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Capsule Review
November 2, 1997 Edited: August 28, 2017 by: Sandy Antunes
Sandy Antunes has written 51 reviews, with average style of 3.53 and average substance of 3.94 The reviewer's previous review was of Creatures of The Nightcycle.The reviewer's next review is of To Live and Die in HK. This review has been read 685 times. |
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There are five pieces, intelligently presented. The setting is described, then the Sisar run is given in detail. Then, a single adventure, followed by instructions on how to run a smuggling campaign game. Finally, we get an actual 3-part campaign. All in all, that makes this book a potent little bundle for a GM... and definitely something players either shouldn't read or must buy (depending on how ethical they are!)
The writing is decent, with obligatory fiction bits being passable. The adventure ideas sprinkled liberally in sideboxes are a nice relief from the occasionally encyclopedic text, and indeed having the fiction breaks does lighten up the book. The line art works very effectively, giving you a good idea of the aliens and other players in the various gambits.
The scenarios themselves are nicely corrupt and plausible. The Black Sun, for example, is nicely set up as a corrupt crime mini-empire without being either omnipotent nor, conversely, overly stupid. Instead, it's an effective business that can either work with or against the players, and cause delightful game-provoking strife either way.
If you also favor rogues, this would be a good book for a Star Wars GM to buy. In fact, the Star Wars influences aren't so strong that it wouldn't transplant nicely into Traveller or any other future space opera, actually.
Style: 2 (Needs Work)
Substance: 4 (Meaty)
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