|
|||
Living Force Campaign Guide | ||
|
Living Force Campaign Guide
Capsule Review by Mendel Schmiedekamp on 10/06/01
Style: 3 (Average) Substance: 3 (Average) As a Star Wars supplement this is unique, not least because it is set between the first two episodes. It has some flaws, but on the whole is an interesting setting and worth a look. Product: Living Force Campaign Guide Author: Robert Wiese and Andy Collins Category: RPG Company/Publisher: Wizards of the Coast Line: Star Wars Roleplaying Game Cost: $14.95 Page count: 64 Year published: 2001 ISBN: 0-7869-1963-9 SKU: WTC11963 Comp copy?: no Capsule Review by Mendel Schmiedekamp on 10/06/01 Genre tags: Fantasy Science Fiction Far Future Space |
I must admit I was skeptical when I first saw this book. Being the first original setting for Star Wars that WotC has published makes this book a shot in the dark.
Mechanics Only two major pieces of mechanics exist in the sourcebook. The first is a collection of three original species for Star Wars. The second are the RPGA rules, most of which are uninteresting, but presumably necessary. The first of these are the Tarasin, reptilian natives of the second planet, with a slight knack for the force and a fairly confusing social system. In fact the authors seem confused about the leadership selection of the Tarasin. First in the species description they are broken into tribes called irstats, and each tribe is led by the second oldest female, while the eldest is the "mother," a wise-woman of sorts often a force adept. However, in a later character description a Tarasin is described as ineligible for the role of leader because she is a member of the priestly caste. This contradiction is mentioned no where else but is indicative of an incomplete revision for the Tarasin. The other two species are the Filordi and the Caarites, who created the Metatheran Cartel by breaking away from the Trade Federation during the events of Phantom Menace. The Filordi are intriguing, being motivated by terraforming their harsh homeworld, but the Caarites are simply yet another mercantile species. Setting The Cularin system is a compact binary with five planets and an asteroid belt, located between the Core Worlds and the Outer Rim. Due to the stellar structure hyperspace jumps into the system need to be taken with extra care, making a justification for a system based setting, rather than just a pit stop between the other locations. This makes the sourcebook quite different than the usual fare, which typically either details an entire sector or just a planet. There are variety of organizations acting as major player, from the organized criminals to the corporate factions like the Metatheron cartel and from the shady Republic military to the Jedi academy. They all have secrets and a good mixture of NPCs presented, both big and small. Planets Acilaris: a rocky world, much like mercury. Cularin: a jungle world, inhabited by the Tarasin, twin ground cities, and a variety of platform cities. Genarius: a violent gas giant with valuable exotic gases, home to a half dozen major cloud cities, quite a few minor ones, and every vice in the known universe. Morjakar: a captured planet of unknown origins. Almas: home to a Jedi Academy and the ruins of a Sith fortress. This planet is a living example of Sith terraforming. In addition there are several moons, including a resort moon and a moon riddled with caves used for starfighter races. Lastly the asteroid belt is home to both smugglers and pirates, in constant conflict. Nitpicks One important point is that the character write-ups are not always correct. For example, one character is described as force sensitive and uses her force powers to affect her clients. But her write-up doesn't list any force skills, or even the Force Sensitive feat. Summary As a Star Wars supplement this is unique, not least because it is set between the first two episodes. It has some flaws, but on the whole is an interesting setting and worth a look. | |
|
[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ] |