Galaxy Guide

The Guide to the Galaxy provides all of the expanded rules and setting information you need to run a dramatic and exciting Dragonstar campaign.
  • Extensive background information on the Dragon Empire, including profiles of the royal houses, the ISPD, the Unification Church, the Imperial Legions, paladin and blackguard orders, and dozens of other organizations and prominent personalities.
  • Detailed descriptions of the Primogen system and Outlands Station, two ready-to-use adventure locations you can incorporate into your Dragonstar campaign.
  • A complete introductory adventure easily scalable to many different character levels.
  • Complete rules for gravity, vacuum, radiation, world-building, new monsters, magic items and spellware, and much more.
 

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The second product in the Dragonstar line, the Guide to the Galaxy is at least as good as the first book, the Starfarers' Handbook.

Chapter 1: The Dragonstar Galaxy is, sadly, the only color section in this book. It describes how the DS universe went form swords and horses to guns and starships, as well as describing how the Dragon Empire started. It has good color illustrations and helpful background information. Chapter Rating: 3.5

Chapter 2: The Dragon Empire describes how the Dragon Empire works, what the major houses are, and how its politics and economy functions. It also describes the Twelve of the Unification Church and the deities of the Dualist Heresy. This chapter helps DMs understand how the Empire works. Chapter Rating: 4.0

Chapter 3: Organizations is a useful chapter if the PCs belong to or associate with (either peacefully or violently) any Imperial organization, such as the Imperial Legions, the Adamantine Order (the Empire's intelligence service) or any of a half dozen paladin or blackguard orders, as well as the Druidic Society and the Imperial Society of Arcane Magic. There's an organized crime syndicate, a monastic order, and the Insurrection against the empire. Nearly every PC is bound to encounter any of these organazations frequently. Chapter Rating: 4.75

Chapter 4: The Primgoten System explains how to start a new campaign or put an existing one into Dragonstar, and shows a good place to start. It gives a few adventure hooks and a description of the system. Chapter Rating: 2.75

Chapter 5: Outlands Station describes a chain of space stations that are linked by teleportation portals. It describes the things to do and people to see in the station. On strange thing about this is that Cheif Engineer Fallynock is a expert rather than a mechanist. In fact, the pilot and mechanist classes are not mentioned anywhere in this book. Strange. Chapter Rating: 3.5

Chapter 6: Magic Items lists new magic items. There are new magic items of every type and two new types of magic items: spellware and vehicle enhancements. Spellware is a type of magic item that is implanted inside a character, and vehicle enhancements make vehicles more powerful. Some of the new specific magic items are really cool, such as the Negative Energy Rifle and the Antimatter Cannon. The spellware is done really well, the Trauma Symbiote may well be one of the most useful items in the game. The only problem that I can see is that the price for the Teleport Suppressor vehicle enhancement is accidentally left out. Chapter Rating: 4.9

Chapter 7: Monsters has stats for new enemies. There are two new types of dragons, ther's a strange flying creature that blows up whenever it hits something (aircraft pilots beware) and several other things. There's a new subtype, "Space". Any creature with this subtype can survive in vaccum and is unaffected by radiation. The enemies seem to be well done and the illustrations are great. Chapter Rating: 4.5

Chapter 8: Running Dragonstar has some vital rules for any Dragonstar campaign. It tells how money and transportation works in the Dragon Empire. It details the effects of radiation, vaccum, explosive decompression, and variant gravity. It shows any changes in existing special effects. It also has a random star system generator and some new traps. The vaccum rules seem to be a bit lenient, but other than that, the rules seem to work fine. Chapter Rating: 4.5

Chapter 9: Dragonstar Campaigns explains in detail how to integrate an existing campaign with Dragonstar. It has dozens of adventure ideas and explains about varying technology levels of Outlands worlds. It has CR modifiers for equipment and tells how to balance encounters. Chapter Rating: 4.5

Chapter 10: The Hostage is an introductory Dragonstar adventure taking place in the Primgoten system detailed in Chapter 4. It is designed for a level 1 party, but is easily scaled upward almost to level 7. Chapter Rating: I abstain. I like to make my own adventures and am not good at making opinions about ready-made ones.

The book is great. However, the price tag is a bit steep at $27.95 US. However, if you are running a non-Star Wars futuristic campaign, the price is well worth it.
 


May I ask for something that would be great in your review? the page count of each chapter (as I more interested in chapters 8&9 than any other chapter).
 

Dragonstar Guide to the Galaxy is more or less the Dungeon Master's Guide for the Dragonstar setting. It's the same size as the Dragonstar Starfarer's Handbook, and is the same price. $27.95 for 172 pages (including 16 color) + index & Ogl. Unfortunately, like the Starfarer's handbook, it's somewhat flimsy for a hardback. Both the ones I own have developed cracks in the back cover. Not a big deal, but annoying, and the only d20 hardcovers to do so (though my Freeport hardcover's spine has fallen off).

