Sine Nomine, the maker of Stars without Number, Other Dust and other Tabletop Roleplaying Games, completed a Kickstarter for a revision of the Stars without Number Roleplaying game early 2018.
I decided to to a Youtube overview/review of this below:
So what is Other Dust?
Other Dust is a Post Apocalyptic, OSR Roleplaying game made by Sine Nomine. It’s part of the family of RPGs made by Sine Nomine which are all mechanically compatible with each other. The setting itself is based on Earth (although you could set it elsewhere if you prefer) and ties in with the Stars Without number setting, but earlier after the “Scream”, a Galactic wide event that killed or drove mad Psychics at the height of the “Terran Mandate”.
Sadly however, the Terran Mandate became dependent on Psychics to control vast jumpgates to transport ships/people many light years across the galaxy. In addition to that, there were also very powerful AI controlling swarms of Nanites on planets, space stations, ships etc, whose purpose was to keep the citizens of the Terran Mandate healthy and happy, by curing wounds, sicknesses, ensure happiness and so on.
What made this worse is the leaders of the Terran Mandate, known as “Directors” are also VERY powerful Psychics driven mad by “The Scream”, attacked the guardian AIs, that are knows as “Maestros” that the Directors had originally created to manage the vast Nanite swarms that cared for it’s citizens in the Terran Mandate.
A war took place between the powerful AIs and the maddened Psychics, many on both sides being destroyed or corrupted in some way. The surviving AIs, most of which had their programming corrupted and twisted by the Psychic/AI wars, the rest of the citizenry caught in the middle.
Thus the Terran Mandate collapsed into a Dark age……. Planets, Sectors and Systems cut off from each other for 100s of years…
The worst of this took place on the Home planet Earth. More than one of the Directors were based on Earth and the most powerful AI were also based there, managing the all powerful Nanite swarms that nurtured the citizens on Earth and Earth itself. In addition to that, Earth had a protective “Mirror Shield” made up of 1000s of defense satellites, stopping access access to and from Earth, also controlled by the Maestros..
The Directors were killed, suppressed or driven off, however the Maestros were also driven mad by the war and now 100s of years later, do their best to maintain order on Earth, blocking off access to and from Earth, however the wars, radiation, malfunctioning Nanite Swarms, insane Psychics have corrupted the Landscape, the Planet, the people, animals, plant life, ecology…. everything.
Now Earth is a ruin, a Post Apocalyptic world, a shadow of it’s former self, a mutated, twisted, perverted version of it’s past…. This is the setting for Other Dust…. where only the strong and/or clever survive to rise in the ashes of the past on the ruin of Planet Earth….
Other dust is an OSR roleplaying game. The term OSR, is an abbreviation for “Old School Renaissance”. OSR means different things to different people. But one thing that is generally agreed on is it’s a style of Roleplaying game that is based on Roleplaying games from the beginning of Roleplaying games. In many cases it refers to the Original Dungeons and Dragons published by Gary Gygax in the 1970s.
Other Dust, Stars Without number and other Sine Nomine games are based on OSR rules, specifically the Original Dungeons and Dragons rules. However it has been converted to a Scifi/Post Apocalyptic rules set. It also has other enhancements, such as a Skill system and other features to make it suitable for the genre.
Sandbox Roleplaying games compared to other types of Roleplaying games generally don’t have an overall plot or major quest to be followed. They offer a lot of freedom for players to just do what they want and often it involves exploring and pursuing their own goals.
As a GM (Game Master) a lot of the content is randomly generated and fleshed out as the campaign progresses, whereas often in other Tabletop RPGs, the GM uses a published adventure or campaign.
The great thing about all the Sine Nomine RPGs is they have lots of guidance, random tables and general material to aid in the running of a Sandbox RPG. such as Plot device generation, area generation, creature generation, Faction generation and so on. Actually this is probably the biggest strength of this range of RPGs.
The game mechanics are pretty simple. They use a D20, Original Dungeons and Dragons to hit a descending Armor Class and if you hit, you roll various types of damage based on the weapon you use and ability bonuses. Very easy and even if you’ve only heard of Dungeons and Dragons you’ll pick up how it works easily.
Combat is pretty deadly, especially at low levels, so you want to play the game smart.
The skills differ from dungeons and dragons and play out more like the Traveller RPG. You start as NO skill in something, which imparts a penalty to the roll, which is done on 2D6 with a Target number.
