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Is Evil Hat Republishing TSR's Star Frontiers?
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<blockquote data-quote="Sir Phalanx" data-source="post: 7723688" data-attributes="member: 6906865"><p>What I loved about Star Frontiers was the setting. Having played all of the incarnations (Alpha Dawn Percentile, Zeb's Guide Charts, SF2000 Homegrown and d20 conversion), the mechanics really didn't matter in any of the games I played. I did find d20 easy and fast, but that might be because most players have played D&D forever, so it was easy to pick up. The setting was closer to Hard SciFi as opposed to Space Opera. There were laser pistols and rifles, but you had to keep track of energy usage (2 full power shots would wipe out your battery), so many players use a backpack energy source to get more shots off. Have a kinetic weapons such as a gyrojet pistols or shotguns would come in handy because of that as well. There were shields to block damage, but they required energy from a power belt or backpack as well. Hovercars were common, but there were jetcopters as well, especially in the remote areas. FTL existed, but you need to get to 1% the speed of light to activate it. With a 1G acceleration, that was a 4 day ride. You would have to decelerate at your destination as well. No anti-grav plating, so the starships were more like towers. If not accelerating, you would float in space, just like real life! The core planets were hi-tech and run by megacorps, but the planets farther away were very much like the wild west. Add some interesting races with their own motivations and you could adventure in many different forms. I still haven't seen many other settings with this much flexibility in them. I hope EvilHat does it right, just don't be evil! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Sir Phalanx, post: 7723688, member: 6906865"] What I loved about Star Frontiers was the setting. Having played all of the incarnations (Alpha Dawn Percentile, Zeb's Guide Charts, SF2000 Homegrown and d20 conversion), the mechanics really didn't matter in any of the games I played. I did find d20 easy and fast, but that might be because most players have played D&D forever, so it was easy to pick up. The setting was closer to Hard SciFi as opposed to Space Opera. There were laser pistols and rifles, but you had to keep track of energy usage (2 full power shots would wipe out your battery), so many players use a backpack energy source to get more shots off. Have a kinetic weapons such as a gyrojet pistols or shotguns would come in handy because of that as well. There were shields to block damage, but they required energy from a power belt or backpack as well. Hovercars were common, but there were jetcopters as well, especially in the remote areas. FTL existed, but you need to get to 1% the speed of light to activate it. With a 1G acceleration, that was a 4 day ride. You would have to decelerate at your destination as well. No anti-grav plating, so the starships were more like towers. If not accelerating, you would float in space, just like real life! The core planets were hi-tech and run by megacorps, but the planets farther away were very much like the wild west. Add some interesting races with their own motivations and you could adventure in many different forms. I still haven't seen many other settings with this much flexibility in them. I hope EvilHat does it right, just don't be evil! :) [/QUOTE]
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