Before The Clement Sector, I had not bought any patron encounter books since the Classic Traveller RPGSupplement 06: 76 Patrons. I have to admit I have now bought nearly all the Gypsy Knight Games 21 Series because it is so inspirational. Shamefully, I don’t often use a patron encounter in my gaming (unless it is a real pick-up game) but instead use the encounter background and variations as inspiration for detailing an adventure.
This may change thanks to the index for the 21 Series of plots that is provided in this product. The index is cross-referenced according to location, themes, organizations, corporations, and objects within the plots (A Fifth of 21 Plots, p. 26). I don’t necessarily see this as a tool the GM will use at the table, but it should be very useful for gaming prep and will probably result in my incorporation of more of the 21 Series plots into my adventuring.
A Fifth of 21 Plotsis a very functional product; there are only three pieces of “poser” art included. The bulk the content is the 21 Plots (each on a separate page) and the index which takes up the second half of the 45-page product. My only gripe is the same one I have for many pdf books – the page numbering and pdf are not synchronized meaning the last page of the pdf (p. 45) is labeled p. 44 in the product (the cover – usually unnumbered – counts as a pdf page). This a very minor gripe – the content is excellent with great plot seeds and good writing.
RMN Verdict – BUY for the index and enjoy the adventures!
Traditionally, Memorial Day marks the beginning of summer for the RockyMountainNavy family. That is until we moved to the East Coast. Now school for the RMN Boys goes until mid-June. However, I still want to use this occasion to look back on my geek hobby year-to-date.
According to my BGG profile, I played 10 games in January, four in February, four more in March, none in April, and only two in May. For a year that I wanted to play more I certainly have dropped off! Summer may change as I have several new games inbound. Arriving tomorrow is Conflict of Heroes: Guadalcanal – The Pacific 1942 (Academy Games, 2016). I also may be getting closer to my Kickstarter delivery of Squadron Strike: Traveller(Ad Astra Games, ??) which after many delays (unwarranted and unacceptable in my opinion) finally opened the BackerKit this week. I also pledged for Worthington Publishing’s Mars Wars – but it cancelled. This month I pledged to support Compass Games’ new Richard Borg title Command & Colors: Tricorne – The American Revolution. To be honest, I am buying this title as much for myself as for the RMN Boys – which is both a blessing and a curse. I am certainly blessed in that I have boys who love gaming, but cursed in that they are not a hard grognard like their old man. The titles also reflect a change in my gaming interests as I struggle with the closure of many FLGS and the movement of my purchasing online or (shudder) to Kickstarter. I also have several games on P500 at GMT Games and hope to see that production schedule move forward this year.
I started off at Christmas with a good collection of books that I am whittling down at a much slower pace than I wish. This is not because I have ignored them; on the contrary, I am probably reading more than I did last year – just not reading off my list! Science fiction books have taken up much of my reading time. I have found myself lost in rereading the Charles E. Gannon’s Caine Riordan series from Baen Books. I also turned to Kickstarter again for content, this time in the form of Cirsova 2017 (Issues 5&6) and its short stories.
I didn’t get time to build much but the RMN boys got many kits completed. We even found a YouTube channel that we love, Andy’s Hobby Headquarters. He not only shows great models, but the boys are studying his techniques for better building.
I also have to do the Dad-thing and boast a bit about my youngest RMN Boy. This past quarter he was studying World War II and had a project to complete. The project supposed the student had found items in the attic from grandparents accumulated during World War II. The student had to put together a scrapbook of a newspaper article relating a battle (writing assignment), a letter from a soldier/sailor to home describing another battle (writing assignment), a letter from home describing the home front (writing assignment), a letter from the mayor to a local boys club thanking them for supporting the war effort (another writing assignment), notes from Grandmother about key personalities (short biographies), and a propaganda poster (art assignment). We had fun doing this project as together the youngest RMN boy and I prowled my shelves for sources, watched movies and documentaries online, and even pulled out a few games to better visualize the battles. A very proud moment for this father as the New Media and my book and game collection came together to teach a young man history.
I don’t usually buy adventures, but I absolutely love The Clement Sectorsetting for the Cepheus Engine/Traveller RPG. The Slide is an adventure that John Watts has apparently run at conventions. From the publisher’s blurb:
The race is on!
The Slide is a pirate route leading from the Winston Subsector of Clement Sector to the Peel Subsector of Ariel Sector. The route runs through the wild untamed subsectors along the trailing edge of the colonized subsectors. It is a dangerous proposition for the best of ships and crews.
