Stargate SG-1
I am a semi-fan of the Stargate SG-1 television show. That is,
I've watched the show a lot, and try to catch the new episodes of
the show, but have probably missed around half the episodes. (The
Sci-Fi channel doesn't help, which it's lousy handling of it). So
in this review, I'm probably going to call characters by general
phrases or old characters the actor has played , rather than
their actual names, as I can be somewhat iffy on them (this could
be confusing to those not familiar with those old shows)
It's a big book. 488 pages. The margins are normal sized, as is
the typeface, so this book has alot of content. So I'm also going
to break up this review into two main sections, the first part,
being sort of a capsule review, and the second part, a playtest
review.
The first 130 pages are background info. Starting off with a
synopsis of the first 6 seasons of the show. It's not a complete
synposis of each season, instead you just get capsules of the
most important and story arc shows.
I don't really understand how the Sci-Fi channel is running the
show now, so I'm not sure if the 7th season is over or not, but
at any rate, the book is a season out of date - it still has Parker Lewis on the
team, and Daniel Jackson still "Ascended".
Next comes some info on Stargate command, including a general
overview of the base (ie, no maps). The most interesting is a
list of the 20 SG teams. Though after some comparing to fan
sites, I'm not sure if the list is correct or up to date.
Chapter 3 provides info on some selected worlds. 5 are called
"primary worlds", and get a couple pages each of
description (but again, nothing like a map or anything). Abydos
(where the movie took place, and which is now destroyed),
Cimmeria, which was featured on a couple of early episodes and
where they met Thor; Chulak (where the Jaffa come from); Tollan
(whose episodes I haven't seen), but apparently they are human,
but somewhat snooty and are very high tech; and Kelowna (where
Parker Lewis is from). 5 more get about a page each (little
less).
Apparently they visit around 20 planets a year on the show, and
around 120 total (through 6 seasons), so the selection is a bit,
er sparse, all things considered. Especially since two of them
are now destroyed. There is a list of planets they've visted, on
two pages, but little details are provided.
Much more detailed is the info on alien races. The Asgard come
first. They are essentially "Greys" from UFO Lore. (I
suspect this is because they used the props
from "Roswell"
the made for Showtime movie, SG-1 was originally made for
Showtime, too. Just a guess, Roswell is pretty much a standard
bit of folklore these days, so maybe that was the reason.)
The rest of the book is more or less the rules of the game
itself. As it uses the d20 system, much of it will be familiar to
those who know d20, but there are a decent number of changes.
There's also quite a bit of stuff repeated, like descriptions of
skills, attributes, feats (though most of the feats are
completely new), etc. You still need an official WOTC d20 product
for the xp chart and how to roll up stats, but that's all you
need it for (which makes me wish this book could have been
released without the d20 logo. BTW, If you actually need a d20
product for this, I'd suggest getting Star Wars d20 - beyond the
basics you need, you can also rip off the aliens and some of the
gear).
As mentioned, there are a lot of differences. Different classes,
no "hit" points (it uses the wound point/vitality point
system from Star Wars d20). Combat is also quite a bit different.
There are 6 core classes, 5 of which are suitable for everyone,
one is for Jaffa only.
Due to layout problems, most of the description of the class is
on one page, but the chart for the class is on the page below. So
you have to do a lot of flipping back and forth.
The classes are Soldier, Scout, Pointman, Scientist, Explorer,
and "Guardian" for the Jaffa. I don't think the classes
are not really balanced compared to each other, nor to regular
d20. For instance, as one might expect, the Soldier is very good
in combat. They get the best attack bonus, a d12 for vitality
points, lots of bonus combat feats and combat related abilities.
But they also get 4 skill points per level., making it (and the
similar "Guardian") class by far the best class in the
game. There's really no down side to being one.
The Scout, Pointman, and Explorer all get average attack bonuses,
a d10 for vitality points, and 6 skill points per level. There is
a big drop off from Solider to these classes, yet they only get 2
extra skill points in return.
The Scientist gets poor attack bonus, a d8 for vitality points,
and 8 skill points per level. I think they probably should get
more skill points (I'd say 10)
Generally speaking, there is a decent amount of customization in
half the classes. The Soldier and Explorer gets a lot of bonus
feats. The Pointman can take abilities from other classes. The
Guardian, Scientist and Scout are fairly rigid.
There are a handful of prestige classes. Sure to be the favorite
among players is the Sniper
While there are different races, most players will probably be
human. In that case, there are specialties that are picked
instead of race, that will modify the attributes and determine
what bonus skills and what special abilities the character gets.
It works just like race. There are 4 choices for each branch of
the US military (well, except the Coast Guard), one for officer,
one enlisted, one combat/special forces type, and one technician.
