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The name's Davenport. I review games.CONTENT
So the other day I was goin' over my schedule, and I see this appointment with an outfit called "Green Ronin". I was lookin' forward to it, tell you the truth. I'd done a gig for their boss man, Chris Pramas, back in my rookie days. Back in the days before all the d20 hubbub started back when "Green Ronin" was "Ronin Publishing", and they'd just picked up a game from Pariah Press called Whispering Vault.
Now, Pramas and his boys seem to stick pretty much to d20 these days, but they had this one oddball game in the mix they wanted to get the ol' Davenport Touch.
Oddball or not, I wasn't expectin' the GR rep to show up wearin' a nice, shiny spaceman get-up, complete with a great big fishbowl of a helmet.
"Fire up your engines, cadet!!" the guy yells, walkin' in like he owns the joint. (Funny how often that happens. I should sublet the place.) "Space Captain Glenn Stackhouse is on the bridge! And it's time to review... Spaceship Zerooooooooo!!!"
"Huh??" was my snappy comeback. Not my best work, but the whole Buck Rogers routine kinda threw me for a minute. And besides, part of my brain was tryin' to count the "o's" in that name.
"DAMMIT, man, there's no time for your space dust!" The guy actually pounds on my desk as he's sayin' this. "Spaceship Zero! The sci-fi serial roleplaying game! Don't you recall the legendary 1950s radio serial??"
"The wha-?"
"The cult-classic German television remake??"
"I don't watch a lot of-"
"GREAT COMETS, cadet!" There went the desk pounding again. (Which reminds me: I need to send Green Ronin a repair bill.) "HOW can you expect to be ready for the forthcoming feature film, let alone the GAME, if you haven't done your RESEARCH??"
"Feature film?? Look, pal, I just heard the name of this show five seconds ago! How'm I supposed to-"
"NEVERMIND!" he says. "There's no time for this astrogarbage! Do you think the evil Hydronaut Empire is just going to sit still while you twiddle your space thumbs??"
"'Space thumbs' ?"
"You heard me, mister!" He throws the book onto my desk. "Now get to reviewing!"
Then he storms out before I can get a word in edgewise.
I just shrugged and started readin'. Ordinarily I wouldn't take that kinda guff, but a job's a job. And besides, it wouldn't do to keep the Hydro-whatzis waitin'.
Introduction
This brief chapter begins with a chipper welcome to the reader, explaining that the game draws most heavily on the 1950s Spaceship Zero (hereafter "SSZ") radio serial but incorporates some elements of the cult-classic German TV show as well. (It also suggests that elements of the forthcoming movie will be incorporated into future supplements.) I think this was probably the best choice, since the 1950s retro-future style is one of the game's biggest point of difference.
Next up is an amusing little interview with Heinz Heero, who played Gearbox on the German TV incarnation of SSZ. He offers some mildly creepy insights into the setting and how the questions it raises can adversely affect the mind. (Apparently, Heinz has done a wee bit too much thinking about said questions.)
Finally, no less a gaming luminary than John Tynes tackles the obligatory "What is Roleplaying" section, comparing it to, appropriately enough, improvisational radio plays.
* * * * *Playtest: The chapter also includes a little image of a hand-written ship's manifest for Spaceship Zero. This came in extremely handy for reasons that will be apparent below. Suffice it to say that the Zero isn't exactly an Imperial Star Destroyer, and available supplies are going to be a critical issue. I would have preferred that this appear in the Technical Manual chapter for easier reference.
* * * * *
The World of Spaceship Zero
SSZ is somewhat unusual in that the setting is very closely tied to a story in which the PCs are assumed to be the stars. Accordingly, this chapter introduces the setting by telling the beginning of that story.
The year is 2025. Earth spacecraft routinely crisscross the solar system, but leaving its confines has remained impossible until now. A scientist in the employ of SpaceCorp, a firm recently in dire financial straits, has invented the Better-Than-Light (BTL) Drive. If successful, it will usher mankind into an age of interstellar travel and SpaceCorp back into the black. The drive will be tested on a spacecraft designated Spaceship Zero, a Space Hopper Mark V stripped of weapons to accommodate the BTL Drive and the generator for the Bendall Field that protects the craft from the extreme gravity the BTL Drive creates. Presumably, most or all of the PCs are members of the Zero's crew.
Regrettably, when the BTL drive is activated, it doesn't move the Zero at better-than-light speeds as advertised. Instead, it gives the ship infinite mass, creating a gravity well that destroys the entire universe and making the ship ground zero (pardon the pun) for a new Big Bang.
Once the crew is through freaking out, they decide to use the Deconstitutor the setting's equivalent of hypersleep, which works by reducing people into their essential salts (sound familiar, Lovecraft fans?) for storage and wait for the new universe to re-evolve into what should, theoretically, be a carbon copy of the original.
Well, like the BTL Drive, it was a nice theory.
The crew does automatically revive at Universe 2's equivalent of the time at which they destroyed Universe 1. Unfortunately, in this universe, the frog-like aliens known as the hydronauts have conquered Earth.