Ever so often though, the pirates hold a race: The Slide Run. Who can not only beat the odds of The Slide but also the other racers? It’s a no holds barred free for all where the only rule is that whoever gets to the end first is the winner! The other crews will use subterfuge, speed, and violence to beat you!
Can you do it? Are you brave enough to attempt The Slide?
The Slide comes with instructions on how to run the race, detailed information on the systems along the route, your twelve opponents, your ship, and nine pre-generated characters. Everything you need to take your players on a grand adventure!
Start your drives. The race is about to begin.
The Slideis a meaty 103 page book that roughly divided into three parts. The first section is nine pre-generated characters and their pirate ship. Useful for conventions or one-shots, this section should not to be skipped by any Cepheus Engine GM. This is because the character descriptions are among the best I have seen in an adventure in a very long time. Each character is flawed, but not in how they were “generated,” but in how they are “human.” Every character – even the uplift – has flaws that make great adventuring hooks. Indeed, the descriptions really make the characters “come alive.”
The race is detailed in just a few pages. It only takes a few pages because there are not many details as much is left up to the GM – and the race has few rules! Twelve rivals are also provided. Each rival ship names the captain, the ship type, an occasional special ability, and a general approach (or tactic) the rival will use in the race. GMs again can find inspiration here as any rival can be dropped into adventures as a ready-made baddie (or ally?) with motives and their approach/response to conflict. Also added here are a few new thematic rules like Drinking or Taunting – always useful is a real Clement Sector adventure! Another section titled “Dirty Tricks” adds Missile Mines and rules for Sabotage.
The bulk of the book is actually composed of a gazetteer of worlds the race could move through. Many of these worlds have not been detailed in other products having been purposely left to the GM’s imagination. The Slideexemplifies how a GM can take an undetailed hex on the starmap and bring it to life.
The Slide is much more than just an adventure to run for a large group. In many ways this is a great GM sourcebook; it gives examples of characters that are not always heroes, rivals with short backstories and motivations, new rules tailored to the theme of the adventure, and examples of detailing locations. It also showcases a less heroic vision of the future. The Slide (and Skull and Crossbones) brings another vision of the future to the gaming table; a future that I believe is closer to the real roots of the Traveller RPG where an uncaring universe practically forces one to skip ship payments, take jobs of dubious (illegal?) character, and keep flying in the black just one step ahead of the (nearly inexistent) law.
Atticus is my first Moon Toad Publishing (MTP) Ship Files book. I am a fan of Ian Stead (@biomassart on Twitter) and greatly enjoy his work for Gypsy Knight Games and their Alternate Traveller Universe/Cepheus Engine Setting Ships of the Clement Sector. I had seen several other MTP products but it was not until very recently that I made the connection between MTP and Ian.
Atticus is a 100 dTon fast (Jump-2 / 6G acceleration) multi-use vessel – a perfect ship for a small group adventure in a small-ship universe setting. But what really sets the Atticus apart from the usual slew of Traveller/Cepheus Engine ships is the fact it is a tail-sitter! This makes Atticus a design closer to hard scifi than the usual “airplane in space” found in so much space opera. It also harkens back to classic Traveller RPG designs such as Broadsword or Azhanti High Lightningwhere the decks were stacked. In some ways I have to wonder if Atticus is Ian Stead’s version of Rochinante from the TV series The Expanse. Regardless, Atticus is an interesting design that can be dropped into any Cepheus Engine adventure from space opera to hard scifi.
The Ship Filesbook is a 24-page full color pdf. The file book starts with an in-universe description of the Atticus that right up front addresses the unusual configuration. This part is not to be skipped for there are many little details that a referee (or player) could use as adventure seeds. Statistics using Cepheus Engine are provided, as well as many line and color drawings and deck plans. Actually, there are two variants presented; the standard and a non-jump version. An example crew is also provided; three instead of the usual four members because, “it is currently one person down, the crewman having left over an argument about pay” (p. 16) Speak about an adventure seed!
MTP Ship Files books also include a two-page Spacecraft Record sheet. This sheet lays out the ship statistics in a much easier to understand manner than the simple table usually presented in Cepheus Engine.
Ship Files: Atticusis not without its flaws. Page numbering is laid out as in a book but the pdf file is sequential meaning page “2” of the pdf shows “1” at the bottom. This makes the table of contents one page off from the search function. The first Spacecraft Record sheet shows the class name as “Polixenes” which I take was a previous Ship Files product. Neither of these flaws are egregious nor in any way degrade the overall superior quality of the product. This product is also a real steal at $3.99 on DriveThruRPG.
