Introduction
Andromeda 2500 is a game that has kind of blipped under most people's radars. Independently published by the author, James Earwicker, a quick trip to the game's website - here - soon reveals that this project has been a labour of love for near on fifteen years.
The thing about publishing a game is that there are many factors that one has to consider when designing the system, writing up the setting and organising the layout. Not to mention the advertising and presentation of the product to the general populace.
Where am I going with all this? Andromeda 2500 makes some very broad claims about its quality and style. The website trumpets "The Future of Roleplaying" and this particular book has a number of similar claims in it.
Andromeda 2500 is an independently published science fiction roleplaying game like no other.
-- Taken from the back blurb of the book, bold type added for emphasis.
Unlike other role-playing games (RPGs), Andromeda 2500 is quick to learn and easy to play.
--Taken from pg 3
So the game sets itself a challenging goal, it is a science fiction game that is unlike any other published and is a quick and easy game to play. Seems a fairly reasonable challenge to face. Let's see if the game lives up to its claims...
First Impressions
The very first thing that one notices when looking at the book is that it is most definitely an independent publication. The cover is a photo of a galaxy with the title and author's name clearly shown. Nothing too flash. The back is also fairly sparse with the author's picture and a brief blurb about the game.
Inside the book looks very much like the old roleplaying games of the late eighties and early nineties. Not the TSR variety, but the old dot matrix with photocopies style. Naturally, the quality is a little better, technology allowing a cut and paste of art. But it is clear that neither James Earwicker nor the artist Charles Burggraf have training in design. The book looks very sparse and not particularly professional.
The artwork, on the other hand, is quite good. Again, not of the high calibre of more established companies - but compared to some of Blue Planet V2's initial publications, most of them are superior. There are some very nice pictures as well - the attempt to get a feel for the different races in the setting is successful. But the art doesn't really provide me with a sufficiently cohesive view of the setting. Many art pieces show characters against blank backgrounds - this will come back as an issue in my review of the second book.
Overall, though, the lack of design or visual impact isn't a major issue for me. It's a poor decision, and I do think that Earwicker would have benefitted from getting a little design advice. But if a buyer were to see this game on the shelf, I suspect it wouldn't manage to win them over with looks. So it comes down to a case of how well the setting and system captures a potential player...
Setting
One of the key issues that Andromeda 2500 faces is trying to really show that it is a setting with a difference. There are a lot of science fiction space opera type games out there - Core Command, Star Wars, Traveller, Fading Suns, d20 Future, Space Master, Space Opera, Babylon 5, Star Trek, Farscape, Stargate, Blue Planet... the list goes on. To really win a place in an already niche market, this game needs to be bold and different enough, it needs to engage the players.
The Character Generation book opens with a piece of fiction taken, apparently, from an as yet unpublished novel - Andromeda 2500: Genesis. Presumably the piece is meant to give a feel for the universe, but it instead seems somewhat lacking in any detail. We are introduced to a character who is undergoing some form of gene-therapy. Then the introduction provides us with a two page summary of the setting, followed by fifteen pages of brief setting notes.
It will take a keen mind and a determined spirit to manage the intricacies of a complex universe full of extraordinary danger and the oppressive fear of the unknown.
-- Taken from blurb on the back of the book.
Again, this is an issue that will arise again in my second review.
In a nutshell, humanity discovers that a nearby star is about to go supernova. The debris from this star will undoubtably destroy all life in our solar system, so work begins towards finding a way to ensure humanity's survival. In a twist that is reminiscent of Blue Planet scientists discover a wormhole at the edge of the solar system. This leads to the Andromeda galaxy. Humanity builds a series of colony ships, and leaves the solar system to its presumed doom.
Once they settle in the new galaxy, humanity makes contact with a variety of alien species, and eventually forms the UTF - United Terran Forces - with the other races. This new Federatio- ahem- I mean UTF begins to work towards building a unified galaxy of peace and co-operation.
Then the galaxy is invaded by the technologically superior Stardarians, the ensuing war leads to a stalemate. The Romul- I mean Stardarians keep making forays into UTF space and so the UTF forms the CAT - Covert Assault Team. This is the group that the PCs belong to. CAT members are either trained in psionics, or given bionic implants or gene therapy to give them a powerful edge over the Stardarians.
