Dinosaur Planet: Broncosaurus Rex

Psion

Adventurer
Dinosaur Planet: Broncosaurus Rex

The licensing arrangement of the D20 system helped spurn on many companies, producing items for both the existing D&D market and trying to re-market existing game lines to a wider audience. But a third area that a few publishers would try to exploit is that of creating new D20 based games, in hope the by building on the already established D20 system, they can create a game that will appeal to players by virtue of the fact that they don't need to learn a whole new system.

Broncosaurus Rex is one such game. It's central topic is dinosaurs, a topic that has only been tackled tenuously by game companies in the last decade (like GDW's Cadillacs & Dinosaurs and SJG's GURPS Dinosaurs sourcebook.)

But wait, there's more! Not only is it a game about dinosaurs, but a game about space, the old west and this civil war. A strange combination, but can Goodman Games pull it off?

A First Look

Dinosaur Planet: Broncosaurus Rex is a 96-page softcover book, priced at $20.00 US (similar in price and size to the WotC classbooks.) The cover is color, with a purple background. The front cover depicts what appears to be a civil war era soldier wielding a glowing sabre, mounted on a tyrannosaurus rex. The background of the picture depicts lush jungle-like greenery, a pair of moons, and a pair of burning buildings. The latter appears to be an unfortunate coincidence that may remind some of the recent tragedies of the twin towers of the World Trade Centers.

The interior is black and white. The illustrations are black and white, and serve both illustrative and decorative functions in the book. The quality of the art is generally excellent, primarily depicting dinosaurs and characters from the setting.

The font size used in the book is compact, and the margins are thin. There is little white space or gratuitously sized art in the book. Overall, this gives the book a very good text density.

The price is slightly high for a book of this size, but comparable to a WotC book. However, given the text density and presentation, this book is a decent value based on production values and content delivered.

A Deeper Look

Dinosaur Planet: Broncosaurus Rex is arranged into 4 chapters, plus two appendices (a CR table and the obligatory Open Game License) and an index.

Chapter I: The World of Broncosaurus Rex

Broncosaurus rex is set on a large planet called Cretasus in the year 2202. Further, it is set in an alternate timeline. In the world of Broncosaurus Rex, the US Civil War did not end with the defeat of the Confederacy. Lincoln was assassinated two years before gettysburg and the emancipation proclamation was never written. However, the Confederacy freed their slaves in 1881. A cold war evolved between the north and the south.

This cold war soon evolved into a space race. Space was soon colonized, and with the assistance of naturally occurring "warp gates", these colonies extended to the stars. Conflicts flared up in some of these colonies. The Confederacy, despite some industrial and technological weaknesses, used their ingenuity and determination to gain the upper hand in space.

However, in doing so the Confederacy didn't take care of things on Earth too well. The Union struck and defeated the Confederacy on Earth. The Confederacy retreated to their impressive holdings among the stars.

The Union eventually formed a larger body including part of Europe, which would become the Federal Union of Nations. It eventually tried to expand further, but certain nations resisted. These dissident nations were forced of the planet, like the Confederacy. Unlike the Confederacy, these planets did not have a large body of Colonies. They formed a nomadic nation called the Free Fleet. After this time, the Union became the Federal Union of Planets.

The planet Cretasus was discovered outside of the existing borders of human nations. Cretasus is a huge planet - Jupiter sized - that for some reason (which is never explained) is not only capable of hosting earthlike life, but it is teeming with life like that of earth through various periods of prehistory. (Okay - this is obviously not a hard SF game...)

No political entity controls Cretasus as a whole yet. However, its biological resources and colonizable land are so huge, it has drawn characters from all of the major human nations to its surface, waiting to exploit it.

The major problem I had with this Chapter was the organization. The first thing my mind screamed out when trying to make sense of this setting was "What is going on here?" The chapter dives right into a description of the planet and then the political bodies before telling you that this is, in fact, an alternate timeline. I think that starting with a little bit of conceptual background would have made the chapter more comprehensible at first read.

Chapter II: Character Creation

The second chapter dives into variations on how to create characters in this setting, admittedly a setting far different from the D20 system's fantasy roots. That being the case, the race and class options are totally different than that outlined in the good old Player's Handbook.

