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The name's Davenport. I review games.It's not like that's all I do 24/7, though. I've got as much of a life as the next guy. My schedule was clear for a change, so I decided to kick back and catch some TV.
(What, TV's not "noir" enough for you? I got news for you, pal: neither are zombies, pirates, or wizards. Or computers, for that matter. You wanna read this review or not?)
(That's what I thought.)
So anyway, I start flippin' channels, when all of a sudden there's this big, bald head lookin' out at me – and changin' channels wasn't getting' rid of'im.
"Hullo, dude," he says. "Fancy Red Dwarf, do you?"
I looked around. "You talkin' to me?"
"'Course I am," he says in this Limey accent. "Otherwise, I'd be asking everyone watching TV right now at once. And that'd just be silly. Imagine the clangor when they all answered."
"Oh," I says. "Well... yeah, I like Red Dwarf. Uh... why?"
"The game."
"What game?"
"Red Dwarf, of course. What else would I be plugging? Bloode Island?"
"No, I–"
"I'd fancy being a pirate. But it's a bit hard to have a hook for a hand and a stick for a foot when you've no arms or legs at all, innit? And where would I put the parrot? No shoulders. It's all quite simple, really..."
"Okay," I sighed. "Red Dwarf. RPG. Review. I get the picture."
"S'not a picture, mate. It's a game. And you haven't gotten it yet."
All right, so–"
"There're pictures in it, of course... Scads of them. Several are quite lovely, actually..."
"Fine," I says, wonderin' whether this guy was gettin' paid by the hour or by the word. "So, what now? You gonna 'beam' the book over, or what?"
"This isn't Star Trek, mate" he sniffs. "Doesn't work that way. No, I took the liberty of making a quick trip through a rift in the space-time continuum before our little chat, creating an alternate timeline in which the book was already sitting right there on the shelf behind you. And there you are."
I thought about askin' Baldy what sorta thing you'd do in a Red Dwarf game, but I figured that the book would tell me if it were worth a damn. And I didn't want his mug cloggin' up my set much longer, anyway. It's not like they were gonna wait on me to vote the next goon off the island...
CONTENT
Chapter One: Introduction
This brief chapter manages to get a lot done in very few pages: Amusing introductions to both roleplaying and Red Dwarf (as if someone buying this book would be unfamiliar with either…), a one-page rules summary, two species stat summary tables, and a glossary of terms.
Playtest: The placement for this information is a little odd, but it did make for easy reference during play – nice for those without the GM screen.
Chapter Two: How to Play
A more accurate title for this chapter would be "How to Roleplay," dealing as it does with gaming in the most general terms for the benefit of newcomers to the hobby and touching upon only the most basic concepts of the XPG system itself. Being more than a few years beyond newcomer to the hobby myself, I won't pretend to know for certain just how useful this chapter would be to such a person… but with the possibility of the license drawing in non-gamer fans of the show, I think the inclusion of a roleplaying primer beyond the standard "What Is Roleplaying?" blurb was a good move.
Chapter Three: Character Creation
Character creation follows the standard XPG format. The most noteworthy change from Mean Streets and Bloode Island XPG is the addition of non-human species, of which there are many more than I'd expected. The choices are:
- Evolved Pet: Like Cat from the series, pets evolved into sentient humanoids (more human than "furry" in appearance).
- Cat: Either devout (religiously uncool) or secular (the epitome of self-absorbed vanity).
- Dog: A species of trailer park stereotypes.
- Iguana: Sloppy, slow-thinking Rastafarians.
- Mouse: Gregarious, industrious, and hygiene-obsessed.
- Rabbit: Oversexed, domineering, Human-hating fascists.
- Rat: Slick, sleazy, and hygiene-obsessed.
- GELF (Genetically Engineered Life Form): As close as the setting comes to actual aliens, these are Humanity's creations that have been left to their own devices.
