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Review of Big Ideas, Grand Vision

Anders Sandberg's Big Ideas, Grand Vision (BIGV) presents hard science-fiction role-playing in a setting characterized by diversity, dynamism, intelligent technology and both personal and social transformation. Briefly, various organizations founded twelve colonies using sublight sleeper ships between 2036 and 2045. These isolated settlements adapted to their environments, progressing and developing distinct character according to local challenges and opportunites. FTL travel's introduction in 2330s restored contact among colonies, but not with Earth. During long silent centuries, Earth changed and no longer had interest in its offspring.

BIGV offers players pioneering opportunites, something rare in role-playing games. Rapid change easily occurs here. The colonies' low population, both absolute and density, amplifies small groups' prowess. PCs could easily start trading houses in markets just opened by FTL travel. Varying legal status of sentient software offers crusaders for social justice a chance to expand or restrict civil rights. Only the nearest stars have been explored, but many more lie tantalizingly close. Military action might be needed to contain the new government on Penglai, or it might arise from the generations-long information war on Pi-3 Orionis IV spreading off-world. Diplomacy and political intrigue have far-reaching effects with any of the three known alien species, and the perils reconciling competing human interests has equal importance.

BIGV exists only as a website , but this reviewer found downloading all of it easy. Layout, organization and illustrations don't measure up to professional standards. This makes finding specific data harder than necessary. For example, soundtrack suggestions lie buried in Gamemaster tips on mood. BIGV also provides little system-specific information. Sandberg intentionally separated setting from system, but this serves Alternity players poorly, and makes conversions more difficult.

BIGV has no division between meta-plots and normal-scale plots. Gamers who enjoy White Wolf products' ongoing and unifying over-stories can reproduce this by emphasizing the long-reaching effects of players' actions. Those who abhor it can concentrate on limited effects: paranoia among the Orwellian society of Mary, ecclesiastic competition among chruches on Dionysos, or romantic variations produced by institutional cloning on Ridgewell.

BIGV's sheer diversity offers inspiration for more traditional games. Cyberpunk enthusiasts will find dozens of ideas to borrow or steal, as will most science-fiction gamers. Any planet could be dropped whole into Traveller or Star Trek, and the alien Traha's long history provide a good model for Traveller's Vlanii. Surreal horror games like Over the Edge, Call of Cthulhu, and Conspiracy X also can mine BIGV for plotlines (the Li), groups (Mothers) and gadgets (wideband link implants). Flexible systems like FUDGE, GURPS or HERO System easily adopt BIGV in whole or in part.

Big Ideas, Grand Visions matches its title. Anders Sandberg combines dynamic optimism and a sense of wonder into a hard science-fiction setting without sacrificing playability and creative potential. Best of all, it's free!

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

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RPGnet Reviews1999-12-14 Til Eulenspiegel's Summary: Go to the full review for more information.

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