The first thing that you will notice is that there really are no racial options per se. All player characters in DP:BR are assumed to be humans. In the place of a racial choice, players choose a place of origin for their characters. Place of origin basically describes the interstellar nation that the character hails from. Three of these, the Confederacy, the Union, and the Free Fleet, have already been regarded historically. A fourth, offworlders, describes characters from primitive backwater or frontier worlds. In addition to the standard characteristics allotted to races, a place of origin determines the character's capability to access high tech items. The general characteristics of these places of origin are as follows:

-Confederacy: Confederate characters receive an extra feat owing to their culture of heroism and individualism. The have a difficult time accessing technology, but gain bonuses with animal related skills due to their rural background. Due to the military nature of the Confederacy, soldier is a preferred class.

-Federal Union of Planets: Union character get free proficiency in ballistic weapons and easy access to high tech weapons owing to the more sophisticated nature of the Union. Their education gives them 4 extra skill points at 1st level, a bonus to intelligence, and a bonus to use equipment checks. Finally, Union soldiers and machinists are the only characters who can take skill with ironclads, a kind of powered armor. Their favored class is machinist.

-Free Fleet: Free Fleet characters receive bonuses to appraise and knowledge (any area) checks due to their cultural status as traders. They receive a bonus to dexterity and their access to high tech weapons is moderate. Their favored class is two-fister.

-Offworlder: Offworlders have a bonus to strength and constitution and a penalty to intelligence and charisma. Their primitive upbringing gives them a bonus to wilderness lore and intuit direction checks. They have a very difficult time accessing high-tech weapons and have no favored class.

The one rules-related cringe here is that where classes have an ability score modification, it is a +1 or -1. While not a crippling flaw, odd modifiers lend themself to a bit of min-maxing by assigning them to odd ability scores and in essence losing nothing.

The standard fantasy-related D20 system classes are not used in DP:BR. Instead, 6 new classes are introduced that are appropriate to the setting:

-Bronco Rider: These characters learned their trade on Cretasus. They are skilled at training, herding, and riding dinosaurs, and receive bonus mounted combat feats.

-Machinist: Machinists are characters who are proficient in making, modifying, and using technological items. Machinists can modify weapons giving them bonuses.

-Soldiers: Professional warriors. Soldiers gain feats oriented towards strategy as they gain levels.

-Spy: Suave intelligence agents, spies are quick on their feet, lucky, and good at prying information out of people.

-Two-fister: Undisciplined and unprofessional warriors, two-fisters are capable at unarmed combat and gain bonuses when trying to gather information from locals with similar backgrounds.

-Wild ones: Wild ones are characters more at home amongst the creatures of the wild than other humans. Wild ones can gain animal companions, and better interact with animals - including dinosaurs.

My only concern about the class is the magnitude of bonuses that they receive. Numerical bonuses to such things as an attack bonus with a machinist's custom weapon or skill bonuses a two-fister receives are on the order of +1 per level This may not be a big problem considering these classes probably won't be played alongside standard D20 system classes, but I still wonder how well such large modifiers would work out.

The skills list is slightly altered in DP:BR. There are new uses for many existing skills. For example, skills like animal empathy are extended to dinosaurs and prehistoric mammals. New skills include ciphers, drive, operate ironclad, pilot, repair device, and use technical equipment.

New feats are introduced that are appropriate to the setting. There are 4 new categories of weapon proficiency: alien, ballistic, high-tech, and manual. Manual weapon proficiency applies to all basic, low tech weapon with few moving parts. Ballistic weapon proficiency covers all gunpowder weapons. High-tech weapon proficiency required that the character select one category of high-tech weapons: sonic, laser, plasma, freeze, or gravity. Alien weapon proficiency requires the character to choose a specific alien weapon.

Other feats include:

-Combat tactician: If the character directs combat instead of other actions during the turn, the character provides combat bonuses to the characters so directed.

-Gearhead: bonus to knowledge (technology), disable device, repair device, use technical equipment, and the tech level of available equipment.

-Lucky cuss: Character may reroll one roll per day.

-Turncoat: bonus to bluff, diplomacy, gather information, perform, and sense motive, and receive no penalties when dealing with people who would normally be hostile to you.