As you level up, you can buy skills and the first rank is Zero, which means no penalty on the skill. Thereafter Skill ranks add 1 to the skill roll. Also very easy to pick up.
The skills are very broad, less than other RPGs in general, but enough to make a functional RPG, but not so much so you can’t build a well rounded party.
Character generation and Character Classes
This has the usual 6 Dnd type stats: Intelligence, Strength, Wisdom, Dexterity, Constitution and Charisma, which is standard fare for many RPGs. You roll them on 3d6, but there are also variations suggested. You can swap out a stat to 14 for one of your prime stats, which is determined by Class later.
You also choose a Background, which is not related to the class. This awards some skills for your character. There’s lots of backgrounds to choose from, for example, Bandit, Noble, Hunter etc..
There’s 4 basic classes to choose from and they all have varied Hit dice, meaning a type of dice to use to roll your hit points, which is a measure of your general maximum health.
Your class will also determine your SAVES, which is how good you are to resist/evade various types of attacks. There’s 5 types of saves as follows:
Physical effect: how to resist disease, poisons etc.
Mental Effect: Sanity, mental strength to resist Psychic attacks.
Evasion: How good you are at dodging things.
Tech: How resistant you are to alien, exotic technology attacks, effects.
Luck: Just pure dumb luck. Being in the right place at the right time and so on.
You roll these saves on a D20 and you must roll equal to or higher to pass. Your class also determines your Attack bonus, which is a number that gets added to your attack rolls.Each class also get a special ability, which is quite handy when things get difficult.They also get a special range of skill packs they can choose from based on class.
The 4 classes are as follows:
Scrounger: A sort of Post apocalyptic handyman who good with Tech (think rogue in Fantasy games I suppose). They have a special ability to auto success a skill check (still fails on 2) once per day. They have average hit.
Slayer: A pure warrior, they fight well at the expense of lots of skills. They have the best Hit dice as well. Their special ability to auto hit (except on a natural 1 on a D20) once per fight. That’s a pretty brutal ability.
Survivor: A Ranger, Survival specialist. An all round decent character to take if you want to survive out in the Post Apocalyptic wilds. They have above average Hit dice and get a healing ability that kicks off when they hit zero Hit points.
Speaker: The Face-man, the person who talks to people before things get ugly. Great language skills and generally getting on with or intimidating people. Average Hit points, like the Scrounger.
These classes are pretty general and you could make a character that fits your desire pretty easily based on how you want to approach it. Again it’s pretty flexible.
You can also generate Mutations for your characters (or not if you choose). If you don’t choose mutations, you can choose to be immune to the mutations of the Nanite swarms. Otherwise you are allocated points to randomly generate mutations or choose them (more expensive). The mutations can be really nice or pretty average. you can generate Beneficial mutations and flaws, depending on your choices. You also choose/roll a Stigmata, which is how you look physically different in some way.
Mutations and Stigmata are quite varied and pretty fun. Kind of the most fun part of the character generation really.
Finally you roll choose your starting equipment, which can have some decent stuff to start with. So you don’t start like a “Babe in the woods”.
Whilst I’d love to run this more as a stand alone game, I’m mostly running Stars Without number and using elements of this game, as they’re 100% compatible with each other.
The layout of the book is superior to Stars Without Number and feels generally more professionally done, which is no surprise, as this came after Stars without number. If you like some pretty hardcore, survival, Post Apocalyptic RPG fun with lots of additional material to draw from from Sine Nomine’s other compatible RPGs, then this is the RPG for you.
Sword coast Legends Drama!
As many already know, N-Space, the developers of Sword Coast Legends have closed shop, at least partially due to the less than stellar reviews it got on release with Sword Coast Legends.
I did actually buy this game on release, even though I had done my research before buying, meaning it was stated clearly that it wasn’t going to be a Neverwinter Nights 1 or Neverwinter Nights 2 sequel. So I tried it out with open eyes and an open mind.
So what IS Sword Coast Legends?
It’s a Computer Role-Playing Game. It was touted as being loosely based on Dungeons and Dragons 5th Edition. So an Isometric dungeon bash type RPG. It’s set in the Forgotten Realms Dungeons and Dragons setting along the Sword Coast (Obviously). So that’s nice and familiar for DnD fans.
So what’s the Drama?
Like I said earlier, they DID say it wasn’t going to be a sequel to the Neverwinter nights PC games, but people still wanted that. I DO think they pushed the whole “It’s a DnD game” thing too much, as it probably raised people’s expectations.
