Goto [ Index ] |
Dawning
Star
Operation Quick Launch
When d20
Future was first announced by Wizards of the Coast, there was
a lot of excitement among d20 Modern fans and publishers. But
when it actually was released, well, it kind of fizzled.
Something of a lukewarm reception among fans, and not really much
in the way of publisher support, either from WOTC or 3rd parties.
(Pretty much only some PDFs
from RPGObjects).
Enter Dawning Star,
a new science fiction setting from Blue
Devil Games (and available through Indie Press
Revolution), which hopefully will address this void.
This book, Operation Quick Launch, is just the first in a planned
series for the setting. As the name implies, it's meant to get
you up and running in the setting and pretty much gives you what
you need in both terms of background and rules to use the
setting. While it is based on d20 Future's rules, you really only
need d20 Modern.
Many other books in the line are planned for 2005 alone.
The Dawning Star Setting
The setting is a bit like a combination of the old PC game
Alien Legacy (with some bits of the game Alpha Centauri), and the
TV shows Stargate Atlantis and Babylon 5, with a dash of Trigun.
Or at least elements from each, along with some SF classics and
even some bits from UFO
Lore.
Basically, near 2200 or so, Earth gets destroyed. But there is
some warning, and so before that happens, 40 million or so people
escape in 20 big evacuation ships (plus various smaller ships),
and plan to move at well below light speed to a nearby star
system which happens to have a moon that can be terraformed
relatively easily*.
However, near the edge of our solar system they encounter a
mysterious space station. Sort of like a stargate or gateway.
This gets activated and transports the ships all over the galaxy,
sort of in clumps of ship.
This setting revolves around what happens to the ship the Dawning
Star (thus the name). It ends up in a very unique star system
they call "Helios" and setting up shop on a planet
dubbed "Eos".
Eos
Eos is fairly earthlike, though it apparently needed some
terra-forming to make the atmosphere easily breathable, there was
some sort of pollution that caused coughing.
At first, everything was fine and dandy on the planet. At least
all the humans got together. But eventually people got sick of
the ruling government, and left the main city to strike it out on
their own.
These various smaller settlements have banded together into
something called the "Eos Freedom League". They really
really don't like the big government (the Dawning Star Republic)
much, and so spent a lot of time either plotting against it, or
trying to outdo it economically. (Though the latter is unlikely,
since there's a huge difference in size).
While there is a great deal of room for conflict, it seems like
an opportunity was missed somewhat by basically only have one
evacuation ship make it to Eos and thus basically only having 2
human factions. While I really didn't like the PC game Alpha
Centauri (as it was full of tree hugging, planet is a living
being stuff which makes my skin crawl), I did like how it had so
many different factions (16 total, including in the expansion
pack, methinks).
The planet is described in a decent amount of detail. Sort of
"atlas" level. You get a map of the place, some basic
information on each major settlement, what they do, who they are,
how many, etc.
There's really only the one major city on the planet, Dawning
Star (named after the ship), which has about 2 million
inhabitants. There's probably about a dozen other small towns
mentioned, generally with populations only in the low tens of
thousand. (The second biggest settlement after Dawning Star has
only 30,000 people. The 3rd has 28,000, and the rest drop off
dramatically).
There's sort of a western feel to the outlying towns and such.
Very frontiersy, including lots of cowboys. Or murcowboys (the
murcow is an alien animal kinda like a cow, but tastes like pork,
which seems to have largely taken the place of cows on Eos. Which
I don't think would actually replace cows, since a lot of people
don't like pork as much as cow. At least not for steaks. Just
like you don't make bacon out of cows. Dolphins, maybe.)
Aliens
But there's more to life on Eos than humanity and its
squabbles. The former Earthlings are not alone. At first they
only noticed the many ancient ruins littering the planet, but
after a fairly long time on the planet (40 years or so), a race
of beings suspiciously similar to humans named the
"Velin" introduced themselves. (There are reasons for
both the delay and the similarity). As mentioned, these are very
close in appearance to human, other than having a slightly
different colored (grey-ish) and leathery skin. Sort of like George Hamilton.
Unlike George Hamilton, their culture is very similar to that of
American Indians. They have largely made peace with humanity,
thinking humanity is their long lost brothers. These are detailed
as a playable race in the game.
Besides the Velin, there are the aliens you know and love from
UFO folklore, the Greys. Or as they apparently call themselves,
the Tentaari. They met the humans a couple years before the Velin
did, but aparently don't actually live on Eos, but out in space
someplace.