- Kinitawowi: Shaggy, strong Wookiee types without the latter's endearing qualities.
- Pleasure GELF: Sentient mounds of guacamole-like ick that look and sound like the viewer's perfect mate.
- Human: In the default setting, about as common as an ensouled vampire in Buffy the Vampire Slayer.
- Hologram: (Generally) insubstantial A.I. projections of deceased Humans.
- Mechanoid: Servitor robots with a bit of organic brain matter.
- 4000 Series: Kyrten's model. Designed to be mockeries of their creator's ex-boyfriend, each one is a "pompous, ridiculous-looking, mother-hen-clucking, irascible buffoon" with a "novelty condom" head design.
- Hudzen 10 Series: The replacement for the 4000 Series, they are both all-around domestic servant and bodyguard. Unfortunately, they also have a tendency to go insane due to cost-cutting on their sanity chips.
- Simulant: Humanlike robots designed for a war that never took place. Completely hostile to humans, these would only work as PCs if reprogrammed.
- Wax Droids: Robotic wax museum displays gone self-aware, allowing players to play all manner of historical or fictional characters.
The "evolved pet" options other than Cat and Dog are extrapolations by the game's authors, but they play with the concept as creatively as did the show's writers.
Playtest: My group consisted of a Cat, a Hologram, a Human, a Pleasure GELF, and a Simulant.If I had it to do over again, I don't think I'd allow a Pleasure GELF player character. This is no reflection on the GELF's player, mind you, and it's a fun idea in concept. But if used properly, it becomes a bit of a distraction – every member of the group will see the GELF as his or her ideal mate, simultaneously. And multiple listeners may hear the GELF's words differently, interpreted in the most attractive light. Even if the GM can pull that off somehow, it's a recipe for chaos. Chaos can be fun, but not if you want a story focussed on something other than the Pleasure GELF.
(A Pleasure GELF would make an outstanding short-term NPC, however…)
Like Deep7's fantasy game Arrowflight, Red Dwarf differentiates between species using stat maximums and special abilities (mostly in the form of free points to appropriate skills). The former bugs me as it did in Arrowflight – I don't like the fact average scores are unaffected by species.
Playtest: None of the players complained about the stat maximum issue, so that may just be a personal quirk of mine.
Unlike Arrowflight, Red Dwarf puts a lot of emphasis on species drawbacks as well. This is where species pick up much of their individual flavor, in fact: Cats don't give a crap about others, Simulants find it difficult to stay out of a fight, Wax Droids can melt, and (best of all) 4000 Series Mechanoids can have their heads literally explode from frustration.
Playtest: As was the case with the other XPG games I've playtested, character creation was extremely quick and easy, taking maybe 30 minutes. GMs safely can plan on handling character creation and starting a first session with time to spare on the same night.
Another concept new to XPG is that of the secondary character. Players may take on the supporting roles of various automated ship systems, such as Skutters and Talkie Toasters, in addition to their primary characters. This lets the players indulge in a bit of extra silliness while taking some work off the GM's hands – a definite win-win situation.
Chapter Four: Skill Profile
Chapter Five: PersonalityWhat stood out to me the most about the skill list as compared to other XPG games is the dramatic generalization of the combat skills, of which there are only three: Gunnery, Firearms, and Self-Defense (covering all hand-to-hand combat, armed or unarmed). The standard option for specialization remains, but this arrangement helps prevent characters from being too highly combat-focussed for the setting. Consequently, it also frees up points for less useful but more thematic and potentially amusing skill choices like Dance, Philosophy, and Culinary Arts.
Red Dwarf is very much a personality-driven show. While personality is ultimately the responsibility of the players, I appreciate the fact that the game provides them with a bit of help in the form of XPG's standard Asset/Liability/Behavioral Tag system. Among the more Dwarf-ish selections are Dumb Luck, Gimboid, Smeghead, and Chirpy Optimism.