It is at this point that the game begins. The PCs work to help keep the peace and protect the UTF from its enemies.
Races
The Character Generation book provides players with five races to choose from for their characters.Humans: Just like us, only about five hundred years in the future. Mostly unchanged, but better able to respond to gene treatment.
Necrons: Advanced race that almost destroyed themselves in a nuclear conflagration. Driven underground, they evolved into a gray-alien/cadaver type race. When they emerged they found the Grimalkins and helped develop the two civilisations into one community.
Grimalkins: Felines mutated by the fallout from the Necron's war. A race that has hyper-evolution, they are the standard feline-humanoid race of science fiction.
Andarians: Tough aliens that look a lot like the Obsidimen from Earthdawn - the Andarians breath through their skin, much like insects. They have patches on their body that absorb oxygen directly.
Garians: Flying gargoyle-like aliens with chameleon like carapaces.
Unlike any other?
That is really all the book essentially tells us. There are some details about life in 2500 - people use credits, there is artificial intelligence, inter-racial relationships can be possible due to gene advances. But despite these snippets of information, the setting as a whole feels very blank.
As for the claim that it is a science fiction setting unlike any other - I am failing to see the point of difference. There seems to be a lack of cohesion, and it could easily be Star Trek, Traveller or Core Command. Nothing feels particularly original. So consider that strike one for the game's claims. It is not unlike any other science fiction roleplaying game. In fact, it is just like every other space opera, galaxy spanning game.
Character Generation
So if Andromeda 2500 isn't all that unique setting-wise, does the system stand up to scrutiny? After all, if the system is good, then players might still like to play in the universe of Andromeda.
Andromeda 2500 uses d20, 2d10s, d4s, d6s and d8s. Oddly enough they couldn't find a use for the d12 though...
It is important to note here that Andromeda 2500: Character Generation doesn't actually contain any systems. It just has rules for creating characters. It does refer to some of the systems, but in a "detailed in the second book, combat" kind of way.
What is added is the Probability Chart. One of the key elements of the game is using the Probability Chart - this table (which reminds me of the resistance table from Call of Cthulhu) is the cornerstone of the game. Except that it isn't. Although we are essentially told it is. Again, an issue that comes up in the second book.
Method I and Method II
Character generation can be done in one of two methods. Method I involves a lot of random rolling. Method II is a point buy system.
Character Examples
Here I will write the examples of character creation as I go step by step through the book. I will be using both methods to help show how a character is made. Remember, the game is meant to be quick and easy to learn...
Method One: For the random system, we will make the Grimalkin Bionic Soldier - Gathreek.
Method Two:For the Point buy system, we shall make the human physical abilities master - Athil.
Attributes
Andromeda 2500 uses two tiers of attributes. There are the primary attributes - Strength, Intelligence, Endurance and Dexterity. Then there are the secondary attributes - Health, Toughness, Accuracy, Defense, Physical Energy, Mental Energy, Awareness and Reaction Time.
Method One: Before we stat Gathreek - we need to record his special abilities. As a Grimalkin, Gathreek gets - Resistance to Radiation, Infrared Vision, Detect Motion, Skill: Acrobatics and +1d4 Damage in unarmed combat (claws).
Now, we roll 3d6 four times, discard the lowest number and then place the four totals among the primary stats. So we get 11, 8, 7, 9. Grimalkins get -1 Strength, -1 Intelligence, 0 Endurance and +2 Dexterity. So I give Gathreek the following: Strength: 8, Intelligence: 7, Endurance 7, Dexterity 13.
I then roll up Gathreek's Secondary Stats - each of which has different rules for rolling up, and are then adjusted based on race.
Method Two: In a completely different process, I have 14pts to buy Athil's traits. He starts off with a base of 6 and a maximum of 12 allowed. All the races have different base scores and maximum scores - but all have 14 pts to buy. The same goes for Secondary attributes - where they have 45pts to spend.
It isn't until after the character generation rules that we find the attribute tables. These list large numbers of derived traits, abilities and bonuses for each primary attribute.
