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Stellar Frontier: Psi Order Upeo Wa Macho & Extrasolar Space Sourcebook

Author: John R. Snead & Greg Stolze
Category: game
Company/Publisher: White Wolf Game Studio
Line: Trinity
Cost: $19.95
Page count: 140
ISBN: 1-56504-763-X
Capsule Review by Eric Brennan on 06/11/99.
Genre tags: Science_fiction Space Espionage
It seems almost a coincidence that this week I review two books for different science-fiction systems that do much the same thing-- solidify their respective game universes.

One of these books is Stellar Frontier, for White Wolf's Trinity line of games. While I like the Trinity universe, I've never been able to support a campaign in it, just adventures. This book makes a huge leap forward in solidifying the game-universe, giving us a better view of the colonies and explaining a lot of what's gone on before with the Upeo Wa Macho and Aberrants. This book seems to really work for me.

Stellar Frontier is also called the Upeo Wa Macho & Extrasolar Space Sourcebook, which sums up what it's about-- the "lost" teleporting Order of psions and the newly re-contacted space colonies. But also included are news of two new planets, new space combat rules, and information on the "slow-ships" still outward bound for new places.

The Setting:

As usual, this book is divided up into a color and a black-and-white section dedicated to "in-game info" and hard facts respectively. The Trinity books have all been well written in the past, but the subject matter has been bleak for the last two books (America Offline and Shattered Europe.) This book brings back one of the things that makes Trinity different-- a universe in which the characters are at the forefront of something, where they can make a difference. Among the Extrasolar Colonies, this is definitely a possibility.

The book also has background on the Upeo Wa Macho, explaining their background and why they disappeared. I won't spoil any of the surprises, but suffice it to say that it's a reasonable scenario and it has to do with a new world, Eden.

While the Upeo were interesting, it's the little things in this book that caught my eye. From the reasons for an African tribal organized crime group called the Leopard's existence to the bizarre culture on Eden, a lot of things struck me as being particularly good hooks that made sense internally. I like that in a game supplement-- all too often something strikes me as having been thrown in for coolness' sake, and it doesn't mesh with the rest of the game.

My only real complaint with the setting is that a reader doesn't get a feel for how far the Upeo have re-emerged. Has Proxy Atwan presented herself to the UN? Are the teleporters with businesses working in Earth space again? Have the Proxies as a group met again, and how do the other Orders feel about the teleporter's return? Minor gaps in a good book.

The Rules:

The black-and-white rules section is up to the usual standards, although this time it presents a whole new Aptitude. The reasoning behind the aptitude and how it's handled rules-wise is exceptional. A lot of the little problems that one runs into with teleportation are avoided by the way the Aptitude works, rather than through messy rules. And while the Aptitude is the most powerful yet, game balance is fairly intact. The in-character fiction that precedes this section is well written and explains the Upeo's diaspora from their perspective.

The new space combat and travel rules are great. If you want a simple space combat system for Trinity, this book and the main rulebook have it all, and this book isn't really required.

The new equipment is interesting, although nothing really leaps off the page at the reader as being "awesome." The alien Qin have entered the market, which is a neat wrinkle.

The character templates make use of the new info in the book, having a nice blend of teleporters and colonists.

Everything Else:

Stellar Frontier is a solid book, thick and with a lot of meat to it. For $19.95, it's an okay deal compared to what other companies are offering for the same price. The writing is up to par with the rest of the Trinity line (not an insult-- a lot of good writers are working in this world) and the book really does seem to open up a lot of new vistas.

I've only got a couple of minor itches to scratch. A lot of the art in the color section was recycled from other books, like the Field Reports. In a choice between an all black-and-white supplement with new art or color pages with recycled stuff, give me the new art if possible. I don't know enough about the fiscal side of creating these games to hazard a guess how much it costs to produce them and whether the color pages really sell more books, so that's all I'll say on the matter.

Also, I would've liked to see a planetary exploration system, or at least news on how mankind's leap into space is going. While the new worlds were great (Eden's myriasoma were simply brilliant) I'd like to hear more about how Aeon Trinity and Earth are looking for new worlds, as well as how the Upeo are doing. That's kind of a "what I would've liked to have" note, and not really a complaint.

Overall:

A solid addition to the Trinity line that really worked for me. Will it work as well for you? Maybe. But I definitely recommend this book for Trinity fans.

Style: 3 (Average)
Substance: 4 (Meaty)

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