Playtest: The hologram's player selected Chirpy Optimism as a Behavioral Tag, which proved definitively that holograms needn't be Smegheads like Rimmer in order to grate on one's nerves.
The chapter also includes tables arranging skills alphabetically and by stat, a personality trait list, and an example of a completed character sheet.
Chapter Six: Rules of Play
Red Dwarf uses Deep7's XPG system, which I've previously described in my Mean Streets and Bloode Island XPG reviews.Chapter Seven: Blue Alert
Playtest: As was the case in the latter game, I had a bit of trouble with the unforgiving nature of the system. The relatively low levels of PC competence seemed more thematic here than they did in Bloode Island, since the PCs aren't expected to be swashbuckling heroes. However, I did feel as though I was having to walk eggshells to keep from accidentally killing the characters off, and in some cases the incompetence just became an annoyance.In the "GELF Golf" adventure (see below), for example, the hologram in the group had to spend round after round on the golf course trying to get a critical success, which was the only way she could possibly hit the ball in the right direction. As a montage of failed shots on the show, this would have been amusing, but in play, it became tiresome.
And once again, the binding re-rolls provided by Destiny Points didn't seem to compensate – especially when the PC in question was starting out with a small chance of success in the first place. The players' attitude in such circumstances seemed to be that they might as well accept failure and hang on to their DPs to use on a re-roll of a skill at which they had a good chance of succeeding. (Thereby setting up the opposite dynamic of that created by Drama Points in Buffy, which the players tend to spend to make up for low scores.) Now, I found out through conversation with Todd Downing that (1) I was being too stingy about giving out DPs and that (2) players can spend more than one DP per roll – facts that, in my defense, I don't think the book makes very clear. Still, I didn't notice any increased use of DPs once I corrected myself in the following session.
Don't be surprised if many of your players take the Dumb Luck Asset, which lets them add 1d6 to the Target Number once or twice per session. Actually, I think that would be a better way for the Destiny Points to work, perhaps at the cost of a humorously embarrassing circumstance if the DP actually saves the PC's bacon.
Also, this is the first time I've pitted PCs against clearly superhuman creatures using XPG – in this case, dinosaurs. In the process, I noticed an oddity regarding the SHRUG and SAVE scores, which are used to reduce damage and to remain conscious when taking damage, respectively. SHRUG is based on the average of Strength and Willpower, while SAVE is based upon adding the two and using the result as a Target Number. Because the dinos had a high Strength but a low Willpower, they ended up with a very high SAVE but a SHRUG that was only one point higher than Dave Lister's. In other words, they could be shot to pieces just about as easily as a human, but were less likely to pass out from the pain – not much consolation when the poor critter is getting blown to bits and racking up wound penalties. My conclusion here is that SAVE ought to be based on straight Strength. Willpower may help you keep going in the face of pain, but it shouldn't have anything to do with whether you get hurt in the first place. In lieu of that, consider giving your big, tough monstrosities some points of armor to take up the slack.
That aside, the system faded nicely into the background, allowing me to concentrate on the humor – a very big mark in its favor. The basic mechanic itself isn't particularly funny aside from some amusing wound level names (e.g., "Smoldering Hole"), but I think an overabundance of wacky rules would be too heavy-handed for simulating
Red Dwarf's brand of humor.
One change specific to this game is the new fear mechanic, which requires a Resist roll to keep from fleeing and, if the Resist roll fails, a Cool roll to keep the flight from turning into outright panic (and a reaction to be determined by a roll on the Fear Table). Furthermore, a Critical Failure on either roll results in a trip to a Space Madness Table as large and amusing as Captain Hollister. (My favorite result: Melancholy: Character feels morose and must listen to old Smiths and Echo & the Bunnyment CDs. Duration: Until player writes a sad love song to AI satisfaction.)
Playtest: I didn't really see the need to break this mechanic into so many rolls. At the very least, I think the Fear Table results could be based upon the degree of success or failure on the Cool roll.