As can be seen, the skill enhancers in DP:BR are much more potent than those in any WotC material. This would be more of a balance issue if they were to be used aside other D20 system game character. Even if you don't, they seem a little broad to me.

Many of the feats are reserved for members of the confederacy only. There are no feats that are unique to any of the other places of origin. This seems to betray a little favoritism towards confederate characters in the setting, at least as far as adding definition to the characters goes.

The equipment section begins by defining tech levels. Twenty tech levels are described, but characters in this book can only access 16 of them. Characters are assigned a tech level according to their place of origin and intelligence modifier, but feats and classes may modify this. This determines what technology the character can understand.

Tech level also determines the availability of items. A table provided defines which items are available by the population density and controlling entity of the area.

The chapter introduced a variety of new equipment, including modern and ultra-modern weapons. At the low end, a .45 revolver does 1d10 and causes triple damage on a critical. This struck me as a little low if you are using the existing D20 system medieval weapons as a baseline, and the other weapons seem to follow suit. High tech weapons seem to be what a dino hunter needs, doing as much as 3d12. Some hard to find alien weapons do even more.

New armors in the existing categories - light, medium, and heavy - are only marginally better than the existing D20 system armor. However, a new category is introduced. Energy field armor provide modest AC bonuses (some against limited attack types) but do not restrain the character significantly.

Of course a number of other technological items, from jet packs to robots, are included to catch the D20 system up to the era depicted in the DP:BR setting.

Chapter III: Dinosaur Statistics

This chapter provides statistics for a variety of prehistorical beasts, primarily dinosaurs, as they exist on Cretasus. Dinosaurs here are presented as fairly intelligent compared to their presentation in the 3e MM. In addition to the new creature statistics provided, some of those previously appearing in the 3e MM are reworked in greater deal. For example, those perennial favorites velociraptors have several pages of materials, including three classes for velociraptor characters, warriors, tacticians, and shamans, each of which have certain feats and special abilities.

Each dinosaur type has details describing how it fits into the setting as well as a fictional take on their sociology and behavior, notes on how to go about training them, and byproducts one can get from their carcasses.

Chapter IV: Adventures on Cretasus

This chapter is brief but provides a few useful notes on running an adventure in the setting.

A brief listing is provided outlining all of the factions on Cretasus, and the motivations of some of them (settlers, the union, the confederacy, and the dinosaurs) are outlined that can act as driving forces behind a game and provide adventure ideas and insights into running NPCs.

Finally, a list of 100 adventure ideas is provided, in the spirit of the list of the same nature in the DMG.

Conclusion

DP:BR is one of the more unusual games I have seen coming out of the D20 system crowd. However, it does seem to be one of the better introductory products of a new D20 system company. The production values and presentation are very good, with very pleasing artwork and good content.

The author puts some nice touches in the text that help highlight the flavor of the setting. For example, weapon descriptions often have historical notes on how weapons got their names.

The concept for this game seems like an immense genre-bender. That may put many people off. However, perhaps this is one of the better roles to deploy the D20 system in. You already know the system, and the book is fairly cheap to jump into the setting with.

-Alan D. Kohler
 

log in or register to remove this ad

This is the core rule book for this campaign setting that is a mix of Dinosaurs, the Wild West, Space Travel, and the Civil War. This D20 campaign book includes: D20 stats for 24 dinosaurs and other prehistoric creatures including details on society, politics, language, and even NPC classes, Expanded feats and skills for riding, herding, and fighting with Dinosaurs, 6 new classes, Campaign source material and adventure ideas, stats on futuristic weapons, and much more!
 

