&D 4e overcome me? There are Paragon tales to be told beyond Nentir Vale.

I’m running conventions as per usual next year. Additionally, I have taken up leadership of the RPG track at AireCon 2023. I hope you will come along and participate? More online encouragement to come on that. In the meantime, go here: https://www.airecon.co.uk/gms

Of course, much of this may change in the run up and during the year, not least because my good gaming buddies will also come up with as yet unknown escapist fun. I will be on the lookout for spaces.

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Homeworld 2d20 RPG – Something of a Revelation

Something of a cazy notion to pre-order the Homeworld Revelations 2D20 RPG from Modiphius. I have plenty on the shelves already, from Traveller/Cepheus to Infinity 2D20, vectoring at full thrust past some excellent PbtA offerings, Scum & Villainy and lighting up some FFG/Edge Star Wars awesomeness. Ah well, I jumped in. In fact I also had a go at the originating RTS PC game to give me a flavour. I was unsurprised to find that I was wholly crap at it, but I got the idea.

This is probably my first, lighter end 2D20, based as it is on the Star Trek line, no doubt with some touches. Perhaps not the very lightest end, but much breezier than Infinity and housed in a 9.5/6.5″ digest sized book. I must say I am pleasantly surprised at the innovations that have come to the 2d20 stable since Infinity and Conan. It remains recognisably the same game but streamlined and honed to achieve some of the complexity of system with a simpler concept and word count. It is, perhaps, a little better explained than Infinity, though that isn’t saying too much.

I had wondered if the six Attributes and six Skills would make characters generically much the same, with minor variations in capability, whilst finding that ‘everyone can do everything’. This is cunningly mitigated by Focuses, Defining Aspects, and Truths and Talents. Focuses are suggested, but utimately freeform traits where, if a skill test succeeds, is within the skill value, and falls within the focuses’ influence, two successes are gained instead of one. This elegantly achieves the more complex 2d20 effect, without the need to keep track of focus values for the skills. It steps your character up to shine in particular situations. Defining Aspects are special Truths that can be used to gain Focus Points, most often to give you a dedicated critical for the skill task. Leverging these Aspects in play also provides Resource Units (RUs) for advancement. Talents provide specific rule benefits, in general and specific skill areas. For example, ‘Empathic’ gives you an additional d20 to Insight when determining the intentions or feelings of another character. Truths are freely expressed traits that can either provide an advantage or a complication, reducing or increasing the difficulty of a test by 1. These are used as part of scenes too. 

I like the way initiative works, with player side typically going first with one character and then handing over to adversaries to go and switching between throughout, moderated by Momentum or Threat spend to break that pattern. Usual options for holding, and spending Momentum to get an extra Major action. It looks like it will hang dynamically together really well. I may have to unlearn a few minor things to pick up the nuances of this tightly put together 2d20 ruleset.

The seven step lifepath will quickly create a Kushan character with some backstory and everything needed to get going. It looks simple and quick.  There’s also a ‘creation in play’ option, to record the very basics and find out more as you are playing the game. Nice. To round out the playable roster are supporting characters, quickly created and available to play if in the scene. I’m not sure if this is quite troupe play, but it is heading that way when you want to switch into the shoes of a haried flight specialist, or a troubled dealer on the lower decks.

I’ll be interested to see how Resource Units are spent in play, either upgrading characters, supporting characters or ships. Nice to use the RUs coined from the RTS PC game.

Starships are given a fairly comprehensve treatment in the game. Ships are rated on a scale of 1 to 6, ascending in size and power. Ships have 6 attributes, just like characters, but these are tailored to their role: Communications, Computers, Engines, Sensors, Structure, and Weapons. These are used directly in the game, replacing character attributes when using a skill that harnesses the ship capabilities. I have only skimmed, so need to get some play in to see how it all works out at the table. My surface scan has picked up lots of character actions (hoorah for action and things to do), simple starship combat rules, building on the mechanics that have come before, many starship stats with pictures, and a template set of ship creation rules. Plenty to go at.

The Historical and Society Briefings look to give a gamable set of information to underpin the setting. It’s good to see that these briefings are laced with Story Seeds to prompt adventure. I’m new to the Homeworld setting, so it looks pretty good to me, not least because it appears quickly digestible.

The book rounds out with sections on Gamemastering and Non-Player Characters, backed by a pretty comprehensive looking Index. At 332 pages they pack a lot into this book.  The GM pre-order bundle comes with a themed dice set, some cheat sheet handouts, counters, and my first digest sized landscape GM screen. Dinky, sweet, and maybe useful. 

I had wondered about expanding the game with some cool starship miniatures. It looks as though Modiphius have got that well covered with Homeworld Fleet command, a fast play boardgame of spaceship combat in the Homeworld universe. It comes with 101 starships with an expansion providing 100 more. You’d want to get them painted…

Crowdfunding will launch in November 2022, so not very long from time of writing. I’ll see what the damage to my Budget Attribute would be, expecting some immediate ‘Breaches’. What a combo that would be though!

Role VTT

The game has potential for broader re-use beyond the Homeworld setting, should you be interested. I might want to tighten some aspects of the game, such as what starship ‘short jumps’ actually meant. It might be there in the text. As it is, there is plenty of play potential at a rage of levels with this core game. I tend to gravitate to Foundry VTT these days for online play, but worth noting that the free Role VTT has a ready to play gaming room themed to Homeworld. The VTT is free to use and excellent for webcams, audio, and some sheets and dice tools around the edges. t would be the obvious place to start. It won’t calculate any of the Stress dice or successes, but you can eyeball that fairly quickly.

A fun romp of a space opera, starship based on an epic journey to the people’s homeworld against considerable odds.

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