Another noteworthy addition to XPG in this book is the vehicle combat rules. Unlike the ship-to-ship combat rules in Bloode Island XPG, vehicle combat in Red Dwarf isn't abstracted: weapon systems use standard weapon stats, ships can take evasive action in the same manner that individuals can dodge, the ship's HULL rating functions as SHRUG, etc. I find this to be much more to my taste.
Playtest: I did discover one quirk regarding the rule for shields, however. Shields are ablative, with a shield rating that drops by one point every time the ship is hit until the shield collapses. Taken at face value, this means that weapon damage isn't an issue until the shield goes down, so an attacker might as well lob a barrage of spitwads to blow the enemy's shield before hitting him with the big stuff. However, Todd clarified that while playing it that way is an option, the idea is that shields drop a level after taking a damaging hit. That makes quite a bit more sense to me, even if it makes the resistance (as opposed to durability) of a shield a function of the hull it's protecting.Ship-to-ship combat didn't come up in my playtest game, so I ran one on my own. I decided to pit a GELF ship against Starbug, adding a 3-point Shield to the former and a laser cannon on a turret to the latter. I used a stat+skill score of 9 wherever applicable.
The combat proved to be highly enlightening. Initially, Starbug had the advantage. Because it had a gun turret, the pilot could take evasive action while the turret gunner returned fire. The GELF pilot couldn't get in a hit with his two fixed-wing laser cannons and couldn't take evasive action himself if he wanted to fire. (Evasive action must be declared on the pilot's turn and precludes the pilot from taking any other actions that round.)
However, that was with the Starbug's pilot winning initiative. As soon as the GELF pilot won initiative, he was able to fire before the Starbug could begin taking evasive action. The hits from the twin laser cannons quickly racked up damage penalties on the Starbug, making its subsequent evasive maneuvers less effective. (Not that it would have mattered, since the GELF ship won initiative for the rest of the combat.) Within six rounds, the Starbug was reduced to a "Drifting Hulk" on the Vehicle Damage scale.
So, first off, I'd have to say that vehicle combat is fast-paced and fun. And second, it's my observation that while the ability to evade and return fire is very useful, shields trump this ability by working (1) automatically and (2) regardless of whether or not the shielded craft wins initiative. If the GELF ship had been the standard shieldless one from the rulebook, it would have been Moderately Damaged (and hence would have had a -2 penalty to all relevant target numbers) before getting its first hit on Starbug. Superior firepower is awfully handy at wrapping up a fight quickly as well, of course.
Note that this gives small one-man fighter craft a very hard time of it – they could evade like nobody's business, but only while not firing. As a result, it would be difficult to use this system to simulate a WWII fighter attack on a bomber squadron (which is a surprisingly plausible occurrence in this setting). To remedy the problem, I would suggest adding maneuverability to initiative target numbers, allowing evasive maneuvers to be reactive, or allowing pilots to fire at a penalty while evading.
Just a fun example of play, featuring the AI (GM) guiding the group through a search for Spanish tutorial programs and an encounter with some freakish monster.
Playtest: Ordinarily, I get nothing out of this sort of thing. However, in this case, the example of play gave me a more concrete idea of how to handle the GM's rather unusual position in the game (see below).
Chapter Eight: Hardware
The equipment chapter includes detailed descriptions of a wide array of gizmos featured in the series and some generic devices as well, divided into eight sections:
- Diversions
- Hologram Gear
- Medical and Scientific Equipment
- Space Vessel Necessities
- Time/Matter Displacement Units
- Utensils
- Weapons and Defenses
- Bits and Bobs (battery packs, caseless ammunition, and cybernetics)
Note that "Weapons and Defenses" isn't front-and-center on that list. That's fitting, considering that combat isn't really a big part of the setting. (It is a part of the setting, but we aren't talking about Star Wars here.) This de-emphasis of weaponry doesn't mean the chapter skimps on it, however. Far from it. In fact, while the game probably could have gotten away with statting out bazookoids and a few humorous samples like the garbage cannon, it goes the extra mile by including everything from bows and blades to slugthrowers to laser guns.