This review is for Dinosaur Planet: Broncosaurus Rex by Goodman Games. This d20 core rulebook is a 96-page excursion to an alien world where dinosaurs exist. It retails for $20.00.
Broncosaurus Rex has some good points to it, especially if you are a fan of dinosaurs and want a d20 alternative to the usual magical fantasy fare. The basic premise in this setting is that a resource hungry and culturally divided Earth is colonizing space and has discovered Cretasus. The year is 2202 and two major factions exist as a result of the Civil War, the Federation Union of Planets and the Confederacy. The Federation, which is the more technologically advanced culture, wants to exploit the world for its natural resources and leave it barren. The Confederacy, however, wishes to colonize Cretasus and live in peaceful co-existence with the indigenous life, some of which is intelligent (yes, smart dinosaurs).
There are six possible character classes to choose from, but only one race – human. Bronco Riders are your stereotypical cowboys except that dinosaurs are their mounts as opposed to horses. Machinists are tinkerers and inventors, coming up with all manner of contraption. Soldiers are the fighters of this world with a good understanding of tactics. A Spy also falls into stereotype with espionage, stealth and disguise as their forte. Two-Fisters are the rough and tumble warriors who prefer using their fists rather than fancy weaponry. These guys are tough as nails. Finally, the Wild One is a type of ranger/hermit who prefers the company of dinosaurs to his fellow man.
Most of the existing skills and feats from the Player’s Handbook are available for use, but some have been modified. This book also comes with its share of new ones that, for the most part, are balanced and have a good purpose. New skills include Drive, Pilot, and Repair Device. New feats include Death Wish, Dinopathy, Dinosaur Presence, and Great Lover, to name a few.
Of course in 2022, equipment will be considerably different. Broncosaurus Rex does a great job listing, describing and giving balanced stats for such equipment.
Chapter three is all about the dinosaurs of Cretasus and how they are actually intelligent and social creatures. True paleontologists will probably take issue with how the dinosaurs are presented statistically and described, but let’s face it, this is a game designed for fun, not a scientific journal. The different listings are one of the real strengths to this book and complement the listings from the Monster Manual nicely.
The remainder of the book contains information for GMs to develop adventures on Cretasus. The various faction names are listed, the motivations of the settlers and major political issues discussed, and the treasures that may be found are covered. Another nice touch is the One Hundred Adventure Ideas that give you plenty of excellent adventure hooks.
In conclusion, Dinosaur Planet: Broncosaurus Rex is an excellent choice for the dinosaur lover. It represents a very good alternative d20 game and is a fun change of pace from your typical Dungeons & Dragons campaign. I liked it and recommend it. It’s a good buy at $20.00.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

Dinosaur Planet: Broncosaurus Rex


This genre-bending d20 game is set in an alternate timeline, where the Confederacy and the Union struggle in a conflict between agrarian individualism and industrialist oppression. The year is 2202 and the conflict has extended to the most distant parts of space, including the strange world of Cretasus, the dinosaur planet.

This bizarre Jupiter-sized planet is a vast source of precious resources that both the Confederacy and the Union covet. However, the main feature of Cretasus is the presence of dinosaurs. Unlike the ancient dinosaurs of Earth, these creatures are not dim-witted brutes. Raptors, T-rex, and protoceratops form individual communities, have developed languages, and are capable of making deals with human settlers.

Obviously, this isn't hard SF.

Nevertheless, it's an interesting mix of western, space opera, and "lost world" elements. It sounds goofy, but, in actual play, the setting has a unique richness and flavor. From "techno thriller" adventures in Union controlled space stations to "Heart of Darkness" style journeys into the untamed, primordial jungles, this setting contains a wealth of story options for the players to explore.


Premise


This game focuses on the exploration of setting. There is a great deal to explore in this world, from the political factions of the settlers to the cultural nuances of raptor society. Cretasus is a new frontier; the PCs will determine its fate through their choices of exploration. As the book says:


"The world of Broncosaurus Rex is in your hands!" (p.4)


This leads to another premise intrinsic to the game, individualism and its role in society. The quest for independence tangles up with the obligation to one's family and society. When does a Union soldier stand up to oppose the rapacious industrialist agenda that threatens to despoil the beauty of Cretasus? Why does a Dino hunter risk life and limb for the thrill of the hunt? Are the consequences of "going native" ultimately a desirable state for the "Dinozonian" wild ones, women who have abandoned human society to live without restraint among the dinosaurs?

Both in the exploration of setting and theme, this is a superb game! So, how do the mechanics and techniques of implementation help the players achieve the premise?


Mechanics


Mechanically, this game isn't very good. There are plenty of good ideas, but the treatment isn't deep enough and sometimes breaks down in actual play. Moreover, many helpful mechanical elements are lacking. The pertinent areas that I'll be reviewing are character generation, setting simulative mechanics, and dinosaurs.


