Posts Tagged ‘White Star RPG’

Alien Scum: A new class for White Star

January 9, 2017
ariel-perez-1

Artwork by Ariel Perez

 

The universe teems with life, but not all of it is noble or enlightened. All manner of unsavory aliens throng the crowded space ports and hive cities of the known worlds, displaced and exploited, eking out a living any way they can.  These are desperate, dangerous beings willing to do anything to make a credit, and they’ve developed an equally dangerous skill set as thieves, thugs, snitches…and worse.

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Castle Crom

April 1, 2016

Sorry I haven’t posted much lately.  March just kind of got away from me, and next thing you know it’s April.

So, just throwing around an idea here for a Swords & Wizardry campaign: Castle Crom.

The Rules

swwhiteboxrpg

Some of this…

 

whitestarrpg

…and a dash of that…

The Monster Manuals

fiendfolio

Just for something different.

 

deitiesanddemigods

Definitely the version with Cthulu Mythos.

 

teratictome

And this, because I’ve never used it before and it has some creepy monsters in it.

 

 

And the Map

remastered_demonlord_map_complete

From a game called Demonlord.  No idea where I found this version, but I thought it looked cool.

Cheers.

Tales from the White Star Cantina

May 12, 2015

White Star has really gripped my imagination of late, so much so I’ve decided to start a second blog dedicated just to White Star material: Tales from the White Star Cantina.  Henceforth, most White Star related material will be posted there, and I’ll reserve this blog for non-White Star RPGs.

In the short term I’ll be reposting White Star material from this blog to the Cantina, just to get it off the ground, but in short order I fully expect to have new material: the Galaxy’s Most Wanted, Planets of Interest, advanced technologies, new classes, house rules, equipment, aliens, and more.

Cheers!

White Star RPG: Simple Feats

May 9, 2015

Well, White Star has got my creative juices following, so I’ll probably be on a bit of a White Star tear for a while.  I already wrote up some simple feats for Swords & Wizardry Whitebox, and Crypts & Things (also based on Swords & Wizardry), so I thought I’d do up some feats for White Star, as well.

Exactly how many feats to dole out to your PCs is left to the individual GM.  Personally, I think I’d let players pick feats at levels 1, 3, 6 and 10, but you may feel differently about it.  Unless otherwise stated, a feat may only be selected once.

The GM may want to omit or modify some of these feats, depending on the kind of game they’re running.  For example, if you’re running a Traveller-esque setting, where interstellar travel takes weeks, then you may want to omit the Hyper Comm feat for robots (which allows FTL communications).  Likewise, if you’re not really enforcing the turn-based timing mechanism of OD&D, then you may want to tweak the Fast Healing trait for aliens.

Per usual, please let me know if you have any questions or notice any errors.  Cheers!

White Star Advanced Equipment: Grenades

May 8, 2015

untitled1 Proton Grenade Proton Grenades are rare military-grade explosives which are impossible to acquire legally.  On rare occasions a batch of these potent grenades show up on the black market.

Proton Grenades have a range of 30 feet, inflicting 5d6 damage to everyone within a 20 foot radius.  Anyone caught in the blast radius is allowed a saving throw for half damage.

untitledHand Nuke Hand Nukes are particularly dangerous explosive devices of unknown alien construction.  They are nearly twice as heavy as standard grenades, and thus cannot be thrown as far.  These grenades are considered highly illegal on most planets.

Hand Nukes have a range of 20 feet and a blast radius of 50 feet.  They inflict 10d6 damage, though targets are allowed a saving throw for half damage.

White Star RPG Review

May 5, 2015

White Star Single Covers - FrontI’ve had a chance to read White Star cover-to-cover, and overall I really like what I see.  White Star, by James Spahn, is based upon Swords & Wizardry Whitebox, and the two games are fully compatible.

Like Whitebox, White Star is very rules light.  GM’s will be required to make rulings when situations inevitably arise that are not covered in the rules.  Such lighter rule sets also leave a lot of room for tweaking, modding and house ruling.  Both of these are good things, in my opinion.

While it’s clear that White Star is heavily influenced by Star Wars, the game pays homage to virtually every sci-fi setting on screen, from Dune to Firefly to Battlestar Galactica…even Doctor Who.  It just files the serial numbers off.