Playtest: The only drawback I found in this generous list isn't necessarily a drawback at all, and it's the fact that there's no built-in check on PC resources. Essentially, the PCs have whatever equipment the GM will allow.This came up in particular regarding the hologram PC in our group. From a rules standpoint, there was nothing keeping her from starting out with a Hard Light Drive, which renders holograms at once tangible and indestructible.
Also note that bazookoids, the conveniently weapon-like mining devices to which any
Red Dwarf crew will certainly have access, are rather powerful. Two shots had an allosaurus in my game well on its way to dead.
I like the completely logical limitation built into cybernetics: because biological regenerative techniques had long since rendered cybernetics obsolete by the time of humanity's passing, any cybernetics that the crew finds will be a bunch of old, malfunctioning junk without operating manuals. (And any they try to build for themselves will be particularly vulnerable to EM fields, barring the addition of bulky EM shielding.)
Chapter Nine: Ships
A selection of ten spacecraft featured in the series, including the Red Dwarf itself and the Starbug. (Eleven, if you count both models of Blue Midget.) All listings include ratings in size, crew, speed, maneuverability, shields, hull, and weapons. The Red Dwarf takes up most of the space, fittingly enough, with a three-page write-up including various points of interest, and the Starbug information includes an interior schematic of all three decks.
Chapter Ten: Creatures and Other Beings
Like the list of PC species, this chapter was a bit of an eye-opener regarding the potential of the setting. No, there are no true aliens in the Red Dwarf universe, but that quickly becomes academic given an abysmally stupid human race playing with limitless technology throughout the universe and a few million years' worth of evolution. The bestiary includes:
- Despair Squid
- Emohawk
- Giant Insect
- Giant Space Weevil
- The Inquisitor
- Legion
- Mister Flibble
- Mutton Vindaloo Beast
- Polymorph
- Psiren
- Simulant
- Space Weevil
- Vidal Beast
I think some of the singular creatures, such as The Inquisitor and Mr. Flibble, would have been better placed in the "Personalities" chapter below. I'm also unclear as to why Simulants appear both here and the character creation chapter, but the other PC-available species do not.
It's worth noting that unlike the creatures in Bloode Island XPG's bestiary, those in this book receive full stats rather than abbreviated "Combat Values." And as mentioned previously, the standard application of those stats results in surprisingly human-range SHRUG scores for even particularly large, tough creatures. The book addresses this issue in a rather arbitrary fashion by giving the huge Despair Squid extra Wound levels and by simply assigning the apocalyptic Vidal Beast an unaccountably high SHRUG. Some consistent guidelines would be a welcome addition.
Chapter Eleven: Worlds
Chapter Twelve: MedibayThe chapter includes roughly one-page overviews of many locations visited by the Red Dwarf's crew, including:
- Backwards Earth
- Fuchal (the Cat "Paradise")
- GELF Space
- Justice World
- Legion Station
- Psiren Belt
- Psy-Moons
- Rimmerworld
- Waxworld
Like the creatures in the bestiary, whether these locations will prove useful depends upon whether you're okay with rehashing ground already covered on the show.
But in a move that illustrates the great leeway the writers were given with the license, the chapter also features a comprehensive description of the Solar System circa the 23rd century, the time of Red Dwarf's departure on its fateful voyage, including:
- Earth
- Orbital Space
- Luna
- Mars
- The Asteroid Belt
- The Jovian System
- The Saturnian System
- Miranda (moon of Uranus)
- Triton (moon of Neptune)
- Pluto
The general descriptions of these locations are both intriguing and surprisingly serious enough to stack up against those in Jovian Chronicles or Blue Planet. The only humorous aspect, really, is the fact Earth has changed very little due to corporate ownership of pretty much everything and fear of lawsuits stifling creative impulses. Otherwise, it's a very hard sci-fi setting. I'll confess that the lack of humor here initially threw me, but it does fit with the game's general philosophy that humor depends a great deal upon the GM and players. Furthermore, this is before humanity reaches its era of wacky anything-goes superscience.