They have a fairly complicated backstory (including an
explanation for their love of probing people), but one I really
can't go into without giving away spoilers. But suffice it to
say, they have something of a hidden agenda, though they are
nominally on the same side as the humans and the Velin. (These
are not playable in the book. There also apparently aren't all
that many of them)
So who is on the other side? Well, this is where it reminds me a
bit of Babylon 5. There's a race of mysterious beings called the
"Darklings", at least that is the name the humans use.
The Velin use the true name of Vaasi, but they can't seem to
convince the humans that these critters exist. Since the Vaasi
rarely show themselves.
Thankfully for the humans & Velin, because the Vaasi are
pretty nasty fellows. If the Alien from well, Alien was a 10, and
Alf from well, Alf, was a 0, then these would be in the 8.5 or so
range, nastier than Mork (if less hairy) or the Alien from
Spaceballs, but not as tough as say a Predator.
There are hints of other aliens, apparently called Saurians,
presumably a race of lizard folk (who hopefully look like Jane Badler...).
I'm not sure if they are friend or foe.
Setting Summary
The setting is excellent, with potential for lots of different
types of game. You could focus on the conflict between the human
factions, and play sort of an espionage/cyberpunk style game.
(Though as mentioned, this would have been better if there were
more factions/humans). You could focus on exploring the ruins,
sort of high tech dungeon crawls.
You could focus on a military style game dealing with fighting
the Vaasi. Bughunting really, since they are in fact insects.
There are lots and lots of adventure seed ideas given (most of
them along the above lines).
Really, the only sort of space game that doesn't seem all that
possible is a Free Trader sort commonly found in Traveller, where
the PCs fly around the galaxy in a spaceship. Since spaceships
are extremely rare and not something generally owned by private
individuals. But I like the gaming potential of the setting.
The last 20 or so pages of the book is a sample adventure that illustrates the conflict between the Dawning Star Republic and the Eos Freedom League. While I generally like the setting, the adventure didn't do much for me. For one, it seemed an somewhat poor introductory adventure. The PCs are apparently aimlessly wandering in the woods while they suddenly have to take shelter in a secret government lab. Too much railroading is needed to get them involved.
Secondly, the actions of the EFL in this seem unlikely - they would almost certainly be sufficient cause for a war, but the original problem their action is supposed to fix or cover up wouldn't really even been that big a deal, since the DSR guys started it. So there is really no motive for the EFL's action. (Though admittedly, given my libertarian leanings, I tend to think of them as the "good" guys).
New Rules
The book is probably about half setting and half rules
material, though of course, the rules material is largely based
on the setting.
As mentioned, you get a writeup for the Velin as a playable race.
They are tough and wise but a bit dim and uncharismatic.
After that comes some new Talent Trees. If you aren't overly
familiar with d20 Modern, it has something called
"Talents", which are sort of like feat chains, but tied
into the abilities of the 6 basic character classes (Strong Hero,
Smart Hero, etc). There's actually not that big of a selection of
them in the d20 Modern book, generally I think 2 or 3 trees per
class.
This pretty much doubles the available amount, an extra 2-4 for
each class.
There are lots of new classes. Very interestingly, there are 2
racial classes, one for humans and one for Velin. The book says
they are new to d20 Modern, but that's not quite true, the Second
World Sourcebook was the first one that had them, period (As far
as I know) and that was a d20/d20 Modern hybrid book.
The human one is "Human Survivor" and the Velin one is
"Velin Hunter". They are really more like prestige
classes than Racial Classes. (Usually racial classes are for a
more powerful race than is typically playable, and it lets them
start off weaker then gain levels to gradually become a normal
member of its race)
Beyond that there are several new advanced classes and a couple
prestige classes. The advanced classes are: Air Runner, Barter
Jack, Colonial Leader, Gunhand, Lawman, Rancher, Rebuilder, and
Velin Guardian.
The Air Runner is sort of a hot shot pilot, there being few roads
between settlements on Eos. The Barter Jack is a freelance trader
type. The Gunhand is something of a rarity in d20 Modern, a
gunmen that is actually good at combat (most gun oriented classes
in d20 Modern seem to have the mediocre base attack bonus
progession, something that has always puzzled me, since it has
the effect of making martial artists better with guns than
gunfighters, albeit with fewer gun related special abilities).
The rest are pretty self-explanatory.
I am no means an expert when it comes to d20 Modern class
balancing. But to my eye the classes do look balanced. The
gunhand for instance, may have a better BAB than most other gun
fighting classes, but only has a d8 for hit dice.
The two prestige classes are Republic Ranger (sort of like the
old Texas Ranger) and Velin Guardian. I'm really not up on d20
Modern enough to know just what is the difference between a
prestige and advanced class (other than prestige seems to be
better and with stricter entry requirements), but these are both
5th level.