Now what? Well, that's up to the players
Game Mechanics
The Spaceship Zero system might best be described as a cross between Basic Roleplaying (Call of Cthulhu, Stormbringer, et al) and Unknown Armies: make a percentile roll that's as high as possible without going over your skill (a.k.a. The Price is Right method).
* * * * *
Playtest: This makes degree of success very transparent on a success, your roll is how well you do. In our game, this didn't come up outside of contested rolls or combat (see below). Even if it had, success levels are pretty open to interpretation, given the lack of definition for them (e.g., a Perform roll of 75 doesn't have any kind of quality label associated with it it's just a little better than a 74, and not quite as good as a 76). That doesn't really bother me, however.
* * * * *
Each skill is linked to an attribute on a 1-20 scale for humans. I'll explain more about that under character creation, but for now, it's important to understand that characters without a specific skill can default to the linked attribute. The odd part is that the difficulty of the task works differently depending upon whether a skill or an attribute is used. If the former, the difficulty is a flat bonus or penalty (e.g., +20 for a really easy task). If the latter, the difficulty is a multiplier (e.g., 1/2 of the attribute for a difficult task).
I'm assuming that this is designed to keep even difficult tasks in the realm of possibility when defaulting, but it has the odd result of making defaulting possibly more attractive if a character's skill is less than or equal to his linked attribute. For example, if your skill and its linked attribute are both 16, an "extremely difficult" task using the skill gives you a -40 modifier for a final score of -24, while the equivalent task using the attribute gives you a 1/4 modifier for a final score of 4.
Regardless of any modifiers, a roll that matches the unmodified skill score is always a critical success i.e., in the above example using the skill of 16, an unmodified roll of 16 would be a tour de force regardless of the hefty modifier. While I do like having a chance for success always out there, I'm not fond of rules that make incompetent characters succeed brilliantly when they succeed at all.
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Playtest: I considered using the Fading Suns method doubling the result on a critical but it seemed a little silly for a critical with a flat 1% chance. Eventually, I decided to set up an open-ending mechanic, allowing players to re-roll and add the result on a success if the initial roll was within 10 of their unmodified skill total. Given the nebulous value of higher results in most cases, this was more trouble than it was worth outside of combat (see below).
* * * * *
A roll of 100 is always a failure, and an optional rule makes it an automatic fumble as well.
Zero Dice
What sets SSZ apart from other percentile systems is its version of the Drama/Fate/Hero Point, known as the Zero Die. Zero Dice can be used in three primary ways:
- Seize the Day: Add an extra 1d10 to the standard 1d10 the character rolls for initiative.
- Play the Percentages: Before a roll, a player can spend a Zero Die to roll 3d10 to get a percentage total, taking two out of the three dice in whatever order he likes.
- Be Amazing: After a roll, a player can spend a Zero Die to bump up a roll one success level: a fumble becomes a failure, a failure becomes a minimal success (result of "1"), a success becomes a critical success, and (optionally) a critical success can become a result that's just this side of impossible.
Other Zero Dice applications scattered throughout the rules include ignoring modifiers for multiple actions or for pain.
* * * * *
Playtest: Zero Dice highlighted the gulf in the importance of success levels between combat and non-combat actions like nothing else.
In combat, players figured that they'd get more than one chance to hit an opponent and wanted to get the best success possible, making them more inclined to Play the Percentages.
But when degree of success wasnt a factor, they had no incentive to Play the Percentages in lieu of Being Amazing. And the latter took its toll on drama, since a character in dire non-combat straits could always succeed so long as he had a Zero Die.
For example, one character needed to make a desperate leap from a second-story platform to grab the reactor switch below and turn it off. It didn't matter how difficult I made this task she had a Zero Die handy, so she would succeed. It would have been a minimal success with the Zero Die, but that would have been meaningless under the circumstances.
To counter the problem, I decided to implement a rule stating that a Zero Die spent to turn a failure into a minimal success results in a "skin of your teeth" success the action succeeds, but the character is left in a precarious position. (For example, a character leaping over a chasm would make it across but would be left clinging to the ledge on the far side.) This seemed to encourage players to spend Zero Dice on the riskier "Playing the Percentages".
On the whole, though, I liked the way the Zero Die mechanic gave players more control over their characters' fates. It got generally high marks from the group as well.
* * * * *
Characters get Zero Dice in two ways: through GM awards for good roleplaying, and through successful Zero Skill rolls that include a zero (e.g., a successful roll of either 7% or 70% would earn a zero die). Players can choose to make from 1-4 skills into Zero Skills at character creation (see below). These skills, presumably, are those key to the nature of the character, and the Zero Die mechanic encourages their use.
* * * * *
Playtest: I adore the concept. It almost works like a very loose class system, albeit by nudging characters in certain directions rather than outright restricting them in others. In practice, however, I found some players getting frustrated due to extended periods in which their Zero Skills weren't applicable. The Pilot had a lot of trouble in this regard, since most of our trial adventure took place on a space station. I wouldn't call this a system flaw, exactly it's just something a GM should keep in mind, like the utility of certain classes in a given adventure in class-based systems.
* * * * *
Characters can save up only a limited number of Zero Dice based upon their Bravado attribute, topping out at 5.