Dungeon Master (DM) Mode woes
The other thing was that it was advertised to have a DM mode, meaning someone could control the game for other players and make dungeons, areas, plots, quests and so on. Both Neverwinter Nights 1 and 2 had this feature, but with Sword Coast Legends, it was much more limited. you didn’t have nearly the rich adventure creation tools that Neverwinter Nights 1 and 2 had. Which also annoyed a lot of people.
Yeah, the DM tools ARE pretty bad really, you can’t actually edit each specific area you create, it just allows you to place an entire area and than place stuff in it. whereas in Neverwinter Nights 1 and 2, you could edit the layout of the areas in a very detailed way.
It wasn’t really Dungeons and Dragons
This is also one of the big reason for the backlash against this game. For all their “This isn’t DnD”, they certainly emblazoned the “Dungeons and Dragons” Logos and product all over the place. It would have been better to keep the “Sword Coast Legends” name and have “Inspired by DnD” or something like that. As the game mechanics in the game differ quite dramatically from the Tabletop dungeons and Dragons. So many Tabletop Dungeons and Dragons took issue with this.
There were quite a few technical problems with the game on release and for some time after as well, which didn’t help. It was a real memory/resource hog, even on low settings. Actually I pretty much gave up on it for this reason. I DID downgrade the Nividia drivers later to an earlier version, which actually helped quite a bit, so it wasn’t entirely the fault of the game itself, some dodgy Nvidia Graphics card drivers contributed.
Quite recently, I upgraded my PC memory from 8GBs to 16Gbs and I fired up the game again to see how it went. Oh WOW!, did I notice a difference. Whereas previously I had to set some graphics settings quite low when on 8GB RAM, on 16Gb RAM, I had all the settings maxxed out and it played quite smoothly. It’s worth noting that since then I had the Rage of Demons add on and it had been patched quite a bit since I last played it, but even so, I think the game requires lots of memory to have on high graphics settings. I also have a oldish Graphics card, a GTX 660. Although I could run many other new games on high settings that were graphically quite demanding, so I don’t think the game was optimised very well. whatever the case, the RAM upgrade made a massive difference.
What’s the actual Gameplay like?
First of all, go no further if you’re expecting a dungeons and Dragons game or a Neverwinter Nights Sequel. This game is not for you. It’s kind of loosely based on both, but really it’s not the same thing, apart from it’s a Fantasy Computer RPG.
Still here? OK. Well first thing first. It’s really easy to get into. The character generation is straight forward. It has Classes, Races, skills and Levels like Tabletop DnD (and many other other CRPGs). So that’s a big plus for me. It just works, nothing special or new here, but it’s familiar ground.
Easy to get into
When you actually start the game, it has the usual introduction you see in CRPGs and in game tutorials to show you the ropes. That’s nice too. I found it easier to get into and get my head around than Divinity Original Sin (which is a fantastic game BTW, it has lots more depth than SCL). So if you just want to play for an hour, it’s easier to pick up and play SCL and feel like you’ve achieved something.
Basic plot, but good enough
The plot/Storyline is nothing special, but it’s not bad either. It’s good enough to get you going and I enjoy exploring the wilderness and dungeons. You start out in a Caravan trading convoy that is beset with raids and so on.. It’s enough to get you going and to have an excuse to beat up Goblins and Bandits..
The UI (User Interface) is functional and no real surprises here. It has a toolbar at the bottom and number keys associated with it and function keys etc. the usual Mana and Heath status on your characters. Moving around is via Point and click, although there’s lots of customization options on how to play the game. It worked very well for me and was easy to intuitively work out.
How about Combat, Spells, Monsters and so on?
Graphically it’s very pretty, the terrain is detailed and flows nicely. The dungeons, caves etc are detailed and look really nice. It really does look very good.
Spells are quite pretty, functional and feel rewarding to use. fighting itself has some decent animations and in general is enjoyable as well.
The monsters are well detailed and fun to fight, with interesting death animations and so on.
For your NPC companions though the pathing can be a bit crap where they get stuck from time to time or go the wrong way, which can be frustrating, so this at times requires micro-management for movement.
DM (dungeon Master) mode
As I touched upon earlier, there’s a DM mode, where you can actually run games for players online. You can run scenarios that you can download in game and it’s has decent enough functionality to do this really. It’s not as detailed or functional or open as the DM toolsets for Neverwinter Nights 1 and 2, but it’s good enough and pretty easy to learn.
