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Platt's Smugglers Guide

Author: Peter Schweighofer
Category: game
Company/Publisher: West End Games
Cost: $18.00
Page count: 104
ISBN: 0-87431-508-5
Playtest Review by James Maliszewski on 07/17/98. Genre tags: none

Given the unfortunate and possibly fatal financial state of West End Games these days, it’s with some queasiness that I write this review. I certainly don’t think my appraisal of the rather mediocre Platt’s Smugglers Guide will be the final nail in the coffin of West End. Would that my opinion mattered so much! Rather, I just hate to kick a guy when he’s down –– especially when he’s a guy for whom I have so much fondness and genuine respect.

I’ve been a fan of West End’s Star Wars game for years. It’s by far one of my favorite games. Many of its supplements are true classics of the industry. Sadly, Platt’s Smugglers Guide is not one of them. Now, it’s not a terrible supplement. Indeed, many players and referees may well find it quite useful; I’m just not one of them. In fact, I doubt anyone who possesses much of a collection of Star Wars supplements will find it so, since so much of it is a reworking of material that’s been printed elsewhere, especially Tramp Freighters and Heroes & Rogues.

Furthermore, the book is not the most attractive to look at. The interior art is not bad, although some of it is darker than I would like. I suppose the intention was to add some “mood” to the book. What makes Platt’s Smugglers Guide a sight for sore eyes is pencil drawing of the eponymous Platt Okeefe that appears on nearly every left-hand page of the book. Leaving aside merely aesthetic considerations, the Platt illustration often clutters up the page and makes reading the text difficult. I really don’t know what West End was thinking on this one.

The book consists of seven chapters, each one devoted to another topic. As you might expect, Platt’s Smugglers Guide follows the pattern set by so many of West End’s other topical supplements. I’ll briefly comment on each chapter now.

Chapter One: Character Development
This short chapter covers a character’s early life and the forces that may have shaped him before he became a smuggler. Basically, it’s a list of possible homeworlds, family situations, and occupations. The chapter admits outright that Heroes & Rogues offers a lengthier and more detailed version of this same material. At least Chapter One is short.

Chapter Two: Smuggler Origins
This chapter describes the various pathways that a character might have taken to become a smuggler. It’s longer than the previous chapter, but covers much the same ground. There are a few descriptions of organizations and groups that may have played a role in a character’s decision as well.

Chapter Three: Your Ship
Chapter Three includes quite a few pages of information on the typical ships a smuggler might possess. These are the old stand-bys, the YT-1300 and the Ghtroc 720. There’s very little new here.

Chapter Four: Tools of the Trade
Another batch of equipment is included here. I’ve never thought that Star Wars was a game that needed much in the way of equipment and this chapter doesn’t change my mind. There are a few cute toys here, but nothing that really warrants the inclusion of this chapter.

Chapter Five: Contacts
This chapter discusses the sorts of friends and allies that a smuggler might have. Again, there’s very little new here.

Chapter Six: Rivals and Enemies
Chapter Six is not much different than Chapter Five, except that it describes adversaries for player characters.

Chapter Seven: Character Templates
The standard collection of templates is included in the final chapter of Platt’s Smugglers Guide. Some of them are quite interesting. Most, however, are standard fare, something any referee or player could easily create himself.

Rounding out the book are 24 color cards, detailing characters and equipment from the book. As I’ve said in my other recent reviews, I like this little added extra. As a referee, I like having handy sources of information available at my fingertips. My only qualm is West End’s choice of the information that they put on the cards. Sometimes, the information is not what I would have chosen, but that’s to be expected, I suppose.

In the end, I would recommend Platt’s Smugglers Guide only to completists (of which I am one) and newcomers to the Star Wars game. Neophytes might find the advice and suggestions contained in this supplement to be of use. Indeed, I would recommend it as a nice introduction to the creation of detailed and fleshed-out characters for those who have difficulty coming up with such things. For long-time roleplayers, however, I would pass on Platt’s Smugglers Guide. It offers very little that they don’t already know.

Style: 3 (Average)
Substance: 3 (Average)

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