The chapter also features a sidebar explaining the nature of Space Corps, the Jupiter Mining Corporation, and the relationship between the two – something I never really understood and was glad to have cleared up.
Chapter Thirteen: AI SectionLaughter at the crew's various misfortunes is a staple of Red Dwarf. It's only fitting, then, that a chapter be devoted to assorted maladies – electronic and mental as well as physical. Among them are the remarkably useful sexual magnetism virus, the remarkably revolting space mumps, the Mr. Flibble-spawing holovirus, and the computer-savaging Armageddon virus. All of these provide a whole lot more entertainment value than simply saying, "Your PC's got the sniffles."
The chapter concludes with that hilarious Madness Table mentioned previously.
Ordinarily, game-specific terms for "game master" strike me as annoying and pretentious. (And, in fact, the Deep7 games I've read so far have avoided that pretension.) But in this case, the use of the term "AI" for the GM makes perfect sense. Why? Because the GM is Holly, the ship's AI, or his/her alternate-universe equivalent. In addition to the standard GMing advice, then, this chapter offers suggestions on how to handle this unusual situation.
Playtest: Unfortunately, it spends far too little time on the AI-as-character issue.Relating to the PCs as a senile supercomputer was not only great fun, but it also provided unique opportunities to move the plot along or confound the PCs at my discretion. When the Cat couldn't figure out what had happened to her allies who had seemingly plunged to their doom? "They're over there, luv." But when the crew was trying to determine what was wrong with the ship's water tanks? "There's no water in them. Quite simple, really."
General description became a little awkward, however, since it amounted to an NPC acting as the eyes and ears of the PCs. ("Right. Well, the allosaurus didn't much care for being shot, it seems...") It became a bizarre game of "Telephone" when other NPCs were speaking to the characters, and I really couldn't figure out the best way to go about it. ("What does she say, Holly?" "Well, she growls all angry-like and says something about eating your brains.") I finally gave up and went with straight narrative for those situations. And calling for die rolls as AI just flat-out broke the Fourth Wall altogether. ("Oh, dear. Looks like Mr. Allosaurus has decided to try biting you again. You'd best roll Agility + Athletics.") Oh – and what happens when the PCs are out of communication with the AI? Does the game just stop? The whole thing placed a kind of surreal, self-referential overlay on top of the game, with the characters essentially speaking directly to the GM. On the whole, it was great fun, but it adds an extra element of humor outside of the context of the setting. Those trying to simulate the feel of the "real"
Red Dwarf may find it too distracting.
The chapter also includes sidebars on the armor values of various substances and on suggested difficulty modifiers. This wasn't the most obvious place to put such information.
Chapter Fourteen: Personalities
- Dave Lister
- Arnold J. Rimmer, BSC, SSC
- Cat
- Kryten
- Kristine Z. Kochanski
- Able
- 'Ace' Rimmer
- Captain Hollister
- Dog
- Duane Dibbley
- Epideme
- Governor 'Nicey' Ackerman
- Kill Crazy
Again, the distinction between "Creature" and "Personality" seems annoyingly arbitrary. Why is the Epideme Virus in this chapter, when the Inquisitor is filed in Chapter 10?
Nevertheless, I appreciate the fact that the selection covers every major player in the series other than Holly (for obvious reasons). Their abilities are a little puzzling in places – Rimmer, for example, has above-average physical stats across the board and a couple of points of Self Defense. (Which, granted, is considered "incompetent" in the game's scale, but Lister has no points of Self Defense at all.) And Kryten, who's described at the beginning of this very chapter as having "superhuman strength", ends up with merely human strength – a victim, perhaps, of the need to keep him from being unrealistically incompetent in other areas. But the stats are both dead-on and amusing in other cases: Cat, for example, is an ace pilot, and Kill Crazy gets points in Craft: Macramé, specializing in human entrails.
