|
Playtest Review
September 5, 1999 Edited: August 28, 2017 by: Eric Brennan
Eric Brennan has written 30 reviews, with average style of 3.70 and average substance of 4.13 The reviewer's previous review was of Hawkwood Fiefs.The reviewer's next review is of Lawyers, Guns, and Money. This review has been read 1638 times. |
|
Goto [ Index ] |
For one thing, it's a true second edition. It's not the first edition with a hardcover thrown on and some new art. It's not a merely "revised" edition. It takes the original and learns from its mistakes. Reading the original Fading Suns, you knew the writers had something to say; sometimes they were just unable to spit it out. This time around, every sentence in this book is an arrow straight into the heart of the game, to paraphrase.
It's the same setting as the first edition, but described clearly, and more knowledgeable about what the writers want to say. The Church and its sects are no longer paper thin, and descriptions of them are more detailed and focussed. You could tell the writers of 1st edition wanted to treat religion realistically and in a balanced manner, but they got off on the wrong foot, emphasizing the stifling, corrupt side of it. Now it's made very clear from the beginning that without the Universal Church that humanity would be worse off. This is one of Fading Suns' strengths…it adds to the realism of the setting that its Church is a monolithic entity out to save the universe from itself, viewing it only barely with the jaded eyes of the 20th century.
In essence, the setting of Fading Suns is clear enough now that you can see what the writers really wanted you to see all along. It allows for a massive amount of room to move, allowing a game-master to run a post-apocalyptic scrounge-fest, then an AD&D style dungeon crawl next to an intrigue-laden court story. Fading Suns' background doesn't limit what the GM can accomplish, while at the same time providing a solid footing for GM's who don't know what they want to accomplish.
Character generation has changed a bit, integrating the revised points for aliens used in the Player's Companion. They've also added a new type of character generation besides the old points based one…this one uses a life-path like system to generate full, complex characters.
Two areas either missing entirely or woefully developed in the 1st edition were starships and cybernetics. Both are here, and well done. Cybernetics has been cleaned up, while the starship system is an "RPG friendly" version of Holistic Design's great Noble Armada rules.
Style: 5 (Excellent!)
Substance: 5 (Excellent!)
Copyright © 1996-2026 Skotos Tech and individual authors, All Rights Reserved