* * * * *
Playtest: Now here is a mechanic that concerned me even before play justly so, as it turned out. The text encourages spending Zero Dice freely and, in fact, the system makes such expenditures desirable, as I'll explain shortly. But the fairly low cap on them made the players really hesitant to use them.
* * * * *
My qualms about the skill/attribute modifier differences aside, I do have to say that modifier application is something the game does very well.
I particularly like the way the game handles assisted skill checks, for example. A character making a skill roll can have a number of relevantly skilled assistants equal to his Zero Die cap, adding +5 per assistant to the his effective skill. However, an assistant making a successful Persuade: Leadership roll (for short tasks) or Administration (for longer tasks) can add his own Zero Die cap to the number of possible helpers. I have to admire any system that can make a skill like Administration practical rather than simply colorful.
I also like the modifier table for taking more or less time to perform a task. The table divides time increments into steps ranging from 1/4 round to 100 years, assigning each step a corresponding modifier. So, taking the standard 1 round to perform a simple task has no modifier, but taking 10 rounds (1 minute) to perform the same task adds at +30 modifier. If the task ordinarily would take more time, you simply start the 0 modifier at the normal amount of time required for the task and move up or down from there.
* * * * *
Playtest: This is another mechanic that saw a lot of use due to the competence level of the characters. In particular, the PCs had a hard time getting unpowered airlock doors open in zero gravity and often had to spend several minutes struggling with them.
* * * * *
One of the more unusual optional mechanics involves "On The Air" play. (I say "unusual" rather than "unique" only because Puppetland's basic mechanic is quite similar.)
During certain play segments bookended by a GM warning of "Z-minus five seconds four three " and a "cut to commercial", the players must do everything not just in character, but in character as if starring in a radio show. Instead of saying, "I open the door," for example, a player would say, "If I can just get this door open!" Likewise, the GM must speak as the show's narrator. All out-of-character communication particularly references to game mechanics must be done silently with hand signals and cue cards.
I can't comment on how this works in practice, since I didn't come to a spot during our game where it seemed appropriate, and since the dynamics of this method would have been a little different for our online game anyway. Still, it does sound like an awful lot of fun.
Character Creation
SSZ character creation centers around the concept of archetypes based on characters from the show. What this sacrifices in flexibility, it makes up for in both speed and the centrality of the characters it produces.
Players can choose from the following archetypes:
- Captain
- Corporate Executive
- Doctor
- Gladiator
- Hybrid (Human/Hydronaut)
- Mechanic
- Pilot
- Robot
- Scientist
- Slave Girl
- Space Pirate
- Stowaway
- Super-Intelligent Cat
- Super-Intelligent Dog
- Super-Intelligent Monkey
Archetype, in turn, determines six aspects of the character:
- Attribute minimums and maximums
- Fixed Zero Skill(s)
- Number of skill points and how they may be spent
- Specialty Skill list
- Perk(s)
- Any mandatory Quirks
Due to the unique nature of the game, there are only so many roles available at the start of a default campaign. SSZ turns this into a strength. Each Archetype includes the complete stats and personality of the character from the show on which it's based, giving players the choice of playing the characters themselves or creating new characters that fill the exact same niche. In some licensed games - Star Wars or Lord of the Rings, for example if the players aren' t playing the main characters, there may be a sense that they're playing second stringers. SSZ neatly avoids this issue. From the standpoint of the "show" that is your campaign, a player playing a given archetype isn't "a [insert archetype]" he is The [Insert Archetype].
* * * * *
Playtest: For example, one player in my game took the Space Captain archetype. In so doing, his character, Space Captain Roy Spacehunter, filled the exact same role as Space Captain Glenn Stackhouse from the show. In the "credits" of my group's "show", Roy Spacehunter wasn't a space captain he was The Space Captain.
* * * * *
Characters have four rather alliterative attributes: Brawn, Brains, Balance, and Bravado. The human scale is 1-20, and it annoys me a bit that the rules treat 20 as a hard ceiling for non-humans as well. It seems to me that a Robot or Hybrid ought to have the potential to be superhumanly strong, for example. As it is, the archetype attribute minimums push up the average score, but not the maximum. These caps may be ignored easily enough, although doing so might change the balance between the archetypes.
Brawn determines the character's damage bonus in hand-to-hand combat and his overall toughness, Brains provides extra skill points, Balance determines the character's Dodge Value (see below), and Bravado, as mentioned previously, determines maximum Zero Dice.
In addition, all skills are linked to one of the four attributes. How significant that link is depends upon whether the skill is "Basic" or "Specialty". Basic skills, such as Jump, Listen, and Fisticuffs, start at the linked attribute score doubled. Specialty skills, like Lockpicking, Perform, and Weapon: Ray Gun, start at zero. The number of points characters can spend on attributes varies by archetype, although the ceiling is 50 for combat skills and 75 for non-combat skills.
An oddity here is that due to the defaulting mechanic, Specialty skills are completely useless until they exceed the linked attribute. Toren Atkinson agreed that this was an issue after I brought it up and subsequently wrote up base attribute modifiers for Specialty Skills as well. His modifiers vary by archetype, but I opted for the simpler solution of the linked attributes not doubled as the base scores for Specialty Skills.