Character generation is where the exploration of setting and theme begins. There are four key stages to this process: choosing place of origin (ie: race,) class selection, skills and feats. The choices made here define a character's narrative focus, the challenges in which they receive the "spotlight." Coherent and balanced mechanics are essential. Unfortunately, the process is rife with oversights.

Places of origin replaces D&D's "race" in mechanical delineation; racially, all players are human, although sentient aliens do exist. The four places from which the players may choose are the Confederacy, the Union, the Free Fleet, or Offworlders. Thematically, some problems immediately pop up. For instance, everybody hates the Union because of its voracious greed and disregard towards life and liberty. Playing a PC from the Union is going to thematically weigh upon that character, especially in interactions with Confederates or the space-wandering traders from the Free Fleet. Another instance of disruptive thematic conflict is in regards to the Offworlders.


"They typically hail from the area known as the outer reaches - the distant corners, uncivilized planets and unexplored moons of the very edges of known space. In many cases, offworlders are independent pioneers with no particular loyalty to any greater politics. . . They are rugged, independent people who live hard, lonely lives - and like it that way." (p.17)


Many times, I've experienced disruptive game play from players who seem to be ignorant of the fact that rpgs are group efforts. They sit back and say, "It's not in character for my guy to be interested in this. So, he's not going." Well, the Offworlder makes this disruptive character style an "official" option. It's not a good decision.

Regardless of thematic issues, the mechanics aren't very well balanced either. Given the standard challenges to be found on Cretasus, the Confederates stand out as the clear superior choice, in terms of game influence. An extra feat, dino related skill bonuses, and a free masterwork weapon, they've got the sweet deal. Characters from the Union and Free Fleet look like equals due to racial bonuses to stats and access to higher tech gear as starting equipment, however, the bonus is but a measly +1 and most useful high tech gear exceeds starting wealth. There are other little quibbles that I could list, but, overall, this section could have been decidedly better.


There are six classes: the bronco rider, machinist, soldier, spy, two-fister, and wild one. Again, the mechanics are buggy. There are two significant complaints. First, they seem to be geared with an expectation of only lower level play. Second, because of this mechanical predilection, the classes become wildly unbalanced fairly early, either overpowered or underpowered. Here are a few examples:

The Bronco Rider is a weak class, with a poor BAB, only Reflex as a good save, and moderate skill points. However, the game assumes that a low level character will have access to their patron's mounts. Therefore, at lower levels, the rider may be a total nancy, but that triceratops that he's riding sure isn't! Unfortunately, as the challenge level gets higher, that triceratops isn't looking too tough anymore, and the rider hasn't gotten any nifties to make up for this disparity. In fact, they stop getting any special class abilities at 8th level. The character's "power" is derived almost exclusively from their mount, which needs to be constantly upgraded to tougher dinosaur types, of which the toughest is the Brachiosaurus (CR 11.) So, at level twelve, the Bronco Rider no longer gains significant potency.

On the other hand, the Machinist gets an ever-increasing bonus to two special abilities, the ability to customize their weapons and the ability to custom build devices. At lower levels, this isn't a problem. For instance, at 3rd level, a +3 attack bonus to a rifle and the ability to create a flashlight isn't going to unbalance anybody's campaign. However, at 9th level, the ability to create the gruesomely deadly Cryon Ray, with a +9 attack bonus, is way over the top!


The Wild One class deserves special attention. It's an excellent idea in terms of setting simulation. These are people who have eschewed life among humanity for the freedom of life among the dinosaurs. As they slide into wildness, the Wild Ones gain friends and companions among the dinosaurs, but at the cost of their humanity. This is extremely interesting, full of "Heart of Darkness" potential.

However, there are two problems. The first is an issue of actual play; like the offworlder place of origin, this class encourages a style of play that disrupts group cohesiveness. This is mechanically emulated by a reduction in charisma as the character gains levels.

The second problem is one of balance. As the wild one increases in level, they gain dinosaur allies. These allies can offer various forms of assistance to the wild one, including offering a companion as a guard or assistant. Obviously, this can be a powerful ability, but where are the mechanics to facilitate its implementation? They aren't there. So, without any mechanical guidelines, in actual play this ability has a tendency to become either overpowered or underpowered at the whim of the GM. Since this is the principal ability of the wild one, this is an unfortunate mechanical lapse.

