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The Collegium | ||
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The Collegium
Playtest Review by Matthew M. DeForrest on 27/02/02
Style: 5 (Excellent!) Substance: 4 (Meaty) A solid supplement for any steampunk game that provides items and examples for players and gamemasters alike. Product: The Collegium Author: John Goff Category: self-review of RPG Company/Publisher: Pinnacle Entertainment Group Line: Deadlands Cost: $20.00 Page count: 128 Year published: 2000 ISBN: 1-889546-95-X SKU: 1033 Comp copy?: no Playtest Review by Matthew M. DeForrest on 27/02/02 Genre tags: Science Fiction Horror Old West |
The Collegium, written by John Goff for Pinnacle Entertainment Group, provides a lot of material and information for $20. The book updates the Collegium, originally presented in the Doomtown or Bust supplement, provides players and gamemasters with a host of new steamtech inventions and alchemical formulae, and updates and expands the rules for augmentation technology (the attachment of steam-driven technology to replace human limbs), as originally presented in the City of Gloom boxed set. With the release of GURPS Steamtech and Dime Novels (a conversion system can be found in Aces and Eights) and GURPS Deadlands and Deadlands d20, this information is easily translated into other systems and, as such, is worth considering for those who play GURPS, Castle Falkenstein, Deadlands, Space 1889, and other systems set in this era.
The update of the Collegium from its initial presentation in Doomtown or Bust provides more than just a review of who did and did not survive the dramatic events in Gomorra. The first fifteen pages of this supplement detail the budding alliance between the Collegium and Hellstrome Industries — with twists aplenty for both the players and the gamemaster — and on how mad scientists can join the Collegium and advance in its ranks. While this information has been tailored to the Deadlands setting, the Collegium makes an excellent think-tank for any Victorian-era steampunk setting and is easily transported to any out of the way location in your game world. The new gizmos provide gamemasters and players have two uses. The first is the most straightforward: a selection of new (if somewhat unstable) equipment for purchase by player and non-player characters alike. This new material is introduced as a catalogue, similar to that found in Smith and Robards. Goff, however, had something else in mind when creating the descriptions of the new 58 gizmos and 17 alchemical formulae. Each gizmo’s description outlines the theory behind its working. This attention to detail can provide a model for players struggling with the development of theories on how their mad science works — an important part of the gizmo creation process. The updating of the rules for augmentation provides players with rules on how mechanical replacements work and can be used in a campaign. While originally presented in the City of Gloom boxed set, the rules here are complete and greatly expanded. The Collegium does not, however, detail Patchwork Science, as presented in City of Gloom. These rules are detailed in the Lost Angels sourcebook. Gamemasters should, however, weigh carefully whether or not they want the players to have access to some of the more powerful items or augmentations, as too much access to technology can unbalance a game quickly. The artwork, by Richard Pollard, is strong and the layout fairly easy to follow. In short, The Collegium is a well-written and useful sourcebook for any gamer interested in Steamtech-era games. Players of Deadlands will find this book helpful — especially those interested in playing the forthcoming adventure Rain o’ Terror, which deeply involves the Collegium. While not as necessary as Smith and Robards for Mad Scientist players, ,i>The Collegium is very useful for both ideas on what to create next and how to become part of a larger organization. | |
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