Aside from notable individuals, the chapter also includes a handy selection of generic NPCs:
- Kinitawowi Trader
- Kinitawowi Warrior
- CARL the Vending Machine
- Space Corps Crewman
- Space Corps Grunt
- Space Corps Officer
- Space Corps Pilot
- Evil Commander
- Evil Minion
Chapter Fifteen: The Red Dwarf Shuffle (or GELF Golf) Scenario
Swipe spoiler text below:
The adventure presumes that the PCs are whatever passes for a crew of the Red Dwarf or an equivalent ship. A water shortage sends the crew to an ice-covered planetoid, where they're diverted into a Kinitawowi golf tournament. The first place team wins a new Star Drive, the second place team gets various office supplies, and the third place team gets skinned alive. And because it's a "no holds barred" contest, the crew must battle – literally – the Kinitawowi home team and a Simulant and his Hudzen 10 and cross-dressing Hermann Goering Waxdroid allies, all the while fending off the planet's hostile flora and fauna – including dinosaurs. Oh, and while trying to make par.
Playtest: The true genius of this adventure is in the surprising number of options it gives the GM. There's no time limit, nor is there any requirement that opposing teams be eliminated. That being the case, there can be as much or as little violence as you like. For example, in my game, I really didn't want to start the tournament with a blazing shootout. So, the enemy teams simply traded a few quick shots as they sped off down the fairway, giving the PCs some breathing room to get in a few holes unmolested (by the enemy teams, at any rate). And in the process, it allowed the players to get used to the rules before having to deal with a gunfight.One small flaw, if it even can be called that, has to do with that PC competence issue I mentioned, and the fact that each member of the crew must complete at least one hole. Again, if you have some PCs who aren't particularly athletic – as did I – some of these holes will take a while.
I also found myself wishing for a sidebar compiling relevant NPC stats – the only stats in this chapter are for monsters and traps. For the Simulant stats, I had to turn to Chapter 10, and for the Kinitawowi stats, I had to flip ahead to Chapter 14. There are no stats whatsoever for the wax droid or the Hudzen 10.
[End spoilers.]
Chapter Sixteen: Scenario Generator
When I mention the Red Dwarf game, one of the first responses I often get is some variation of: "What would you do in that setting?" This chapter attempts to address that question in the form of a "Mad Libs"-style scenario generator – the GM rolls first to determine the general storyline, then rolls on the indicated tables to "fill in the blanks".
Playtest: I gave this a try in the RPGnet chat room, giving my fellow chatters a chance to generate and rate a series of adventure seeds. Here's what we got, with the "blanks" in all caps:
"Classic Mission. Players meet a DAMAGED MECHANOID in a bar while on a GAS GIANT. The DAMAGED MECHANOID hires the team to cleanse a COLONY SPACE STATION, which is infested with hordes of GIANT INSECTS, and recover an INFLATABLE SWIMMING POOL.""The players have been hired by GELF TRADERS to test an experimental CRASH SITE that malfunctions, and the players wind up on a nearby SMALL BLUE PLANETOID. Here one of the players ingests a toxic 3 MILLION YEAR OLD BRANDY, and can only be saved by a GIANT JAPANESE RUBBER MONSTER, in exchange for a GARBAGE POD. Time is running out, and while the symptoms (make catalyst-specific, i.e. backwards scuttling from lobster, repetitive bouncing from a ping pong ball, etc.) are constantly getting worse. Either the player will be consumed by the symptoms, or be healed and simultaneously rescued from the planet by the original employer."