Wendy’s 2delivers 76 pages of content divided into four broad parts. There is a short intro, fleet listings, a System Navy Career path, and a new ship – the Alfred Thayer Mahan-class Heavy Destroyer.
The short intro (2 pages plus the obligatory subsector map) provides in-universe text explaining what Wendy’sis along with a few paragraphs explaining the major players in the Cascadia subsector. Within these few paragraphs there are numerous adventure seeds and story hooks presented.
With the fleet listings each system has it’s naval forces described. These entries can be as short as a half-page with just a few paragraphs and the fleet list. Larger fleets have expanded entries that add details such as uniforms, fleet organization, and a table of Hull and Command Classifications.
The last table is very helpful for filling in details of the fleet since describes the ships of the fleet in broad detail. Some of the fleets in the Cascadia Subsector use ships found in the Ships of the Clement Sector series but for the most part the fleets in Cascadia use designs not detailed to date. Those who want to design the rest of the fleet – here are the bare-bones!
The System Navy Career Path is similar to, but not identical with, a career path previously available in Career Companion. That book is no longer available because it was published in support of Mongoose Traveller 1st Edition, and – no thanks to Mongoose – is no longer legally for sale under their onerous licensing rules. It is nice to see the career path updated and brought forward into the Cepheus Engine version of the Clement Sector.
The last 20 pages of Wendy’s 2is dedicated to details of the Cascadian Navy’s 1800-dT Heavy Destroyer, the Alfred Thayer Mahan-class.Provided are design background and deck-by-deck description and plans. Artwork for Mahan and elsewhere is provided by the ever-dependable Ian Stead with contributions by Michael Johnson and Bradley Warnes.
Buy or Not?
If your Clement Sector adventure leans towards more naval affairs then this is a definite BUY. Even if that is not your thing you should still seriously consider buying this book as it helps with ship encounters and pirates and the like. Since Wendy’s 2 is focused on the naval forces, it should be used in conjunction with Subsector Sourcebook 1: Cascadia (2nd Edition) which provides background for the entire subsector. I personally like that GKG has given me a peek into their setting but has left much of the definition up to me. There are a few details here, but it really is the skeleton to hang adventures on or to go off and be that System Engineer-style Traveller player.
As I looked through this book I was touched to find the CNS Loren Wiseman in the Cascadian Navy listings. For those who may not know, Loren K. Wiseman was one of the original authors of Traveller who passed away February 15 this year. As Jeff Zeitlin wrote in Freelance Traveller #80 (Mar/Apr 2017), “He was undoubtably one of Traveller’s larger-than-life figures, and he will be missed.” Naming a ship after Loren is a small honor for a great man in the history of the Traveller RPG and it shows me the deep respect GKG has for the forefathers of Traveller.
A Note on Links – You may notice that I linked several products to the OpenGamingStore. This is not because I don’t like DriveThruRPG – I have been a customer there for over a decade – but John at the OpenGamingStore takes only 20% versus the 30-35% at DTRPG. This may seem like a very small amount but it could be a big difference to small publishers over time. The OpenGamingStore catalog is not as deep as DTRPG, and it takes John a few days longer to get new items added (I think he is a one-man operation), but he takes a bit less and passes on a bit more. That’s worth my support – I hope it can be worthy of yours too.
The setting of TSAO is a logical outgrowth of 20th century UFO conspiracies:
Set in 2260 AD – two years after the Terrans took Keid and forced the Reticulan Empire to capitulate the book introduces the player characters to the immediate aftermath of the Terran victory in the Terran Liberation War against the mighty Reticulan Empire and its many thralls. For their part, the upstart Terrans, bolstered by their victory against their old masters, now move to become a power to be reckoned with in interstellar affairs. Against this background of espionage, maneuvering, and saber-rattling, and on the new interstellar frontiers, the player characters can forge a destiny of heroes or villains of the new United Terran Republic. (DriveThruRPG)
TSAO is delivered in a 209 page pdf (also now available in a POD option). This meaty setting is explained over six chapters and two appendixes.
Chapter 1 – The United Terran Republic provides much of the history and setting background. Included is not just a recap of events to date, but also many groups or factions or agencies that the player characters (PCs) could interact with. Psionics has a role in this setting. Given the assumed Tech Level (TL) of 11-12 (with some military at 13), TSAO (like Omer Golan-Joel’s earlier Outer Veil setting) is a high-tech but small-ship universe.