You can also design your own adventures, which is pretty nice, although a BIG negative for me is you can’t specifically design each area, you have to pick from a list of selected templates and work from there. you CAN add monsters, NPCs, quests, rewards, furnishing etc into an area. So at least there’s that.
Still I had some fun playing with the adventure editor and try not to think about the superior Neverwinter nights toolsets.
Final thoughts, rating and worth a purchase or not
If you go into this game with no expectations of dungeons and Dragons or a Neverwinter Nights Sequel and you just want a good fun fantasy romp. Then for the current price of $20 USD, it’s a bargain. Especially as you get Rage of Demons for free as well.
It’s worth noting you ought to have a decent PC rig to play this with lots of RAM.
So don’t expect too much, but after saying that, I’m really enjoying this game. I’d give it a 7/10. Especially at $20 USD and recently it was on sale for $10 USD, which is a bargain.
What is Silent Legions?
Silent Legions is yet another Tabletop RPG by Sine Nomine. It’s a Horror RPG with a style loosely based on the works of H.P. Lovecraft. After saying that, there’s no specific comment of H.P Lovecraft’s Mythos, it’s more portrayed in that style. It’s generally set in a modern period, but could be adapted to other periods if needs be.
As usual with Sine Nomine, it’s a Sandbox style RPG. It’s also mechanically compatible with Other Dust, a Post Apocalyptic RPG, Stars Without Number, a Scifi RPG and presumably Spears of the dawn, although I don’t have that RPG so I can’t specifically comment on that.
Having actually thoroughly read the rules, prepped for a session and actually run Silent Legions, I feel I’m in a place now where I can review it.
As this is OSR and generally OSR is class and level based, like the other Sine Nomine RPGs, it has both.
There’s 4 basic class and they give a nice wide spread of flavor, abilities and in general they’re very flexible. Each class has a set of special abilities they can use based on “Expertise points” which you get 2 of to start with and the number of Expertise points you get increases as you level up.
- Investigator: They could be a P.I. , Detective, whatever really. They excel in investigations and their special abilities generally aid in investigations, giving more clues and insights. They have average Hit Dice.
- Scholar: Scientists, Librarians, Occultists and so on. They are better at magic, knowledge, researching, but have the lowest hit dice. Their special abilities are about enhanced research and general knowledge enhancement.
- Socialite: Politicians, general professions or characters that are more social and like to deal with things via charisma than being a “know it all” or using violence as a solution. Their Special abilities focus on being able to influence people better than other classes. They have average hit dice.
- Tough: Security guards, Soldiers, bouncers, Street cops, whatever. They’re best at combat and surviving combat. Their special abilities are mostly about helping surviving combat.
In general, you could be for example, a Cop and be any of the above classes, depending on what sort of characters you want. So you shouldn’t necessarily associate class with profession, especially as at character generation, you choose a background, which gives skills and they’re not classes related.
Silent Legions, even though it’s mechanically compatible with other Sine Nomine RPGs, it FEELS very different. Like Call of Cthulhu the RPG setting it’s loosely based on, you REALLY don’t want to get into combat as it’s really deadly, so you don’t want to run it like you might run a Scifi or Fantasy RPG. This is due to several reasons:
- Characters just don’t get a lot of hit points, so getting hurt, even punched etc really hurts.
- Weapons have slaughter dice, which means, in addition to rolling for damage, most weapons roll an additional dice and if you roll 6 or greater, you do TRIPLE damage.. which is often fatal.
- Many of the supernatural creatures are immune to slaughter dice due to special abilities etc.
After saying that, I’ve found it feels more like real life where you really ought to seek solutions to problems that don’t involve violence and the players seemed to enjoy it that way anyway, generally seeking to avoid violence, at least in the gaming session I ran.
The combat itself is pretty standard OSR fare. You have a descending Armor class (the lower the better). You roll a D20 and add you Attack bonus (varies by class), weapon skill and stat bonus, add the Armor class of your target and you have to get 20 or greater. It’s very quick, works well and allows the GM and players to add their own tactics and ideas in combat to modify the dice rolls.
Like other Sine Nomine RPGs, the skill system is based around 2D6 and adding a skill rank + stat bonus as appropriate with a target number. It’s very simple, works very well and the skills are very broadly described. I really like this as I can extrapolate skill usage and not get bogged down reading skill descriptions and complicated skill resolution rules. If a character doesn’t have an appropriate skill, you can still use a pure stat bonus if the GM deems it appropriate. I do tend to NOT require skill checks unless there’s a compelling reason to do so, meaning if a character has a skill in something they’re trying, unless there’s a time constraint, an opposed test required or some other reason for a requiring a roll, such as it’s a difficult task, then it’s usually enough to describe usage of the skill well and Roleplay the usage. It keep the game flowing nice and fast and feels more comfortable.