Then we are treated to another excerpt from the novel that again fails to give any clear vision of the setting. If you couldn't tell - I got a little irritated by this point. For those of you who have read my Exalted: The Abyssals review, you'll know about my feelings on fiction. It has to serve a purpose. The only purpose these excerpts seem to serve is to try and convice the reader to want to go out and buy the novel.
For the record. I don't.
The Unique PC factor
After the fiction piece, the book introduces Attribute Enhancements. These are the unique PC factor that makes CAT members different from ordinary folks. These are one of four special ability categories - Attribute Enhancements, Bionics, Mental abilites or Physical abilities. Most are from some form of gene therapy.
Method One: Now that I've finished recording all those derived stats and bonuses, I'm a little frustrated - it has taken thirty minutes so far, due to flicking back and forth through the book for more details. Now I'm eager to look at bionics.
You get to choose one. Well Gathreek is going to be bionic. So I turn to the bionics chapter and look for the method I heading, as directed by the character generation rules. There is no such heading. I flip around and find under the method II character generation rules that the rules for Method I and Method II are the same.
So I look at the Bionics chapter again. Characters receive 500 Bionic Points to spend and gains the bonus skill: Bionics. Gathreek needs to buy a primary bionic component - head, limb etc, then a Secondary component - like chips, blades etc...
So I fit him out with a bionic arm, two bionic legs. His arm has retractable knives (wolverine!) HIs legs have jump jets. I give him a reinforced exoskeleton and a few other elements.
Method Two: Athil chooses Mental Abilities. The rules are a little different. He can spend 4 Mental Ability points to buy powers.I can optionally roll randomly for his abilities or buy them. I give him two major powers rather than a mix of major and minor powers, Psionic Sword and Absorb Damage. Done.
While Attribute Enhancements, Bionics and Mental Abilities seem to be fairly straight forward - they all follow different rules. The big problem is Physical Abilities. Exactly how does gene therapy lead to people being able to alter gravity, phase through walls or travel through time?
Finally we have something that seems a little more unique - and it just doesn't seem to sit well with the rest of the game, nor is there any attempt to explain why. Not even a cursory one.
This just feels like a "wouldn't it be cool if..." moment. Given that the races are described in a detailled manner that attempts to scientifically explain them - it seems incohesive to turn around and decide to take a more space fantasy stance.
Skills
After a two page list of racial abilities for the non-humans, we finally come to the skills page. Skills are somewhat convoluted. The system talks about intelligence bonuses and CLs - but keeps telling the reader that these concepts are explained in the second book. Further, most skills are percentile - and don't use the probability table. But combat skills do - so they work differently. Except it isn't exactly clear how these two systems cross over or deal with the problem.
Each non-combat skill is handled in a manner that is reminiscent of Call of Cthulhu/BRP - they have a base percentage that all characters begin with. Again, it isn't made clear how this is changed.
Verdict
To be honest, it was by this point that I lost interest in the game. Completely. Most of my problem arose from the structure and the design choice. Why did Earwicker choose to not put the core system in with the character generation rules? This seems such a vital issue. Add to this a confusing generation system that doesn't have any cohesion, each step uses different rules from the previous one... Strike two. Contrary to the claims of the author, Character generation is neither quick nor easy. Forty five minutes in and I still hadn't given either character skills nor was I any closer to having any idea of what kind of a game Andromeda 2500 is aiming to be.
The book rounds off with an equipment section, again nothing particularly new is listed, and an equally confusing experience system that tries to combine levels with XP point spend. For those who have read Mechanical Dream You'll recognise the confusion generated by such a system.
Wait until combat book review for the complete verdict, there are more things I have to say about the overall game. First thoughts, just a book on character generation alone is a BAD idea. There should have at least been the rules of the system in the book too, as these are kind of vital to judging character stats. Failure to explain the dice mechanics, or skills is not in the game's favour either.
Also, why the novel excerpts. They did nothing to help capture atmosphere, nor did they clarify what the game was trying to go for.
So far no uniqueness or special X factor, that I can see. It seems like every other science fiction roleplaying game, except much less polished and lacking any decent cohesion.
Should I buy this? Simply put. No. Get Classic Traveller if you want space opera with a focus on the science. Get Core Command if you want the epic fantastical. Get Star Wars if you want the mystic space fantasy.