The four primary classes are Aristocrat (think Leia or Lando), Mercenary (Boba Fett or Jayne Cobb), Pilot (Han Solo or Wash) and Star Knight (i.e Jedi Knights or, conceivably, Time Lords).  In keeping with the toolbox nature of the game, alien racial classes are presented as archetypes: the Alien Brute (Chewbacca, Ookla or D’argo), Alien Mystic (Yoda, or Vulcans perhaps) and Robots.  I really like this approach to aliens, as it is infinitely expandable, works with any setting you come up with, and avoids the author putting their thumb in your game.  You could also have two Alien Brutes in your game, and yet they could be entirely different species.

Combat works pretty much like it does in most D&D variants, just with lasers and star swords.  And starship combat works just like personal combat, with the addition of Shields (which reduce incoming damage).

In keeping with old school D&D, White Star has no formal skill system.  This is one of the major differences between this game and other old school sci-fi RPGs, like Stars Without Number or X-Plorers.  However, if you desire a skill system, it would be fairly easy to bolt one on.  Say, steal the X-in-6 skill system from Lamentations of the Flame Princess, or base it on the thief’s percentile rolls.  Personally, though, I feel White Star works just fine without formal skills.

White Star has “spells” in the form of Meditations and Gifts, used by Star Knights and Alien Mystics (respectively).  Both use D&D’s fire-and-forget spell mechanism.  Overall the system works well, and is keeping in full compatibility with S&W Whitebox.  However, considering Meditations and Gifts, and the classes that use them, are obviously inspired by Star Wars and The Force, I don’t understand the need to have two different sets powers.  All the more so considering the relative paucity of Meditations and Gifts included in the base game.  It’s an easy thing, though, to simply combine them into one group.

Many of the monsters included are inspired by science-fiction movies: Daleks, Cylons, Klingons, sand worms, and many more, make an appearance, though with different names.  It may seem a cheap and hokey addition, but as I was reading the game it felt like it somehow just works.  I can easily picture a space dungeon filled to the brim with screaming Cannicks (Obliterate!  OBLITERATE!), ridge-headed Qinlons seeking honorable combat, and relentless Assimilants droning on about the futility of resistance.

Advanced Technology details the “magic items” of the game.  There’s a nice selection to get you started, including a small section on cybernetics.  It’d be easy enough to add dozens more items inspired by sci-fi movies and books, or based on D&D magic items.  Some magic items, like Ioun stones, are sufficiently exotic they could probably be ported over directly.

White Star is rounded out by a GM’s section providing suggestions for various campaign styles drawn from common sci-fi tropes; for example, rebels vs. empire, space traders, planetary invasion, murder-hobos with a spaceship (aka Firefly), and more.  There’s also a sample space sector and a starting adventure.

It would be nice to see a few additions.  The game is missing a technical class (the pilot kinda-sorta fills this role, but not completely), and I think it could benefit from a thief-like ‘scoundrel’ class as well (again, the Aristocrat can fill this role, but that doesn’t feel like a good fit to me).  Tables and charts for random encounters, as well as randomly generating planets and star systems, would also be a nice addition.

In my opinion, White Star does a really good job of being Dungeons & Dragons in space.  If that’s not what you’re looking for, if you prefer hard sci-fi settings, then this probably isn’t the game for you.  But if you just want to pick up a star sword and kill Daleks and Cylons in the nearest derelict space hulk, White Star is the game for you.

Btw, as far as I know, the 20% discount for White Star is still going.

White Star is Go!

May 3, 2015

If you think you might have an interest in the White Star RPG mentioned in my previous post, you can get 20% off the PDF at Tenkar’s Tavern.  I have no idea how long this discount will last.

I’ve picked up the game and will give it a look over tonight, but will probably need a day or two to really digest it.  Until then, cheers.

PS: Normally I get around a 100 views per day, but my post about the White Star RPG set a new record for over a 1,000 views today.  I can’t imagine a brand new OSR game could be that popular, so…WTF?  Edit:  Dug a little deeper.  It seems someone linked my Beginner Box conversions over at Reddit.  That explains it.


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