* * * * *
Playtest: Before and after I applied this change, however, the players complained about their generally low skill scores. Generally speaking, players had to dump a lot of skill points into key skills just to make them above average (or just to get a 50-50 chance, in the case of combat skills). And in so doing, the characters ended up being highly specialized. While that's understandable to some degree, the breakdown of skills resulted in some really embarrassing deficiencies in certain areas vision and hearing, for example (see below).
* * * * *
The real gems of character creation are the Specialty Perks. These are abilities unique to the archetype in question, and they are, simply put, thematically brilliant.
For example, once per session, the Corporate Executive can get someone to believe anything, and the Doctor can restore life to a seemingly lifeless corpse (so long as he offers a unique technobabble explanation each time he does so). The Mechanic can modify or jury rig just about anything with the apply-named "McGyver" Perk.
My favorite by far, however, is the utterly politically incorrect ability of the Slave Girl to give bonuses to "Her Hero" by wrapping herself around his legs or otherwise assuming an alluring pose straight out of a Conan or James Bond movie poster. (You can actually see this being used on the cover. Take a look here, about half-way down the page. If you can't see it on the cover, the image of the happy couple is enlarged just below the soundtrack link.)
* * * * *
Playtest: If there's any flaw here, it's that some things just can't be done without certain Specialty Perks. As a result, if the relevant archetype is missing, the group is out of luck. The Scientist, for example, is the only Archetype capable of inventing anything, courtesy of his Eureka! Specialty Perk. Because no one in my group was playing a Scientist, and because I suspected that this ability would become vital at some point, I gave it to the Super-Intelligent Cat. (I ruled that the Scientist on the show had downloaded the mind of his deceased assistant into his pet cat.).
Only the Scientist's and Mechanic's Specialty Perks saw use in my adventure, to conceive and cobble together an anti-Atomic Zombie ray. (This had more to do with the circumstances of the adventure than it did with the utility of the other Specialty Perks available to the group.) Eureka! and McGyver make a devastating combination -- McGyver gets around the time normally required to build a device via Eureka!.
* * * * *
Playtest: Character creation was fast. Really fast. Aside from mulling over concepts, it took no more than 30 minutes per character.
* * * * *
Skills
Skills in SSZ lean toward the general Weapon: Melee, for example, covers all hand-to-hand weapons, and Weapon: Ray Gun covers all handheld firearms. I prefer this approach in most games, but particularly in more over-the-top ones like this one. The most specificity arises in the six Persuade skills (Bargain, Bluff, Charm, Debate, Intimidate, and Leadership) and Science skills (Biology, Chemistry, Geology, Physics, and Social).
(Speaking of science, the book pointedly does not include a Mathematics skill, under the logic that roleplaying math conundrums isn't particularly fun. Instead, the book suggests using the character's highest Science skill for math problems, if necessary. Of course, that means characters without Science skills may have a rough time doing long division )
The system treats some abilities as skills that other systems might consider part of attributes, or at least strongly influenced by them Heave, Listen, and See, for example.
* * * * *
Playtest: These are prime examples of skills that suffered in my group as a result of the need to specialize. One suggestion I heard was making the base of such skills (attribute x 4) rather than (attribute x 2). I didn't try that, so I can't comment on the results.
* * * * *
Playtest: One last note on skills: the Zero-G Training skill proved to be really vital. The skill prevents space sickness and helps eliminate penalties from maneuvering in zero-G. At least half of the trial adventure took place in zero-G, and two characters without the skill were reluctant to leave the ship for fear of crippling sickness and penalties.
* * * * *
Action Time
Combat is very, very simple a fact I heartily appreciated. Initiative is a roll of 1d10 plus the character's initiative bonus. Attacks are basic skill rolls with an array of possible modifiers summarized on a convenient table, and the damage from a successful attack is the die roll itself plus modifiers for weapon type.
* * * * *
Playtest: This was definitely a high point of the system. Combat rounds lasted just a few minutes of real time apiece.
* * * * *
The dodging mechanic struck me as both perfectly rational and awkward. In keeping with the general theme of simplicity and speed, dodging doesn't involve a roll. Instead, on his PC's turn, the player declares how much (if any) of his Dodge Value he'll use that round. That amount becomes a penalty on all attacks directed against that character that round. The dodging character, for his part, suffers double that penalty for any actions taken while dodging. (In essence, then, dodging in SSZ involves active "bobbing and weaving" rather than reactive diving out of the way, although players can spend a Zero Die to begin dodging before their turn.)
This is rational, because the obvious alternative a dodge roll would result in one of two problems: either double-digit math if the result of the defense subtracted from the attack, or a "Glass Ninja" effect (only devastating attacks actually hit) if it did not.
It's awkward in practice due to the generally low skill levels. A decision to dodge to any significant degree tends to be a decision to do nothing but dodge unless you're really lucky or extraordinarily skilled. (Or unless you want to blow a Zero Die, of course.) Furthermore, characters can't improve their Dodge Value unless they improve their Balance dodge isn't a skill. And even if they do improve their dodge, fully applying that higher Dodge Value will only exacerbate the dodging penalty issue.
* * * * *
Playtest: I don't think any character bothered to dodge during our entire running combat. Granted, this may have been due to the fact that they were fighting shambling Atomic Zombies, who weren't exactly martial artists.
