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Cynabar's Fantastic Technology: Droids

Author: Drew Campbell, Eric S. Trautmann
Category: game
Company/Publisher: West End Games
Line: Star Wars
Cost: 15.00
Page count: 96
ISBN: 0-87431-299-X
SKU: 40116
Capsule Review by Martin Ward on 09/08/00.
Genre tags: Fantasy Science fiction Space

Cynabar's Fantastic Technology: Droids is the droid sourcebook for West End Games' Star Wars RPG. It is a 96-page book with color cover and b/w interior art. The text is in a two-column format in a normal-sized typeface.

Chapter One defines droids and organizes them into five categories. A short history of droids is next, with the requisite anti-droid sentiment amongst organics. The law and how droids fit into society is next. Manufacturers and droids rights groups finish out the chapter.

Chapter Two covers the construction of a droid from component parts. The player decides what droid he wants to make. By following the steps, checking tables, and making skill rolls a droid can be assembled and a final price determined. The chapter is written clearly and the whole droid-construction procedure is simple. It's a good chapter for technical players.

The chapter also describes the advanced skill droid engineering. Basically, a PC needs either 5D in droid programming or droid repair. If he has 5D in repair but not programming, the engineering skill will apply to attempts that fall under the droid repair skill, and vice versa. The advanced skill follows all other rules from the main rulebook.

Chapter Three expands upon role-playing a droid character. This just adds to what can be found in the main rulebook.

Chapter Four lists 45 droids, including ones from the main rulebook. Some may find it useful, others won't. This chapter takes up half the book.

Final Words

Well, I tried to be objective so far, so now I am going to be opinionated.

You DO NOT need this book.

I know it sounds like there is a lot of stuff covered in this book, but the main rulebook has all that you will ever need.

The droid construction chapter will be good for those that like lots of extra rules. I'd just assign a cost and construction time and have a player roll some dice.

The role-playing a droid chapter may be great for new players, but it's just boring to me. Watch the movies, read a novel or comic book and you'll get better role-playing tips.

The final chapter is just a waste of half the book. Accounting, litigation and secretary droids? What were they thinking? As a role-player, I'm somewhat creative to begin with, so if I need a droid I can make one up on the fly. I don't need full stats for a lawyer droid.

Dave Dorman's cover art is very good. The interior art sucks. Yeah, I know, "sucks" is a poor word to use, but it is appropriate for this book's interior art.

The one good bit I got was the droid engineering advanced skill. Using it as an example, I can make some other advanced skills.

If you feel you do want this book, make sure you will be using a lot of droids in your campaign or this book will be a waste of credits.

Style: 2 (Needs Work)
Substance: 2 (Sparse)
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