[Review revised now that the rules have more adventure-generation information.]
This is a packed, information-rich deck of cards to assist the running of a science fiction RPG. It offers multiple fields of information. The individual cards are each printed on both sides of 60 cards, which makes it unclear which side to pick (draw a card, and flip it like a coin, maybe?)
A small wheel of numbers lets you make dice-rolls from d4 to d100. This is VERY handy to make dice-rolls in a secret way for the GM, or by anybody for general noise-reduction. There are fields on the card to allow you to randomly pick evocative first names, sights, sounds, smells, locations, and belongings (in case an NPC living OR dead is encountered) suitable to an SF environment.
The cards are adapted from their set for fantasy, and several fields of the card have different sets of icons that are perhaps more suitable to fantasy. There is a field for the Elder Futhark runes (the runic alphabet of the Vikings) as well as an icon for the Four Elements: Earth, Air, Fire and Water. This is not much of a drawback since they offer tables of "archetypal" meanings to help you imagine outcomes in any sort of RPG. There is a random verb, subject and object on every card that can add up to over a million combinations if you draw 3 cards. Parts of the cards resemble a more gamer-focused version of Rory's Story Cubes.
What is slightly imperfect about the game is that the instructions still insert a few fantasy examples and mention goblins, bandits in a forest, castles and so forth. They could hone their instructions to be more sharply SF in orientation (although some SF games such as Shadowrun might have no trouble mentioning magic or psionics). The instructions do offer suggestions to "transpose" the meaning of a draw to something more suitable to your game.
They describe how the deck could be used to generate encounters for a solo or GM-free game. An adventure generation scheme has been added to the rules more recently.
Overall, this is a beautiful deck of cards that can be used in different modes: evocative ideas for adventure design before the game, dice-rolls and random draws for the GM to improvise a situation or NPC on the fly, and suggestions for a GM-free game or for generating SF adventures.
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