* * * * *
On a related note, there's no parry mechanic whatsoever. Given the presence the Space Gladiator archetype, that's a particularly glaring omission.
Damage is an unabashed hit points system. Characters have a Body Point score determined by referencing their Brawn on a table. (An average Brawn score of 10 yields 150 Body Points, with every point higher or lower increasing or decreasing that amount by generally 5 points.) When this score reaches zero, the characters are unconscious and hemorrhaging more points every round until dead (at -50 Body Points) or stabilized.
The wound modifier system is brilliant in its simplicity: rather than keeping track of negative modifiers, the system simply treats the Body Point level as a skill cap. In other words, if you have a Weapon: Ray Gun skill of 60 but have only 50 Body Points left, your Weapon: Ray Gun skill will be reduced to 50 as well.
* * * * *
Playtest: Damage was both a high and low point in the game for me. On the one hand, like the overall system, it was fast and easy to understand. Not only is the attack roll the base damage, but the damage bonuses from weapons come in convenient 5-point increments. It required next to no thought on my part. However, PCs and NPCs alike tend to have a lot of Body Points, making one-shot deaths all but impossible for anything but heavy weaponry. Consider that the typical human has 150 Body Points, the standard Atomic Pistol does +40 damage, and a starting character can have a Weapon: Ray Gun skill of no more than 50, for a maximum damage of 90. So, an average human shot by a new PC would never, ever go down in one shot. Of course, that same human also would be likely taken down, or at least grievously wounded, by a second shot. Now factor in the fact that the standard hydronaut has 200 Body Points.
In practice, this meant that there was at least a one-hit "buffer zone" that drained much of the intensity from combat. This, combined with frequent failures due to low skill levels, resulted in a battle that grew tedious enough for all concerned for me to quietly nudge the Super-Intelligent Cat's player in the direction of the anti-zombie ray idea mentioned previously. And the zombies in question were only up to half of their own 200 Body Point maximums.
I can understand that high Body Point totals might seem preferable to keep pulp PCs alive longer, and generally, I do prefer that PCs and NPCs use the same rules. However, I think the game would be better served by lowering Body Point scores and allowing PCs to use Zero Dice to buy off damage in some fashion.
BUT... in the process of writing this review, I realized that I'd forgotten a key point in the damage rules during my combat: Aggravated Damage. If a character takes 80 or more points of damage in one hit, he must make an Endure skill check or collapse and continue to lose 10 Body Points per round until stabilized. (And, optionally, he will sustain a permanent injury of some sort.) Now, this may not have mattered so much in my trial combat anyway, since it's arguable whether the zombies the characters were fighting would take Aggravated Damage in the first place. But it does mean that it's much more likely for any creature to go down with one hit than I initially thought, regardless of Body Points. (Obviously, this makes the Endure skill much more important than I'd initially thought as well.)
* * * * *
This chapter also covers non-combat sources of damage. I particularly like the way it handles exposure to vacuum and radiation: cinematic explosive decompression and mutation by default, but realistic slow suffocation and cancer as an option.
Ground & Space
Compared to standard task resolution, vehicle combat in SSZ is a relatively complex affair. It does manage, however, to boil down a surprising number of variables into an efficient little procedure.
Every round, ground vehicles (or boats) determine their Maneuver Rating (MR) based on their Handling ratings and any modifiers for high or low speed and terrain. Air vehicles (and subs and spacecraft) determine Tactical Advantage (TA) based on the crafts' Handling rating and a Pilot roll. In either case, the steps that follow include regaining control of out-of-control vehicles, changing speeds, and performing stunts. The latter include everything from simple turns to controlled slides, U-turns, loop de loops, and strafing runs, with every stunt having a minimum MR (for ground vehicles) or Handling (for air vehicles).
* * * * *
Playtest: Well, actually, vehicle combat didn't really come up in my playtest. However, in the process of running some numbers, I did run across one bug: the vehicle write-ups do not account for the off-road capabilities of vehicles like Jeeps and tanks. For example, a tank (Handling = 5) going at medium speed (Speed Modifier = 0) off-road (Terrain Modifier = -10) would not even be able to make a 45 degree turn (MR requirement = 5). Granted, this doesn't factor in the Pilot archetype's Specialty Perk, "Hot Dog", which adds the character's Balance rating to MR of his vehicle; however, it does mean that all things being equal, a higher-Handling vehicle like, say, a sports car (Handling = 20) is the better choice for tackling tough terrain. I've suggested giving certain vehicles bonuses or penalties vs. off-road terrain modifiers say, +5 for Jeeps, +10 for tanks, and -10 for sports cars.
* * * * *
For aircraft, differences between two TA scores are used to determine a penalty to hit the craft with the higher score. (Since ground vehicles have no TA score, they're at a completely logical disadvantage vs. aircraft.)
After throwing in a few more rules for vehicle damage, crashing, and ramming including the vehicle equivalent of Aggravated Damage, which results in one or more rolls on a Critical Hit table the chapter concludes with rules for space travel. This is a five-step process that uses the spacecraft's speed and the distance to be traveled to figure the time required on the table for either short- or long-range trips, factoring in fuel consumption, navigation, and, of course, landing.