There's another point to be made regarding dinosaur companions, of which both the Bronco Rider and Wild One rely upon as expressions of character power. Let's look outside of the d20 system here, at "Rascals, Varmints & Critters" for Deadlands. In the section on animal companions, the text gives a bit of advice:


"Keep in mind that these are companions for the hero, not heroes themselves. They should enhance the hero, not supplant him. If your hero's horse is outclassing him in fights, it might just be time for the hero (or the horse) to retire." (Rascals, Varmints & Critters, p.10)


This is definitely a danger with the design choices made in this game. Your Wild One ought to be the focus of the spotlight, not her "wonder raptor."

There are other mechanical mishaps and omissions in the class section, but these are the most illustrative examples of flimsy design.


Continuing the trend, the skills and feats sections contain a wealth of good ideas, but spotty mechanical modeling creates difficulties in implementation. The skills that deal with high tech contain much wonkiness in play. For instance, when "losing control" of a vehicle, what happens? How long do you have before you crash? There is no answer. Another example, Disable Device when applied to tech is way too easy. Let's compare; the party comes across a Dinozonian pit trap, which, according to the DMG, requires a DC 20 to disable. Later, while exploring some mad machinist's secret headquarters, they come across a net trap of monofilament blades (Tech level 11,) but that's only DC 16. Wow! Those Dinozonians sure do make good traps.

On the other hand, the dinosaur related skills are well designed. There are solid rules for animal empathy, handle animal, and ride. Hey! Those are the same skills to which Confederates get racial bonuses. I'm starting to see a trend emerge here.

Feats also have shaky mechanics. There are problems involving vagueness (ex: combat placement), overpowered ability (ex: Turncoat), or underpowered ability (ex: trick shot.) Moreover, three out of the eighteen feats offered are for Confederates only. No other "racial" type has special, exclusive feats available.

In any case, I found the mechanics of character generation to be disappointing.


Setting simulative mechanics are of huge importance in creating an immersive roleplaying experience. They help define the particulars of "being there." Cretasus is a rich world, ripe for adventuring of all sorts. Unfortunately, very few mechanics are offered to help the GM depict this setting in a simulationist model.

For instance, what's the weather like on Cretasus? It is like a warm spring in Georgia or is it a steamy, primeval world? What type of "survivalist" challenges can be thrown at the players? There's no advice offered. Since two of the classes specialize in "survivalist" adventuring, this is a gross oversight. If we're going to explore this world, we need guidelines by which we may construct appropriate challenges.

But it gets worse. There is an amazing degree of negligence in offered support for smoothly integrating tech into the game. First, there are many things missing, such as vehicles, medical supplies, and computers. Second, the stuff that is offered is generally unbalanced, especially in the weapon sections. Things like the Cryon ray, the Screamer rifle, or the Dust gun are woefully unbalanced, especially if compounded with the customization abilities of the machinist. When players are saying things like "Hurry and change the energy pack! I want to disintegrate that T-rex before he gets away!" you know there's a problem with balance.

Furthermore, although trade is an important element in the game, as indicated by the elaborate listings of relative rareness for tech items or the emphasis on sellable dinosaur byproducts, there are no mechanics to actually get involved in the process of buying and selling. Got an intact T-rex egg to sell? Want to buy an item of "planet" level rarity? Well, it's totally up to GM whim as to your success in achieving your desired goal. This is absurd, especially considering that the Free Fleet background places a great emphasis on trade.

Again, it seems that if you plan on playing a game in which you're using Confederate level technology, everything works out effortlessly. Moreover, if your play style involves attacking Union strongholds, dealing with dinosaurs, or politicking around New Savannah, the rules should be more than adequate.


Dinosaurs are the big draw of this game. There is substantial discussion about many elements of implementing dinosaurs into play. From intelligence, languages and age categories to byproducts and treasure, this book has some quality advice. Especially worth noting is the helpful listing of DCs required to train them as mounts. Dinosaurs are also given a section regarding their society within each individual creature entry, aiding the GM in portraying each type as unique.