"During a voyage in an ENEMY VESSEL, the players encounter an unmanned GARRISON SPACE STATION. Upon investigating the structure, they discover a GENETIC EXPERIMENT GONE BAD who blasts one or more of the players with a temporal ray and vanishes. The affected characters begin aging at an accelerated pace. On the walls of the GARRISON SPACE STATION the players will find reference to a home made recipe for the 'Ultimate Anti-Aging Cream', made of POTATO PEOPLE, KRISPIES, and CORROSIVE SALIVA. The players must find these three items and make the salve before the session ends and the crewmembers turn to dust."
The general impression seemed to be that these adventure seeds sounded amusing, but only if used by a GM skilled at comedy.
Appendix A: Designer's Notes
Here's something that I wish more RPG rulebooks included: an explanation from the authors as to why they designed the game – the XPG system in general, not really Red Dwarf in particular – as they did. Not only is it a great way to quickly determine if a given game is for you, but it also makes reviewing a bit easier. After all, it's easier to determine how successful something is once you know what it was designed to accomplish.
Appendix B: Miscellaneous Notes
A couple of small but amusing lists – one of Space Corps Directives, the other of Red Dwarf slang.
STYLE
The cover of this 8-1/2" x 11" hardback features a full-cover collage of the main characters on the front and a striking image of the Red Dwarf cruising through space on the back. (You can have a look at it here.) The interior is mostly grayscale and (appropriately enough) red, featuring a multitude of black and white stills from the series, with full color used for some entertaining Dwarf-verse "ads", a couple of series stills, and the character species illustrations. The latter didn’t quite jibe with the look of the rest of the book for me, but the cartoonish style is amusing and not too distracting. The layout isn't as jaw-droppingly gorgeous as that of, say, Buffy, but it's very attractive, professional, and easy on the eyes.
The writing for the most part manages to pull off the trick of being funny and informative at the same time. Most impressive to me were the commentaries by the show's characters, which are so spot-on they had me laughing out loud. As illustrated by the game's online errata, there are a few errors; the only ones I caught, however, were the use of "player" interchangeably with "character" in the adventure seed generator and the use of "Heavy Weapons" rather than "Gunnery" in the vehicle combat section.
Aside from those few instances of counter-intuitive NPC write-up and table placements I mentioned, the book is extremely well organized. It includes a useful index and both character and vehicle record sheets, and those rules summaries early in the book are a big help as well.
CONCLUSION
As a Red Dwarf sourcebook, this book is a complete success. I won't pretend to have an encyclopedic knowledge of the show, but I've seen enough of it to appreciate the breadth and depth of the book's coverage.SUBSTANCE:As a game, I didn't find it quite so successful – I think that erring on the side of consistency with the other games in the XPG line was a mistake, albeit not a huge one. On the contrary, I had a great time running the game – due in no small part to the inspired (if occasionally awkward) idea of the GM as the ship's AI – and my players seemed to enjoy themselves as well. If the system didn't particularly enhance the feel of the setting, it generally didn't hinder it, either. (Granted, that might have changed had combat been a bigger factor in my playtest.) The only rules tweak I'd strongly recommend would be making Destiny Points function as does Dumb Luck. (Oh, and given Dave Lister's culinary tastes, I think Destiny Points should be called "Curry Favors".)
Furthermore, I now see a great deal more potential in the setting than I did going in, and could, in fact, see myself running an extended Red Dwarf campaign. And while I doubt that non-fans of the show will pick up the game, there's enough here to get such individuals up to speed if they're so inclined.
In short, I can happily recommend this game both to fans of the show and to anyone looking for a detailed and comedic sci-fi setting. In the crowded field of licensed RPGs, Red Dwarf stands all alone.
(More or less.)
- Setting
- Quality = 5.0
- Quantity = 5.0
- Rules
- Quality = 4.0
- Quantity = 4.5
STYLE:
- Artwork = 4.5
- Layout/Readability = 5.0
- Organization = 4.0
- Writing = 4.5
- Proofreading = <0.5>