* * * * *
Playtest: The good news is that I found the procedure easy enough to use. The bad news is that there's no table of sample distances. Since I had no idea how far it is from Jupiter to the Asteroid Belt and wasn't about to stop the game while I went to look it up this mechanic did me no good.
* * * * *
Zero Meistering
Seven practical tips for the Zero Meister (a.k.a. the GM). It's nothing an experienced GM would need to read, nor is most of it particularly specific to SSZ. The two exceptions to the latter are the suggestions for making your campaign follow a "serial" format, and the sidebar that spells out the previously mentioned PC niche approach to the show's characters.
The Secret World of Spaceship Zero
An extensive tour of the solar system of Universe 2 and its inhabitants, starting with a description of the hydronauts and their empire and detailing the situation on Earth, the Asteroid Belt, Mars, and Pluto. (The status of Venus is left deliberately vague so as to be a "GM's call", the only information being that the hydronauts have taken a keen interest in the place for some unknown reason.)
Basically, when Spaceship Zero arrives in Universe 2, the hydronauts have been in charge for 50 years. They bombarded Plutonian city of their hated adversaries, the astro-automotons, on their way into the solar system, and likewise blew through Earth's defensive ring in the Asteroid Belt, leaving nothing but ruined bases and scavenging space pirates in their wake. Mars houses a hidden colony of surviving humans who plot to recapture the Earth while unknowingly in danger of awakening a city of slumbering Lovecraftian horrors. On Earth, EMPs from hydronaut smart bombs have left most human technology inoperable, and hydronaut technology is slowly terraforming the planet to suit the cold-blooded creatures. The hydronauts use the enslaved human population for labor, entertainment in gladiatorial arenas, or (like the Deep Ones that inspired them) breeding hybrids. Cells of organized human resistance remain, however, aided by their comrades on Mars and by the secretive astro-automotons and their agents.
Like the game as a whole, the setting isn't quite what I expected. It's far bleaker than one might expect a pulp game to be especially one with so many humorous and campy trappings. That is not to say that it's an uninteresting setting, however. Far from it. It's just.... different.
Space Bestiary
The bestiary has always been one of my personal benchmarks for judging a new core rulebook's generosity. I'm happy to report that SSZ does very well in this regard. This chapter includes eleven each of alien and terrestrial beasts, along with guidelines for creating your own monsters and other NPCs. Twenty-two creatures is pretty good by today's core rulebook standards, but it's even better when you take into account the relatively small amounts of alien fauna in the Universe 2 solar system. (And besides, the monster-creation rules make it easy enough to build more. Making mutant versions of mundane Earth animals would be particularly simple.)
Cthulhu Mythos influences are much in evidence, including the Mi-Go-like astro-automotons, the Deep One-like hydronauts, the cyclopean city of the monstrously Lovecraftian Star Behemoths, and the insidious and equally Lovecraftian mental parasites known as the Mind Bugs that were the Behemoths' undoing.
Particular favorites of mine are the implacable cybernetic Clone Hunters, whose clone-detection process also happens to pick up anyone who's ever been deconstituted terribly unfortunate, where many of the PCs are concerned.
I should point out that for a "pulpy" game, there's a distinct lack of "goon" adversaries. The typical hydronaut, for example, has a 10-point advantage in both ranged and melee combat over the best possible starting character.
Power Up
This chapter covers equipment, which it divides into general equipment, weapons, armor, vehicles, and spacecraft, and further subdivides into Primitive, Old Earth, SpaceCorp, Hydronaut, and Astro-Automaton, as applicable. Again, the selection is generous, from clubs and spears to the Death Star-like hydronaut Planet Smasher and a whole slew of nifty gadgets with deliciously retro names like Atomic Pistol and Astro Disintegrator in between.
Included are stats for Spaceship Zero itself, along with the Bendall Field. I can't quite get my mind around the latter the Bendall Field is supposed to protect the crew through the re-creation of the universe and the 13 billion years that follow, yet it only provides 20 points of armor. Toren explained that the 20 points applied to direct impacts and that it works far more effectively against overall hull pressures, in the same way that an egg can resist crushing from water pressure. Fair enough, but we're to believe nothing significant collides with the Zero for 13 billion years?
The best part about this section is that it looks at the future through a 1950s lens. There's no miniaturization, for example the bigger the computer, the better the computer, and the equivalent of a Star Trek tricorder is the size of a mine detector. Need to make a quick calculation in the field? Here's your slide rule. And there are flying saucers and ray guns a-plenty, but forget about guided missiles. Hope you're a good shot with that thing, space cowboy.
Not only does this approach feel authentic, but it also gives the players the gee-whiz technology they crave without allowing them to grow dependent upon it. Get shot down behind enemy lines, and you can't just "beam up". Run out of food on your ship, and you don't go to the replicator you starve. Approach a mysterious craft, and your ship's sensors aren't going to tell you anything more than: "Yup, there's a mysterious craft out there, all right."
Technical Manual
The previous chapter introduced SSZ-style technology, but it's this chapter that serves to set the game apart from standard pulpy sci-fi. (Insofar as there is such a thing, at any rate.)