Monsters most foul
There’s lots of guidelines for generic monster templates, abilities etc for creating your own monsters, which is very nice. There’s also several pages with specific creatures, NPCs and so on. In all about 20+ creatures, NPC templates and stuff like that. But really with an OSR game like this, the tools provide a very nice monster generation system for your own needs.
Magic: Grey and Black
There’s essentially 2 types of magic, Grey magic, which is very useful, but potentially corrupting, as it increases Madness when used and will eventually drive you insane and Black magic, which is the most evil and foul and will very quickly corrupt your mind and soul.
Grey Magic in Silent Legions is, as you’d expect quite different than standard Fantasy magic. It’s all ritualised and takes a minimum of 10 minutes to perform and requires various magical accouterments (candles, ritual knives, whatever). There’s a lot of Kabbalistic magic and content associated with the magic and game background in general. There’s also references to Hermetic magic, such as Golden Dawn, O.T.O. (Google that if you’re interested) and so on. However there’s no actual instructions about how to practice actual ritual magic (assuming you believe in that sort of thing), it’s all implied.
There’s 5 “Levels” of magic and the maximum limit you can learn is based on your “Occult” skill. low level magic is not very powerful, but quite useful at times. There’s about 10 spells per level available. You can do things like detect “Kelipot” sort of extra-dimensional places, or alternative realities and so on. Think “Dreamlands” and other extra-planar places like in Call of Cthulhu. There other things like healing (with some consequences) and other things. Higher level magic is more powerful, but has heavier consequences as well.
Black magic isn’t formalised into spells or levels. There’s various tables to generate effects, consequences, general flavor and so on. This magic isn’t available for characters and is meant for villains. If a character tried to use it, they’d go mad very quickly.
These are Special abilities, such as Telepathy, Telekinesis, Body Disciplines and so on. They can be used instantly and generally use Expertise points to use. They can also cost madness to use. I’ve not used them in my campaign yet, but I expect it’ll come up at some stage.
You start out with zero madness points and once you hit 100 madness, you’re irrevocably insane and become an NPC at the mercy of your GM….
It’s somewhat like Call of Cthulhu, but you don’t get a Sanity check, you just get Madness for various reasons such as:
- Seeing a brutal disfiguration, wounds, getting heavily wounded for the first time.
- Seeing supernatural creatures and supernatural things in general, although you can never take more madness than they can potentially deal out. This simulates getting used to the supernatural.
- Using magic and Disciplines.
You reduce Madness by 10 each time you level up, which is nice. It simulates growing confidence in your character as they advance.
You can also reduce Madness by taking weird character flaws, such as a funny ticks, ritualised behaviour and so on. I can see lots of fun RP opportunities using this.
There’s also an optional rule where you can gain insights/abilities every 20 Madness, but they have side effects and some of them are very nasty.
What about actual Gameplay?
I’ve run one introductory adventure based in my local area and I drew on Local folklore to flesh it all out, which in itself was fun to research. It seemed to go well and I felt the players got pretty invested and immersed in the game. They said they enjoyed it and expressed keenness to play again.
Gameplay is fast and smooth, much like other Sine Nomine games. It’s really easy to pick up and run and I noticed the players, having already been playing in my Stars Without Number/Other dust campaign picked up the gameplay quite quickly.
As I expected, combat was deadly. I had a player drop in briefly whilst he was around and he ran an NPC security guard who got involved in an altercation with a possessed woman due to a nasty Slaughter dice roll. His character died horribly, getting his head clawed open and head ripped off.. Avoid combat if you can..
I didn’t follow a Cthulhu style Mythos set up for my campaign, rather focusing on local folklore and injecting my imagination in it. which works perfectly fine for this RPG.
All in all I really loved prepping for this game due to the huge amounts of supporting material, such as tables, advice for Sandbox gaming. running the game was a pleasure and I found I really had lots of time to focus on RP, than having to reference rules.
If you like Investigative, Horror, Sandbox where combat is not the focus, then you will love this.
I bought this game a few years ago (I also have Other Dust and Silent Legions) and have been running it off and on quite a bit since then, so I feel I have a good understanding of this RPG.
