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Spacemaster: Vehicle Manual | ||
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Spacemaster: Vehicle Manual
Capsule Review by Wes Johnson on 17/09/02
Style: 3 (Average) Substance: 5 (Excellent!) Vehicle Manual has been a long time coming and but is a good sourcebook for the Spacemaster system? The short answer: yes. Product: Spacemaster: Vehicle Manual Author: Brian Olson Category: RPG Company/Publisher: ICE Line: Spacemaster Cost: 25.00 Page count: 144 Year published: 2002 ISBN: 1-55806-565-2 SKU: 4513 Comp copy?: yes Capsule Review by Wes Johnson on 17/09/02 Genre tags: Science Fiction Far Future Space |
Spacemaster Vehicle
Manual makes a solid effort to combine the various vehicle boxed sets for
the old edition and wrap it into one book. For people who play Spacemaster
(either edition) this is a solid supplement for vehicle combat, construction
and technology. For other people the
complexity and layout might be off-putting.
The vehicles presented in Vehicle Manual are
generic and do not really differentiate themselves. If anything there
could be more vehicles and variants in this section to better flesh out the Spacemaster
Privateers setting. Much of the text is very interesting and well
done; in particular the resale of old military ships to the private sector is a
nice touch.
Vehicle construction rules in the supplement are a bit
of an eye chart, but do work once you attune to the book. The rules could have been a little less
complex and much less intimidating if the layout had been better applied. Any sort of vehicle can be constructed with a
veritable cornucopia of options and equipment.
One option I like very much is that the technology in the ship has
different weights and metrics based upon what tech level it is. Thus a ship with tech level of 29 will have
smaller, better and cheaper systems then a ship made by a tech level 23 culture. Thus a factor for role playing is always
improving a ship or having to downgrade systems because there is not other
choice. The vehicle design is plugged
into the Spacemaster rules, so once built the vehicle should be ready to
go. For other games some tweaking will
be required. It could be an option for
those who have a proclivity against GURPS and its well known vehicle
construction supplement.
The combat and game mechanics section of Vehicle Manual
is a tough read, fairly complex and not laid out very well. There are some bad
rule ideas interspersed, though most work adequately to integrate vehicles into
Spacemaster. My least favorite is the vehicle breakdown rules,
which are wildly out of whack, even by today’s standards (especially for more
mundane vehicles). Basically there is a % chance that a vehicle will
break down during the course of its travel, which is true. The part that
seems very out of whack is the % chance itself. For a ground vehicle it
is a 1% chance that it will suffer a malfunction every 50 km. Thus by the
rules during 5000 km trip the vehicle will suffer a malfunction, roll randomly
to determining where along that way this happens. Not only is the malfunction
% far too great it is also lousy math. Statistically it is likely the
ground vehicle will break down, it is no guarantee either. Personally I
would have liked to see an additional layer here tying malfunction to the
maintenance of the vehicle. I think the rules are written this way to add
extra drama to the game, but it really comes off as a little much.
In addition to the above there are the usual critical
and attack charts that are the corner stone of combat and amusement within the Spacemaster
system. Some of the charts are decidedly
non-ICE is style and require a d10 roll to determine outcomes on a chart, which
as a long time player of ICE products was simply incongruous.
Aside from vehicles, construction and combat sections Vehicle
Manual has a great section on technology and charts for various aspects of
technological advancement (travel, computers, society, etc). This section
could be applied to any science fiction game easily. I especially liked
the comparative chart between the tech level of an
item versus what tech level the user is. The nifty mechanic is if a user
is not advanced enough or too far advanced there is a penalty to use/fix the
item. A fine example of this would be a modern age person, such as me,
who knows how to use a firearm. Now go back 200 years and make me use a
black powder weapon I would face some difficulty. One item I really
disagreed with was the sociology technological chart, it is apparently
written without any reference to history or reality (even though it is just a
game, I know). Basically it states that
if a society has reached the Dark Ages that sexism and racism are
eliminated. While it is a nice thought, those are still issues that linger
today many tech steps above the middle ages.
For science fiction games that do not use Spacemaster
as the engine Vehicle Manual can be of use.
It depends on how willing you are to covert the Spacemaster mechanics
into another game. For a d20 game,
virtually every value a player would roll with or against would divide that
number by 5. Thus if your ship had a
laser canon that fired at 10 in Spacemaster terms, in a d20 game it would fire
at 2. Some gamers like converting and tweaking
rules, some don’t. The appeal of Vehicle
Manual is that it is simple enough to do if that is your thing.
The nuts and bolts of Spacemaster Vehicle Manual;
It is a perfect bound 142 page book. The
cover has a neat fighter craft of sorts with an underlay of a Matrix-like
schematic. The interior art is adequate,
but no very noticeable as it is definitely a text heavy supplement. The layout and design is very akin to every
other ICE product ever made, but could have used some work in the construction
and rules areas in regards to look and flow.
Spacemaster: Vehicle Manual has been a long time coming and is a good sourcebook
for the Spacemaster system and might be of use for other game systems as well.
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