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Alien Compendium 2 | ||
Author: William W. Connors, Steven Schend, and JD Wiker
Category: game Company/Publisher: Wizards of the Coast Line: Alternity Star*Drive Cost: $19.95 Page count: 96 ISBN: 0-7869-1617-6 SKU: TSR11617 Playtest Review by James Maliszewski on 07/20/00. Genre tags: Science fiction Far Future Space | Science fiction roleplaying games frequently concentrate on certain elements of the genre to the exclusion of others. This leads to a certain myopia that says a great deal about the way these games are played. SF RPGs are usually about high tech mayhem in the far future, as opposed to the classic themes of exploration and discovery. Perhaps it's simply a function of giving people what they want, but I can't help but be a little disappointed by this state of affairs. As a fan of both literary and gaming SF, I keep hoping a game will come along that shows even a modicum of interest in something more than bigger guns and faster starships. While I would be the last person to suggest Wizard of the Coast's Star*Drive setting for Alternity fully fits the bill, I am gratified to see they've at least made some effort in that regard. The misnamed Alien Compendium 2 is (obviously) the second full-color 96-page book to provide information on the exotic lifeforms of alien worlds. Framed as a report by the crew of the exploratory ship Kepler, Alien Compendium 2 (AC2) includes more than 45 new alien species, some of them remarkably fascinating. It'd be hard not to inject a little mystery and the joy of discovery into a campaign by using the creatures in this volume. Indeed, I'd be gratified to see more SF RPGs include books like this one – if only to provide a nice counterpoint to the endless equipment books that seem a staple of the genre. Physically, AC2 shows the same high quality found in most Alternity supplements. The page are glossy and in full color. Each alien creature has its own illustration to complement its text description. This is a good thing, if only because some of the creatures (and that's what 90% of them are; there are only a handful of genuine "aliens" in the book) are odd enough in appearance that a written description doesn't fully convey their actual appearance. The book divides its alien creatures according to the solar system and planet from which they originate. Naturally, these habitats are tied to the Star*Drive setting, but it'd be a simple matter to transpose them to another setting. One of the nicest things about the soon-to-late Alternity game is its universality. Information included in one book for one setting could easily be used in another with only a minimum of modification, much in the way Dungeons & Dragons material can be shifted from one setting to another. Nevertheless, the creatures are described well enough that even transporting them to a different game (such as GURPS Traveller or Fading Suns, for example) would be a relatively straightforward procedure. The bulk of the creatures are interesting and suggestive of adventuring possibilities – a definite plus. A few stand out as especially noteworthy. These include the many aquatic inhabitants of the planet Bluefall (described in detail in the System Guide to Aegis), if only because it does my heart good to see underwater creatures in a SF setting (even if some suggest the author watched the opening sequences of The Phantom Menace one too many times). There's also the inhabitants of the planet Fatehpur, whose weird evolution is guided by the intelligent nanites whose origin remains unknown. The spaceborne lifeforms of the Lightning Nebula are also worth mentioning, although they're probably scientifically improbable for many games (but would fit right in on Star Trek). The book includes two appendices, the largest of which is devoted to the Medurr, a race of reptilian aliens that preside over a militaristic Imperium. They're probably the weakest element of AC2, being rather clichéd lizard men with few redeeming qualities. They even enslave a race of cute and fuzzy rodent-like beings, as if we needed proof of the Medurr's villainy. The second appendix is shorter but much more satisfying, treating as it does the pets and companion animals commonly found in the Star*Drive setting. It's a nice little bit of flavor that's often overlooked in many SF settings. I'm glad to see its inclusion here. In the end, AC2 is a solid book that provides plenty of ideas for the beleaguered GM. While not without its flaws (the Medurr being one of the biggest), this supplement goes a long way toward returning some mystery to science fiction games. Players can now marvel at alien ecologies and unusual lifeforms rather than simply blow them up with their latest technological toys. Granted, AC2 doesn't go quite far enough; there's still a little too much focus on combat in some of the descriptions. What's really unfortunate is that WotC won't get a chance to further refine Star*Drive's approach to SF. Like Alternity itself, the setting will be "completed" by year's end, meaning an end to new supplements for it. Here's hoping that the completion of Alternity doesn't spell an end to WotC's commitment to science fiction games – or a failure to remember the lessons learned from their latest experiment with it. Style: 4 (Classy and well done)Substance: 4 (Meaty) | |
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