There are also a number of other choices, ranging from civilian
specialists to NID (a super-secret fictional government "bad
guy" agency) agent to being Russian
You can also play other races. Besides human, there is Asgard,
which as mentioned are the Grey aliens (though I really don't
think they are suitable for PCs, IMHO), Jaffa, To'kra (nice
Go'uld), and Reol. The last one I hadn't heard of, presumably
showing up in an episode I haven't seen, and there is no picture
provided, so I have no clue what they actually look like. But
they also seem a mite powerful - they are super-infiltrators, and
can even alter people's memories through secretions (there's a
political joke in there, somewhere)
As mentioned, combat is fairly different. Simplified in some
areas, more complicated in others, like initiative.
Gone are "Attacks of Opportunity" (not surprising, as
many d20 variations seem to do away with it, at least ones
featuring ranged weapons as the most common sort of weapon)
Also gone are "Full Attacks", in which high level
characters could make multiple attacks per round. Instead, one
attack takes a half-action. So a character can make two attacks
per round if they want, or one attack and one other half action.
(Somewhat similar to regular d20 in which you can attack once and
move)
Initiative changes the most. While its basically the same at its
core, you roll a d20, add modifiers to get your initiative score,
and then in each round, each combatant moves according to the
highest roll, the initiative score is now "fluid". That
is, it can change, depending on the action the character takes.
This takes some getting used to, and it takes some effort to keep
track of, from round to round.
Armor is also handled somewhat different. Each class gets a
"defense bonus" to armor class, based on level. But if
they use armor, this bonus is forfeited. Armor instead provides
damage reduction, and in some cases, a bonus to defense (but
usually a small one).
For instance, the Kevlar Vest has a Damage Reduction of 4, but a
Defensive Bonus of just +1. (Most armors don't have a defensive
bonus to ac, and some heavier armors have negative ones).
Another interesting addition is "Action Dice". These
are basically additional dice that the player (or gm) can use to
improve any skill or combat roll. They are generally small dice
(d4s), and most characters get 3 per session to spend (you can
buy more using feats and such).
Besides helping improve rolls, action dice change combat
dramatically, because they are integral into how critical hits
are handled. While a critical "threat" works the same,
critical hits happen only when a player (or GM) uses an action
die. This does add to the flavor of combat, but also adds more
record keeping.
All in all, if standard D&D 3.5 combat feels like a
miniatures game, Stargate SG-1 combat feels like a tactical
combat game like X-com or Jagged Alliance (I would give a more
recent example, but they're pretty much rare these days).
The last part of the book is for GMs. Tips, charts, including all
sorts of tables, including fairly decent world generation and a
random mission generator.
Also two appendices, one on crossovers with other d20 settings
(all D&D), including non-AEG ones like Dragonstar, Nyambe,
and Mindshadows, as well as AEG's own Spycraft and 7th Sea (aka
Swashbuckling Adventures), and one with stats for the shows main
characters.
While it's a pretty good book, it has a number of flaws.
Call of Cthulhu, a game in which firearms are generally not the
answer to defeat a foe, has more weapons described than this, a
game in which most PCs are members of the armed forces, and often
resolve situations by shooting their opponents.
While the guns most often featured on the show are in the game,
the M16, the MP5,
the P90, there
are some glaring omissions. Most notably the SAW, which I'm
pretty sure I've seen on the show. While it has the infamous Barrett sniper
rifle, it lacks the more likely to be used M-21 or the HK MSG-90A1 ,
which I'm pretty sure I just saw being used as a sniper rifle on
an episode (the one with Teal'c getting shot with a staff weapon)
Damages are also a bit weird. For instance, the .357 Magnum
version of the Desert Eagle does exactly the same amount of
damage as the .44 Magnum version, though the .44 Magnum also gets
the "Takedown ability" which is handy. Shotguns seem a
bit underpowered.
Furthermore, I'm not sure the stats reflect the show.
For instance, on one episode, trying to convince some rogue Jaffa
to use guns, MacGuyver brags about how the P90 is so much more
accurate than a staff weapon. Yet in the game, the Staff Weapon
is -2 to hit, while the P90 is -1. The P90 is a submachinegun,
and submachineguns do tend to be inaccurate, but because of it's
bullpup design, has a longer barrel than most SMGs. It also has a
high powered round, which should make it more accurate (flatter
trajectory).
Furthermore, the Ingram
Mac 10/11 gets a -2, while a Czeska Skorpion
gets only a -1. Both are very tiny, so I'm not sure why one gets
a bigger penalty (especially as the Skorpion is really more of a
machine pistol
Also speaking of SMGs, according to the rules, they cannot be
used 1 handed, which I found odd. I can see a large penalty,
especially for automatic fire, but not being able to use them 1
handed at all? Also odd because the Skorpion was meant to be
fired one handed, not ideally, but at least have it be possible)
The Staff Weapon also does far more damage than than anything
else - 6d6. By comparison, the Barrett M82A1 sniper rifle does
only 2d12+2. A 10 gauge shotgun does only 5d4. I'm not sure if
this is accurate. For instance, I just watched the episode in
which Teal'c was shot right in the belly with a staff weapon. Was
he seriously hurt? Very much so. But a 10 gauge would have torn
him in half.