In five "in-character" documents that the players can and should read in the likely even that they're playing members of the Zero's crew, anyway the chapter details the layout of Spaceship Zero, the theories behind the BTL Drive and the Bendall Field, the proper use of the Deconstitutor, and the mission statement of SpaceCorp.
What's so special about that? The nature of the details. Yes, the gadgetry is appropriate for a sci-fi serial, but the game takes the assumptions behind that campy technology and gives it a gritty spin. The Spaceship Zero schematics not only show the location of the toilet, for example, but explain how it functions. (I've taken to describing the game as "pulp sci-fi, but with toilets." It seems to get the point across.) And the exacting detail regarding the proper use of the Deconstitutor in particular, the oft-repeated need to keep the chamber spotlessly clean in order to avoid never-quite-spelled-out consequences is bound to give the characters obsessive-compulsive disorder.
I find this quirky combination of pulp and grit strangely compelling.
Space is Hell
This chapter covers some of the less-obvious complications inherent in the universe(s) of SSZ.
First up is insanity in general and space madness in particular its causes, symptoms, treatments, and (especially) dramatic implications. The book provides no mechanics for developing insanity, which is somewhat annoying. It does make the intriguing suggestion of getting players to volunteer their characters for madness in the interest of drama, though.
There is, however, a solid mechanic covering one hazard of the Deconstitutor: degeneration. During reconstitution, the Deconstitutor basically makes a duplicate of the person's original body from information stored on data tape. (Retro-tech, remember?) Like making a photocopy, the new body is never quite as perfect as the original. And in the Deconstitutor's case, frequency of use is as much of a factor as number of uses. A simple table gives the percentage chance of degeneration based upon both of these factors. This is an important balancing mechanic, since characters can use previously stored tapes of themselves for healing purposes. (In computer terms, it's like treating an injury as a corrupted file and reverting to a previously saved version.)
The chapter goes on to explore the various possible entertaining implications of alternate universes created by the BTL Drive's universal "reboots" dopplegangers of the PCs, over- or undershooting the time of "departure", benevolent hydronauts, etc. It makes me wish that the rulebook could have gone beyond its coverage of Universe 2, but I don't really see a practical way that could have been done. What could and should have been done indeed, what I've learned was done, but was later edited out was providing an explanation for why the PCs shouldn't just keep hitting the BTL Drive until they find a universe they like. (Assuming they aren't deterred by the thought of killing every living thing in the universe again, of course.)
* * * * *
Playtest: Post-game, some of my players said that they'd have used the BTL Drive once they learned the state of things in Universe 2. I pointed out the possible moral consequences of such an action possible, because I'd left them an out (see below) but they said that they had no attachment to the new universe, so what difference did it make?
* * * * *
Finally, a brief sidebar covers the dangers of G-forces, interplanetary radio signal lag time, weightlessness, and radiation.
Intro Adventure
Highlight the white spoiler text below:
The included adventure takes the PCs through the events described in "The World of Spaceship Zero", up to the crew's capture by a hydronaut slave ship. As you might imagine, this calls for a bit of railroading the heroes will get a chance to shoot it out with the hydronauts, but the adventure assumes that the heroes will either surrender or otherwise be taken alive.
* * * * *
Playtest: For my trial run, I took the first part of this adventure and combined it with the downloadable adventure Asteroid X. Why? Two words: Atomic Zombies. Since the latter isn't part of the rulebook, I won't cover it here any more than I already have in previous playtest examples.
Going in, I had some serious concerns regarding the apocalyptic premise of the both the adventure and the setting. How do you get to campy sci-fi adventure after something so horrific as the protagonists being responsible for the destruction of the entire universe? Accordingly, when it came time for our group's Super-Intelligent Cat (in his capacity as the crew's scientist) to explain the catastrophic results of the BTL Drive, I fed him not one, but two explanations: the official one, and one suggesting that the drive actually took the ship forward in time to the natural, cyclical Big Bag at the end of our universe. Even so, I was surprised at the comically blasι approach the players took to the disaster, but afterwards, they confirmed my suspicion that they could not have enjoyed the setting with the sure knowledge of universal genocide hanging over their heads. Other groups may be different, of course, but it's something to bear in mind.
Something else to keep in mind is that if you use this adventure as written, there will be no room at the outset to introduce any PCs not a part of the original Zero crew. Our group's Space Pirate, for example, had to wait to be discovered in Universe 2 before joining the game.
Character Advancement
We didnt play long enough for improving characters to become an issue. However, based on this one-page chapter, the process seems fairly restrictive in its default form. Experience Point awards are based upon the completion of sessions, episodes, seasons, and goals, but not, apparently, upon roleplaying. (Zero Dice awards cover the latter.) The cost to increase an attribute is a flat 10, while the cost of increasing a skill rises incrementally based upon the level of the skill.
Attributes and skills have hard ceilings of 20 and 99%, respectively. The former doesn't bother me, aside from my irritation at the human scale applying to nonhuman PCs. The latter, however, I'd like to see changed to something akin to the Elric!/Stormbringer incarnation of Basic Roleplaying, in which scores in excess of 100% are the norm for key skills. That level of competence would be much more genre-appropriate, to my mind. (Of course, making such scores a practical possibility would also require more points at character creation.)