Chapter 2 – Aliens describes the humans neighbors, opponents, and allies(?). In the space of just a few pages many races are fully described and (again) are rich with adventure seeds and story hooks for development.
Chapter 3 – Characters and Careers is a great example of how to take the basic character generation system in Cepheus Engine and stretch it to showcase it’s full potential. PCs can be the default Humans or select from several alien races. Careers are taken from 13 civilian careers in Cephesus Engine or an from the 20 new ones in TSAO, including seven (7) alien “careers.”
Chapter 4 – Starships showcases alien saucers and Terra’s ships along with a few other alien constructs. Art is provided by the ever-dependable Ian Stead and others. Make sure to look at the 300-ton Terran Shaka-class Light Military Transport (and especially the Decommissioned Shaka-class Transport) for a not-to-subtle nod to Serenityand the Firefly-class.
Chapter 5 – Terran Borderlands is combination gazetteer and Referee’s Information. The worlds of Known Space is detailed, along with many story hooks and adventure seeds. The usual World Generation process from Cephesus Engine is expanded upon here with an Expanded Universal World Profile that adds a bit more detail but also a whole many more ideas that PCs or Referees can grab onto.
Chapter 6 – Patrons describes 12 Patrons that might engage the PCs. The chapter is not only a grouping of ready-made adventures, but also provides insight into the setting as viewed by the authors.
Appendix A – Terran News Agency Dispatches, February 2260 is a call back to the Traveller News Service snippets that were a staple of Classic Travellerand its successors. Again, these short news items can be the start of yet more adventures!
Appendix B – Sources of Inspiration, Literary and Otherwise is TSAO‘s Appendix N. I always look over these lists to see what inspirations the authors took and to see what I may want to add to my reading/viewing.
The last part of TSAO is an index. This is one of the best indexes I have ever seen in a book. However…the pdf is not cross-linked. This highlights some of my pet peeves with so many pdf products; page numbering and no linking. TSAO is paginated like most books, with page 1 being the interior title page. Unfortunately, this is “page 3” of the pdf, meaning if using your pdf page search you will always be three pages off from your target! The publisher could of avoided (or lessened the impact) of this issue if the Table of Contents (or even that great Index?) was linked.
Production quality is very good. Compared to Stellagama’s previous The Space PatrolI can see definite improvement. Get the linking and page numbering issues nailed and I will likely have nothing to complain about….
The authors call TSAO the first in the Visions of Empire (VoE) space opera settings. If TSAO is any indication, the VoE series will be settings rich in background using (and stretching) the Cepheus Engine rules to their finest.
In my science fiction RPG adventures,I often have alien characters or NPCs. The Star Trek universe is full of aliens, most of the “rubber-forehead” variety; i.e. an alien species only one or two facial features away from humans. Star Wars got a bit away from that trope and brought on humanoid aliens that look like humans in shape but are nothing like us. The Third Imperium setting for Traveller RPG introduced a version of humanoid aliens with the Vargr. Playing Classic Traveller was where I first ran into the concept of an uplifted species. As much as I read about them, I never actually played an uplifted character.
In several Ships of the Clement Sector stories, one can find uplift characters so I understood that they were part of that setting. Gypsy Knight Games has now released The Wondrous Menagerie: Uplifts in Clement Sector. This lavishly illustrated 82-page sourcebook lays out the good, and the bad, of uplifts in the Clement Sector. Wondrous Menagerie provides background for how uplifts are treated or dealt with in the four Clement sectors and the colonies. Many uplift species are detailed with some more suitable for NPCs while others could be used as Player Characters.
When generating a character, the player is immediately forced to deal with three broad legal status’;is the uplift a slave, free but segregated, or totally free (living in a mixed community)?
Yes, your character may be a slave. There is even an Uplift Slave Career detailed within the book.
At first this bothered me; I don’t want to play a slave! However, as I read on I was challenged by the author. John Watts very thoughtfully added an Author’s Note at the back of the book. Within this note, Mr. Watts makes observations as to how he has seen uplifted characters played in the past. He talks about uplifts as comic relief and uplifts as combat driven characters. He then talks about uplifts in the Clement Sector, and the opportunities the setting gives players to explore “more serious undertones” of racial bias and prejudice. He also offers the challenge of playing uplifts through method acting.