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Universe | ||
Author: John H. Butterfield
Category: game Company/Publisher: SPI Line: Universe Cost: ? Page count: 76 Capsule Review by Papyrus on 08/17/99. Genre tags: Science_fiction Far_Future Space |
This game came in two formats, a perfect bound book published by Bantam Books, and a boxed set released by SPI. This review was written looking at the boxed set, which (unlike the Bantam version) includes the Delta Vee tactical space ship battle rules not reviewed here.
The rule book is staple bound, well formatted and organized, but no art. In fact, the only art in the whole game is the cover art which is repeated on the box and the booklets within. This game is a contemporary of the original Traveller game, which also had nearly no art, so maybe it was deemed unnecessary. Layout and text are far superior to original Traveller, the rules are very easy to find and understand. Traveller beat Universe only due to its tremendous volume of printed support. SPI let Universe (like DragonQuest) whither on the vine (both were superior to their competition). The background information provided is disappointingly sparse, one page dedicated and snippets within the rules. A newly united Earth strikes out to colonize and exploit the Milky Way with the newfound psionic powers unleashed through genetic engineering. A loose Federation of Planets is formed and colonies participate at varying levels with mild taxation and Federate Military being the only evidence of central government (local governments maintain armed forces as well). Technology levels vary with colony resources and ideals. Trade flourishes with alien life forms being highly prized for show and resources. No intelligent races have been encountered, but ruins and starship hulks hint at the exciting and horrifying possibility. The beauty of this game is in its rules. All of the game's systems parallel Traveller, though this shouldn't be a surprise as they cover the same ground. Attributes range from 1-12 (Traveller stats were 2-12 with 1-15 as eventual range, Alternity's standard is 4-14, all very similar). Character creation is detailed, nine very standard attributes are recorded after the character's planetary, educational and work history are completed. Environment, gravity, social class and profession all play a part in detailing the characters. As with Traveller, characters are assumed to be somewhat experienced at the start of play. Universe stands out with its wide array of professions; various military, civilian, civil servants, professional, criminal and business, 23 choices in all. Each has prerequisites, modifiers, skill availability and benefits. The choice, depth and originality far surpasses Traveller or even Alternity at present. Skills are made available in varying levels of possible expertise with individual limits determined by a specific attribute, very well done. Robots are created by a simple yet complete process involving relationships between their hardware and the software chosen to run it. The software is presented like skills, allowing robots to operate with little or full independence as viable NPCs or even PCs. Much easier and more satisfying then original Traveller or any others I've seen. World and star system generation are very graphic and well thought out. A series of tables are referred to randomly or by GM choice. Results are recorded on a "World Log" sheet, building up to a highly detailed set of planets and environments on those planets. Not as fast as Traveller but more complete and very unique. Starship construction is modular and left to the Delta Vee space combat simulation rules. A hull class is chosen and pods with specific purposes are added literally to create unique ships. Combat involves modifying a weapon's base chance to hit via skills, attributes, armor, movement, cover, environment and a few other situations. Nothing unusual, a little long but typical of SPI's attention to detail. The Adventure Guide is the second booklet. Creatures are listed by type (forty of them), diet, environment, size, etc. Details of appearance are left to the GM's imagination, though special abilities are included. NPCs are listed in the same manner, faceless cast members with attributes rated A through E instead of numerically, providing a range of possibilities. Spaceship encounters are discussed with special attention paid to accidents. The Guide also contains a sample adventure, Lost on Lindley, which does a good job of demonstrating the basics of the game rules. With expanded support, aliens and alternate campaigns, this game should've been big. Unfortunately, SPI missed the boat, again, with a top notch role-playing game being sentenced to obscurity as a result.
Style: 4 (Classy and well done)
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