2 new skills are introduced, Barter and Terraforming. Personally,
I tend to dislike adding new skills to d20, since the skills are
meant to be fairly broad and there are a few categories that is
meant to represent catch-all skills or skills that aren't common
to most people (Craft, Profession, and Knowledge).
In this case, I really think Barter is sort of redundant - the
"Diplomacy" skill pretty much covers that sort of thing
(negotiation & bribery).
Terraforming probably should have been Craft (Terraforming), I'd
think, since you are making a planet (or new ecosystem), and the
write of the skill in the book greatly resembles the ones for
craft skills.
Stil, neither is exactly a deal breaker. Only Barter would seem
to be a common skill, though I would note that none of the sample
characters or NPCs in the book seem to have it. (Some characters
in the adventure do have the terraforming skill).
New Gear
There's quite an impressive array of new equipment in this
book. In fact, when it comes to guns, there's more than what was
included in d20 Future, filling in many of the gaps from that
product. Most notably it adds gyrojet weapons.
Not everything is new, but many weapons and items from d20
Modern/d20 Future are adapted to fit the Dawning Star setting.
That is, they are given specific names and such. While it might
seem like a minor thing, it helps provide a cohesive background
to the game.
Because there really aren't any roads between the settlements,
most the travel is done by air. So there are a lot of different
air vehicles. Mostly vectored thrust stuff, but some regular
aircraft.
There's only a handful of human starships in the Helios systems,
but most of them get stats. Including that of the sort that the
Dawning Star was. (Apparently a later book is coming out with
info on alien spaceships and apparently with rules for combat and
such. So presumably you could buy that instead of d20 Future if
you don't have d20 Future)
Looks
The layout of the book is quite nice. Very easy to read. The
looks are actually somewhat similar to the old WEG Star Wars
books, from the latter day era when they were putting out their
best stuff. But the paper quality is better. It's black &
white, but the paper is glossy and fairly thick. I would have
liked to have seen the name of the chapter (or number) in the
outside margins, but not all that many companies do that.
The artwork is generally good. Somewhat stylish looking than
realistic, but it generally works. It all seems to be done by the
same artist, Danilo
Moretti, so there's no clash in styles, and for just one guy,
a lot of it.
I do dislike most of the technical illustrations. Most are way
too stylized to be practical (or easy to build). The guns are all
curvy, with things jutting out and with the handles going the
wrong way.
And the spaceships... The Dawning Star (the ship) looks like the
Gnomish Sidewheeler from Spelljammer. Just wacky looking. Other
ships are catamaran like. That is, seemingly have two hulls stuck
together, which makes sense for the water but not so much in
space (or the atmosphere).
I am not a design expert by any means, but it seems to me that
primitive starships would be very boxy. Especially evacuation
ships - you'd want to try to maximize the available volume inside
the ship and something easy to build and that pretty much implies
a brick shape, since atmospheric performance doesn't really
matter.
My final thoughts...
I have conflicting thoughts on this. I really like the setting a
lot, but at the same time, I find the basic premise rather
depressing - Earth being destroyed and all. I know a lot of
people don't even like post-apocalyptic games because of this,
but in those, the Earth is still around, just banged up a bit. In
this, it's not even there anymore (presumably).
Still, as a setting, it's utterly fascinating - once I started
reading it I was glued to it until I finished.
Not very many science fiction games are plausible. Not so much
technology, but how people act in the future and how society
developers. About the only one I ever found plausible was 2300
A.D. from GDW, and even then they got where you put the A.D.
wrong (it should go in front). For the most part (see my note
below and the above bit about the cows), this is very plausible.
All in all, it's a compelling product, very much an A.
* One of the things about a science fiction
setting is that fans really should have second thoughts about
second guessing the designers, even though that's a fun thing to
do. While some things may seem very implausible to the
fan/reader, there may be reasons for it they don't know about. In
this case, a mysterious dark object about the size of the moon
hitting the Earth is about as likely as me having a threesome
with Lucy Liu and Bea
Arthur - it's possible theoretically, but it just ain't gonna
happen naturally.
Similarly, some of the details about the evacuation of the Earth
strike me as odd, like simply abandoning the solar system instead
of setting up shop on Mars (which would hopefully have a
permanent base by 2200 anyway) or taking military equipment
(tanks & fighters), since a) they probably wouldn't expect
aliens and b) if they did it wouldn't be enough to make much of a
difference.
But there are quite probably explanations and reasons for all
this that haven't been mentioned or just aren't apparent.
Help support RPGnet by purchasing this item through DriveThruRPG.

