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Comped Capsule Review Written Review February 13, 2009 by: Christopher W. Richeson
Christopher W. Richeson has written 252 reviews (including 3 Traveller reviews), with average style of 3.75 and average substance of 3.74. The reviewer's previous review was of The Equinox Road. This review has been read 3844 times. |
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The Good: While some may view the writing as being a little dry, I very much enjoy how it clearly and neatly lays out all of the information a reader could want. The author knew what he wanted to say well before he said it and did a great job of structuring his thoughts. The sector maps are incredibly useful.
The Bad: Some readers may prefer smaller amounts of information on a large variety of worlds rather than a larger amount on a few worlds. Those interested in beautiful art and flashy production values won’t find that here.
General setting background takes up slightly under forty pages. As near as I can tell the author set out to take official canon information from many, many years of Traveller and to succinctly restate the core information in a logical presentation. I really can’t say enough about how clear everything is and how impressed I am at the organization the author put into representing one of the most well known science fiction settings.
The Spinward Marches are a somewhat isolated region of space at the edge of the Imperium. The Imperium is an economic and military alliance focused primarily on spreading trade and wealth. It’s a top level government, and member worlds largely set and police their own laws. Only regions of space a bit out from a member world fall solely under the jurisdiction of this governing body.
Within the Imperium the Emperor rules with a variety of nobles taking control of the administration of different areas of space. These can range from lowly Knights to Dukes that hold their own court and command incredible power. As with the Emperor, it’s the maintenance of trade routes and the security of those routes that are of primary concern to the nobility.
Information on the legal system, armed forces, nobility, and corporations existing within the Imperium is all provided with a few pages of detail on each topic. Some groups, such as the Imperial Interstellar Scout Service, are perfectly designed for adventuring. In fact, just about everything presented in The Spinward Marches provides interesting adventure and roleplay opportunities.
The Marches are given moderate overall detail, including information on the local governments, languages, and technology levels. In effect, everything you might want to know while playing a band of free traders is here. The tech level disparities alone will allow for a strong reason for any profit seeking band to keep their ship in the air, as one planet wants plasma rifles and is happy to exchange rare gems and ore for them.
Geographically, the Marches are split into 16 sub-sectors each of which has a full page detailed map. These maps are very well done, and are perfect for any GM who wants to run a campaign where players are free to go where they like and do what they like. In addition to the maps, which communicate an enormous amount of information, about three pages of addition details are included on each sub-sector. This information tends to focus on interesting goings on that are of relevant to people traveling through the region.
The Spinward Marches wraps up with a solid sixteen pages dedicated solely to adventure and campaign ideas for the Marches. As with the rest of the product, the ideas are excellent and go straight to the heart of what makes for fun roleplaying campaigns. Suggestions for running merchant, mercenary, and nobles campaigns are presented alongside useful considerations of what life is like in the Marches.
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