It’s made by Sine Nomine and there’s a free downloadable version which has 95% of the rules (minus AI, some random tables, and Mechs).
So if you’re not sure about it, you can just get that and quite happily run it or just read the rules if you’re not sure about buying it.
The CORE RULES are the paid version, which has the missing content I mentioned above.
It’s a sandbox RPG, meaning there’s LOTS or tables provided to generate random content, which you can create on the fly, or with very little prep.
This really is the big strength of this game. Even if you don’t run SWN, it’s worth getting just for the random tables.
It plays a lot like the Traveller RPG, but very loosely based on ODnD (original DnD) rules.
Meaning it uses levels for character progression, Descending Armor class (the lower the better), and a D20 for attack rolls.
It also uses a save system, again rolled using a D20.
It has a skill system as well, which covers quite a few skills, but not so many that is becomes unwieldy.
Skill resolution is done rolling 2D6 with a target number assigned.
The setting is a sort of Galactic Post apocalyptic. There was originally a vast very high tech Human empire called “The Terran Mandate”.
At some stage an event called “The scream” drove all Psychics mad or killed them. As Jumpgates, which the Terran Mandate pretty much depends on are run by Psychics, everything collapses. The Psychics bosses are are war with what appears to be Benevolent AI trying to protect the Human race, but it all goes horribly wrong.
Fast forward a few hundred years and there’s spots of civilization around the galaxy here and there trying to survive.
The setting at this stage is (or can be) about survival, exploration and so on.
Generally you play humans, but it’s very easy to create alien races to play as well.
There’s a few classes being:
Warrior: (strengths are fighting and so on)
Expert: Technicians, doctors, Pilots, engineers.
Psychic: A Psychic specialist.
These pretty much cover what you’ll need to make a well rounded character. Warriors aren’t just good fighters, they do get a decent starting skill set, it’s just Experts progress faster.
Each class gets some special abilities as well, which adds a fun dimension to the game.
I really like how this RPG moves very quickly and is VERY flexible. It’s also very easy to understand, which is great for new players.
It’s level based, so has character progression, which for me is a bonus point vs Traveller.
After the first couple of levels, character progression slows down, so you want to get an idea of what your character is going to be like in the first few levels.
The game covers up to level 10, which is great, as characters would be crazy overpowered over that level limit.
Combat is pretty deadly, as characters don’t have that many Hit points and even though it’s level based, at higher levels, characters are still pretty fragile.
The Psychic powers are pretty low key, so you won’t see lots of high powered Psychic abilities.
But they are fun and fits into the game quite well.
There’s HUGE amounts of additional material available for SWN, much of it completely free. Just have a look at DrivethruRPG for Sine Nomine’s products.
The author, Kevin Crawford really supports SWN very well.
In addition to that, he has other RPGs which are very compatible with SWN as they use the same mechanics.
They are as follows:
Other dust (Post Apocalyptic, somewhat like an early edition of Gamma world)
Silent Legions (Horror RPG, somewhat like Call of Cthulhu)
I own and use these RPGs, in fact I use content from these in my SWN campaigns sometimes and it works very well and easy to integrate into SWN.
There’s another RPG he’s made called “Spears of Dawn” . I don’t own that and haven’t read it, so I can’t comment on that much. apart from it’s a sort of Native African style Fantasy RPG.
Layout and organization: 7.
It was Kevin’s first effort (that I know of) and the layout is a bit Haphazard sometimes, but it’s such an easy game to pick up it’s not that much of a big deal.
The art is quite retro in feel and I like it. But if you want very high quality colour images and text etc.. It’s only black and white. For me it’s fine though.
Playability and Fun: 9
It works very well, is easy to run and play and lots of supporting material.
As a sandbox RPG it’s fantastic. Worth getting even if you don’t run the RPG itself and just get it for the huge amount of random tables.
I’d recommend this if you want to play a game that feels like Traveller but with ODnD type rules and you like Sandbox gaming.
This is what appeared a few KMs away from the Hochog space ship near the Jump gate at the Drill space nexus point.
It’s not a large space station or base, it’s an outstation that can accommodate about 10 medium sized ships or about 20 fighters.
Various lights are on, but appears to be no activity thus far.
It does feel somewhat like there’s not a lot to spend money on in 5E.
This is due to the rarity of magic items and many powers for characters not requiring money.
I found this interesting site though which skims through the DMG and finds various things you can buy.