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Review of Battlestar Galactica Quickstart Rules
OVERVIEW

The Battlestar Galactica Quickstart Rules (hereafter BSG-QS) is the first product in the Battlestar Galactica RPG line from Maragret Weis Productions based on the recent grittier and edgier re-imagining of the classic Battlestar Galactica TV series from the 1970’s and -80’s.

The product is available in both print and PDF. This review is of the PDF version.

The BSG-QS consists of an introductory adventure with four pre-generated characters and a slimmed-down set of the Cortex rules system.

First up is a short introduction covering the standard topics of how to play a roleplaying game, what a Games Master does, players and characters, and the dice and materials you will need.

RULES

The next seven and a bit pages cover the cut-down Cortex system rules complete with a play example. The Cortex system will be familiar to those players who own or have played the Serenity Roleplaying Game. The designers have stated on forum posts that the rules have been streamlined and tinkered with following experience and feedback from the Serenity RPG but the rules in the BSG-QS are so cut down that a meaningful comparison is not possible.

The rules themselves contain a basic task resolution system using pairs of dice decided by combinations of attributes and skills. For example, a character with an Agility of d6 and a Guns skill of d8 would roll 1d6+1d8 when carrying out appropriate skill checks. Skills in the BSG-QS are very wide-ranging to simplify the character sheets (for example the Guns skill as opposed to narrower-focus skills for Pistols or Rifles). The combat rules are short and straight to the point with very few tactical options but are complete enough that any of the small battles that may potentially occur in the adventure can be resolved without problem. The damage rules are simplified from the full Cortex system, with only Life Points and set damage modifiers for weapons as opposed to random rolls.

The rules have a system of Plot Points, that allow the characters to manipulate the events of the game, both on an individual level by adding to a skill roll, or an a larger scale by directly affecting the plot in such ways as stumbling across a hidden supply cache, or the Cylon centurion being distracted by a dog across the road. Plot Points are received form ideas, good roleplay, and successfully completing objectives. The rules explicitly encourage the fast turnover of Plot Points to keep a dramatic action-packed flow.

The final part of the rules section is an example of play using two character from the series, Helo and Boomer, running afoul of toasters (of both the Cylon and bread-cooking variety). Its gives a clear example of the description of character and non player character actions for those who have never roleplayed, and also covers skill rolls, attacks and the use of Plot Points.

THE ADVENTURE

The bulk of the product is an introductory adventure named “The End and the Beginning”. It focuses on four pre-generated characters who are the crew and senior staff of an experimental electronic warfare ship program (though three of the four characters are civilian as opposed to an all-military group) based near Caprica City. The events of the scenario coincide with the Cylon attack on the city and thrust the characters into a mad-cap race to get back to their ship and take some form of action.

It is not possible to go into great detail about the adventure without too may spoilers, but the scenes include the inevitable race across the city, rescuing trapped civilians, and dealing with technical problems on an experimental ship. There is sufficient variety of scene to allow all the characters to take a solid part in the action.

The adventure makes internally consistent sense, but can feel a little limiting because of the low page count restricting the detail available. What detail is present focuses on the main aim of returning to the test facility and recovering the ship so the scenario can feel a little linear on read-through, but a good gaming group can use the short suggested complications and the sidelines in the pre-generated character backgrounds to add width to the adventure.

The adventure is very combat-light, but has many opportunities for roleplaying with hostile and friendly NPCs. It also showcases some of the key themes of the Cylon attack well.

The adventure is written to be played as a one-off, or as the start of a campaign, and the publishers are planning on releasing a free conversion document to bring the adventure in line with the full rules upon publication of said book. Adapting the adventure for use with other characters created from the rules should be relatively easy as long as the created characters have a reason to be involved with the development of an experimental ship, or a good reason to tag along. Unfortunately some groups focussing on other areas of the play (such as resistance or criminal groups) will get less use form the product.

The pre-generated characters are a nice mix of civilian and military with a wide range of skills from pilot to doctor. Each character sheet is two sides with a decent illustration, statistics, details of complications and edges, and a meaty background. One nice touch is the inclusion of a short paragraph on what the character would most likely be thinking at the moment play starts. It is worth mentioning there are only four pre-generated characters, so groups with more than five people will be disappointed. Hoepfully another pre-generated character or two will be made available on the Battlestar Galactica RPG website to allow larger groups to enjoy the quickstart set.

LAYOUT, PRESENTATION AND EDITING

The book has a colour cover and a black and white interior. The page borders are non-intrusive and the font is clear and well spaced. The overall layout of each page is easy to read and follow.

The art consists of a selection of still shots from the series and some original art. There are a small number of maps that are clear and easy to follow. In addition there is a nice set of deckplans with sufficient detail to be useful in play. One obvious error here is that the deckplans for the ship “Topbird” are incorrectly labelled as being for the ship “Griffon”. However, the deckplans themselves appear accurate to the ship drawings.

The content is easy to read and well written. The product has been solidly edited with only a few small errors (such as the mis-labelled deckplans mentioned above), and the reviewer did not notice any major problems in the product.

SUMMARY

Although a slimline product the BSG-QS provides a nice introduction to the Cortex rules and gives a fun adventure for a group of four players and a games master. The adventure can be a bit limiting and linear but sufficient outside points are provided to allow an experience games master to improvise extra scenes, though inexperienced games masters can still use the adventure exactly as written.

The material in this product will provide one or two sessions of play for a low price-tag, with the chance to extend the utility on release of the core rulebook.

I have to say that I feel it is $6.99 well spent.


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