Unfortunately, as wonderful as this section is, it still contains some problems. What are dinosaurs in d20 creature terms, animals or beasts? This game says they're animals. I'm fine with that decision, but then the stat blocks don't conform consistently to this decision. For instance, d10 for hit die is commonplace, rather than d8s. Skill point allocation is all over the place, rarely falling into the 10-15 points that are appropriate for animals. Then there are the standard errors, incorrect BABs, saves, face/reach, and damage.

Furthermore, the design choice towards facilitating only lower level adventures makes an appearance here as well. The text reads:


"Because characters on Cretasus will encounter dinosaurs as first level characters, we have decided to focus these statistics on dinosaurs of the lower challenge ratings." (p.62)


Combined with the haphazard stat design and incoherency, this is a regrettable decision. Topping out at CR 11 is not conducive to extended campaign play. Moreover, there aren't even worthwhile guidelines for the GM to design her own dinosaurs.


All in all, good ideas are at the root of this game, but the mechanics falter in the execution.


Technique


In gamer speak, there is a distinction between "crunch" (ie: game stats) and "fluff" (ie: not game stats.) This game is definitely heavy on the crunch. However, there are a few points where technique of implementation makes a strong appearance, setting and advice.


The setting is quickly detailed in nine pages worth of text. However, additional setting information is smoothly mixed in alongside the game mechanics. It's all very well written and accessible. Nevertheless, smooth implementation of this setting requires more information. For instance, a map of the "Main Valley" of Cretasus would have been immensely handy. Details on New Savannah, a sample Union fort and mine, a typical dino ranch, or an example raptor tribe could be immediately useful in designing adventures. This is a great setting, but it's lacking in vital information. The GM has to "do-it-yourself."


Advice is offered in the form of one hundred adventure ideas. Although I'd have preferred fewer ideas with deeper development, this list gives a good idea as to the styles of games that the designer envisions for this setting. The examples are unadorned, but functional.


In sum, I found that the technique offered was enough to get the imagination fired up, but not enough to carry these ideas to fruition. This is a "build it yourself" type of setting. I think that the effort spent on filling out the detail of this world is worthwhile. However, I do feel that this reduces the value of the game considerably; there's too much work required to give it a proper treatment.


Quibbles


There are a few things that I found annoying about this game, beyond the mechanical and technical concerns and failings mentioned above. These quibbles are not factored into the score, since they totally reflect my personal preferences. I only mention them for the sake of thoroughness.


First, this game is wildly biased in favor of the Confederacy. They receive the most useful "racial" advantages, the mechanics for tech breaks down higher than the Confederate standard, and the rules for things that Confederates do are well designed. In contrast, there are shoddy tech and vehicle rules for the Union, nonexistent trade and alien rules for the Free Fleet, and nonexistent survivalist rules for the offworlders. Moreover, the setting depicts the Union as a totally corrupt and degenerate entity, with only the Confederacy as a viable opponent to Union dominance. I'm prone to having romantic, Southern antebellum fantasies, but this constant favoritism gets a bit much for me.


Second, this game is visually annoying in its portrayal of women. Do we get to see "Scarlet in space" or a cowgirl on an allosaurus? No. Instead, our only female images are the Dinozonians, nearly naked barbarian babes. Wow! You know, the first thing I'd do when running into the wilds to live free from human restraint is not to start wearing high heeled boots and dinosaur scale thongs. I have no problem with cheesecake in rpgs, but it's incongruous with the rest of the visual themes of this game. For instance, we see plenty of Confederate soldiers, gentlemen, and cowboys. Why can't we see any women in a similar style? Grrrr.


Appraisal


This is a good game. The setting is fresh and rich in story potential. The themes are compelling and deep. It has wonderful potential for many different styles of play, from goofy humor to savage horror to gun-blazing action adventure. This game is a cornucopia of diverse and novel gaming opportunities.

However, it's seriously lacking in mechanical and technical eloquence. It fumbles, stammers, and stutters through implementation. An enterprising GM can put some effort into making it work, but it is not a game that's "ready to go."

Nevertheless, I like it. In spite of all its warts and blotches, the heart of this game is exciting in its novelty and vision. If you're willing to make an investment in time and effort to bring this setting to life, I think this game offers substantial returns.

I can't give it high praise, but I can give it a mild recommendation.


---OMW
 

Remove ads

Top