Appendices
The appendices are divided into four sections.STYLE
The first is a complete episode guide to the short-lived 1970s series. Aside from the fact that such a guide would fit in the book where a guide to the longer-running radio serial would not, it seems an odd choice - the game's setting shares little with the 70's TV version beyond the basic premise. The game seems more Buck Rogers, while the series was more Dr. Who. Of course, given the unstable nature of the setting, the game could easily evolve into something akin to the 70's version.
Next is a little primer on "1950s Space Slang" nice for making your game sound "authentic". (I can't help wondering why the list isn't alphabetized, however.)
Concluding the chapter is a reasonably extensive glossary of game setting terms and a brief but useful bibliography and suggested viewing list.
The movie poster-style cover of this 8-1/2" x 11" softcover is one of the finest I've seen, depicting members of the Lovecraftian alternative rock band "Darkest of the Hillside Thickets" as the crew of Spaceship Zero. (Entirely appropriate, since the co-authors of the book are the band's lead singer and guitarist, and the band created the soundtrack for the upcoming movie.) The expression of awe on the face of the spacesuited astronaut is particularly evocative.
The majority of the internal artwork also by a band member and face of the aforementioned astronaut, co-author Toren Atkinson is fabulous, reminding me of Earl Geier's work in Call of Cthulhu's fifth edition. Some of it seemed a little too cartoonish, but this is a humorous game, after all. An even more minor complaint is the fact that many of the eerie otherworldly images seem well beyond the scope of the Universe 2 solar system, and hence of the core rulebook.
Other than the advanced and optional rules not always standing out from the body text as well as they might, the layout is extremely clean. The organization is also good, and the book includes a large index.
The writing is witty, clear, and to the point. Clever references abound to everything from Time Bandits to Manos, Hand of Fate, with much to delight Lovecraft fans.
Its only failing is that it never fully conveys the tone of the game in any one place. Indeed, in some respects it sends mixed signals, cheering the PCs on to two-fisted glory in the name of SpaceCorp one moment and including downer details like Capt. Stackhouse's beloved wife and newborn child who, of course, are killed along with everything else in Universe 1 as a result of the space captain's mission the next. After reading the whole book, however, I was able to piece together what I presume to be the setting's intended dual-layered tone: campy pulp adventure overlaying dark, nihilistic irony.
That aside, the book is definitely a fun read. The constant good-natured humor and unflagging enthusiasm for the subject kept me engaged even through otherwise dry rules text.
I did notice several typos in the book, but none of them were crippling. The most noticeable one involved an atomic cannon given one name in its description and another when listed as part of a spaceship's armament.
Now, this is going to seem odd for the "STYLE" section, but one comment I need to make here is a spoiler not just for players, but for GMs as well. So, if you enjoy puzzling things out for yourself, do not highlight the following white text:
There is no Spaceship Zero license no radio serial, no cult classic German TV show, and no forthcoming movie. (The soundtrack is real, however.) In essence, then, this is a licensed game with a fictional licensed property.
And it's an inspired idea.
Why? Because the skillful treatment of the material as "real" made the setting gel immediately in my mind. The amount of detail put into this faηade is truly amazing, right down to the effects of cast changes on the 1970s series. Despite the fact that I (obviously) haven't seen (or heard) the show, any sci-fi fan will have seen shows like it hence, my frequent bouts of dιjΰ vu while reading the book. More than once, the text referenced something that a particular character did in a given episode as an example, and I caught myself thinking, "Oh, yeah! That was a great epi- D'OH!"
CONCLUSION
While my group and I ultimately found the game mechanics frustrating even allowing for my rules omission regarding Aggravated Damage my issues were mostly quantitative rather than qualitative (i.e., too few skill points rather than a fundamentally flawed skill system). Rather than feeling like a lemon, the system felt like a no-nonsense muscle car using a bad fuel mix, just raring to go once it gets a shot of the high octane it needs. (And, truth to tell, the system could work well as-is, if you're okay with PC incompetence making the rah-rah "For SpaceCorp and Glory!" stuff even more ironic than it already is.) That aside, the breadth of the rules is marvelous, covering a wide array of contingencies and options without adding undue complexity.SUBSTANCE:
The quality and quantity of the setting material, by contrast, are unambiguously excellent, so long as you're content to explore the confines of the solar system of Universe 2. Beyond that, you're basically on your own, but the book provides a solid foundation.
Overall, I found Spaceship Zero to be both much richer and more original than it appears at first glance. I could see some gamers being turned off by the untweaked rules or finding the quirky setting simply not to their taste, but it's much harder for me to imagine someone completely regretting the purchase. This is a truly unique little game that deserves a look by fans of sci-fi, pulp adventure, and Lovecraftian horror, those with an off-kilter sense of humor, and gamers in general looking for something just a little different.
- Setting
- Quality = 5.0
- Quantity = 5.0
- Rules
- Quality = 3.5
- Quantity = 4.5
STYLE:
- Artwork = 4.5
- Layout/Readability = 4.5
- Organization = 4.5
- Writing = 4.5
- Proofreading = -0.5