I know, I might sound like an NRA member, but bear in mind, the
show does tend to feature a gunfight every other episode or so.
Like I said, Call of Cthulhu takes guns more seriously than this
game does, and guns are not the focus of that.
The stats for the show characters are possibly too low (and
wrong).
For instance, MacGuyver has
an Intelligence of 10. While he's not as smart as on MacGuyver,
he's clearly smarter than the average bear (or person). The blonde haired lady
has a PHD in Astrophysics, yet only has an Intelligence of 15.
While it's true, at first I thought Teal'c was a bit odd because
he wears makeup, he's probably the shows most amusing character -
a 9 Charisma seems pretty low (especially as he also seems to be
something of a ladies man).
They kind of munged up the OGL a bit. In section 15, they put in
every Spycraft product, which they didn't have to. The OGL is a
license to use "Open Content". If you already own the
content in question, you don't need to use "Open
Content", its already yours. (This is why WOTC doesn't have
to put the OGL in their products - they own the stuff in the SRD,
so they don't have to use the OGL to license it). They put in
just about every Spycraft product, but they didn't put in this
product, Stargate SG-1.
They also put in a non-OGL book, WOTC's Star Wars. And they used
the term "Core Rulebook", to describe the SG-1 book,
which is also a no-no, I think.
So that's the book itself. How does it play?
Well, not bad. If you're familiar with d20, character creation is
easy enough. Though it seesm to imply characters should start at
1st level, I thought it made more sense for them to start at a
higher one (I mean, why would 1st level characters be picked for
a top secret program like this, that would attract the best of
the best), so I started them at 6th. I also used the point buy
method, only giving the players 30 points instead of 25 (again,
thinking that they should be better than average).
The most confusing part was trying to figure out everyone's
military rank. Especially as I had a smart ass player who wanted
to play a member of the Coast Guard (I just used "Naval
Technician" but it doesn't have Navy ranks in the book, much
less Coast Guard). Quite frankly, there is no excuse (IMHO) for
not having the military tranks for the 3 other military branches.
It could have fit on a single chart, since they all use the same
pay grade scale, you can convert easy enough.
I also think you start off at too high a rank - Officers start at
"Major", despite the Blond Haired lady and the doctor
being a "Captain" for much of the show's run, and the
listing of SG teams having a lot of people less than that.
Coming up with an adventure on short notice was also a bit of a
problem. I ended up altering "The Hamlet of Thumble",
changing the Halflings of Thumble into Near-Humans and the
Kobolds into rogue Jaffa. It would have been nice to have a
scenario included in the book, but I guess its big enough as it
is.
Starting the adventure was a bit of a problem - trying to figure
out what gear is available. While the Gear Points and Resource
points were easy enough to figure out, "Bundles" were
confusing, at least the type/number of extra picks they get. It
goes immediately into the least important aspect of equipment
(for duplicating the show, anyway), personal belongings. Like I
need to know if they own a gameboy or not.
But you have to look on the section describing the benefits of
each rank, then look it up to see how and what sort of extra
bundles they get. Not too intuitive, at least at first.
Once it got started, it went pretty well. Combat is actually not
that bad, though you'll probably want to use minis (I can only
hope for Stargate-Clix, but I won't hold my breath). You'll also
probably want to use official character sheets - it has a nice
summary of combat actions on back.
So it's certainly fun enough.
Conclusion
Personally, I have a lot of mixed thoughts about the SG-1 rpg. It's actually a fairly good game, but it seems a bit slower paced than I was hoping for. Removing "Attacks of Opportunity" from combat was a good thing, but didn't simplify combat all that much (as those are mostly used in melee combat), and conversely, many of the added options, especially the fluid initiative, made combat more complex.
It's definitely not for those new to RPGs - I would have to suspect newcomers would be very confused. And if you're familiar with d20, it's also confusing, as there really isn't a listing of the changes (again, mostly in combat, but also feats and some other stuff), you have to read the entire book and see what is different.
And as mentioned, for all it's bulk, it's somewhat lacking in the amount of equipment. There is some wasted space - did we really need bundles for console gamers or internet fans, but not much. Frankly, I probably could have done without the appendix on crossovers in exchange for more equipment.
It's also kind of an ugly book, I thought. There's a small (often very small) photo about every other page or so, but the borders of the photos are weird, often having notches or hunks cut out of them. In some cases this is to fit the text in, but in many, there is no real reason for it. So it gives the impression there is much more white space than there probably is. Especially the larger photos, which have huge chunks missing from them. This is also very subjective, but I think there should be a lot more photos of the Doctor, who I think is very very cute.
There are real layout problems. As mentioned, the class charts are often on a different page than the abilities, requiring you to flip back and forth. Not uncommon, but always very annoying. Similarly, it's hard to find things. There is an index, but it could be better - the two times I've tried to use it, I didn't have what I was looking for.
Still, the problems are pretty minor, and while it could have been a lot better, it's still a pretty good book (and game). I also think if you ever want to run an X-com game, this just screams it (though you'd have to come up with vehicle stats). B-
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