The text is relatively small, and the margins are pretty small as well. About 7/8 of an inch to the side and bottom, and inch on the top. There's about 70 pieces of art, most of pretty good quality (nothing terrible, but nothing spectacular, either). So, you do get a pretty value, in terms of content for your money. I paid full price at my local-ish game store (which came out to be exactly $30, with tax), and while I wish there was less fluff and more rules, I'm satisfied with it.

Chapter One is in color, and is on the Dragon Star Galaxy. It's 16 pages or so, and gives a pretty good history of the Dragonstar setting. Has a starmap, too. (A better version is available on their website)

Chapter Two is "The Dragon Empire". It's 20 pages, and gives details about the empire itself. It starts with the noble houses, then goes into politics and trade, and finishes with more info on the various gods (Really, nothing that wasn't in the SFHB other than a lot of fluff)

Chapter Three is on organizations. It's pretty short at 14 pages, and covers them in alphabetical order. It starts off by describing some Blackguard orders, moves on to a criminal organization (Black Hole Syndicate), the Druidic Society, the Imperial Legions, Imperial Society of Arcane Magic, Imperial Secret Police, The Insurrection, some Paladin orders, a monastic order, and the Royal Exploratory servicse. Most just a few paragraphs of descriptions, though a few NPCs are given for the militant (Blackguard & Paladin) orders.

Chapter Four is also 14 pages. It details a newly discovered system, the "Primogen System". You get a history of the system, and what the Dragon Empire is up to on the main planet. It's fairly well done, but didn't do much for me. There are also 7 adventure hooks.

Chapter Five is another setting, but one more useful to most Gms (and they say so). It's only 10 pages, and describes a rather unique space station. It's a space station, but a special one. It's actually 10 different space stations connected via teleportation portals It's not detailed all that well - there's an overview of it, some NPCs (mostly ones in charge of the station), and descriptions of the major areas of it. No map. Seemed to me sort of bland, as well, though they went out of the way to counter stereotypes. There's a Drow who is handicapped (though apparently this doesn't affect her stats), a half-orc with a heart of gold (and they use that phrase), an attractive lady dwarf (though her picture is actually more creepy looking than attractive).

Chapter Six is on magic items, and is 20 pages. Some interesting stuff here, but the real highlight is probably spellware. That is sort of like the magical version of cyberware - or just magical items implanted into the body. There's much less spellware than I had hoped - not much more than in the d20 Annual magazine article on Dragonstar - only about 6 pages. Chapter 6 is also entirely open content (the text, anyway).

Chapter Seven is on monsters. It's 16 pages. New monsters are the Asterwrath, which is like a asteroid sized Xorn - it eats minerals, the Burstbeast, a thing that lives on gas giants, Space and Star Dragons (which aren't very interesting - just loner dragons that live in space), Electric ooze, Radiation and Space Elementals, Laserball (like the floating ball thing Luke trains with in Ep. IV), the Soulmech (largely repeated from SFHB), and the Space Kraken. This chapter is also entirely open content (again, just the text).

Chapter Eight in on running a Dragonstar game, and is 28 pages. It had lots of rules and info for space situations. Most things are covered, from variable gravity, to vacuum and radiation. But they tend to be fairly simple. Radiation exposure is handled okay - it causes damage, and has a 10% chance of the character getting radiation sickness, which causes permanent constitution damage. I wasn't really expecting anything deep, like say in the Deep Space supplement for Cyberpunk, but I had hope. I was also hoping they'd address the effects of long range exposure to radiation by longer lived species. Everyone picks up radiation, but because us humans are so short lived, it doesn't really affect us much. But if we lived 200+ years, it would start to have effects. So I was curious to see if this would be address in elves and more importantly, Dragons. But apparently not. Again, not surprising, but I thought it worth mentioning, since some game systems have gone that far.

World building is a subset of the chapter, and runs about half of it (13 pages or so). The world building part is pretty good, but fairly simplistic. Rather than using the normal scientific way of describing stars (F,G,K, etc), it describes them by color and by age. Which works, but IMOH, it's not as easy as the scientific system, and can be confusing (but then I was a space science major in college). The stat block for a planet is like this:

Planet Type: Terrestrial or Gas Giant, or Asteroid belt (3 types)
Size: Very small to very large (5 types)
Gravity: from microgravity to extreme (7 types)
Atmospheric Density: from Vacuum to Very Dense (6 types)
Atmosphere: Breathable, Tainted, or Hostile (3 types)
Geology: from very flat to very rugged (5 types)
Hydrosphere: from No Water to Very Wet (5 types)
Biosphere: from No Life to Abundant (5 types)
Population: from very low to very high (5 types)
Technology: Primitive, Pre-industrial, Industrial, Post Industrial, Imperial (5 types)
Magic: Primitive, Low, Moderate, High and Advanced (5 types)

So, while there are a lot of combinations, it's still fairly simple. And it's easier to decode than those from Traveller. On the other hand, you don't get specifics, just vague statements. The technology is particularly problematic. Primitive equals stone age, but pre-industrial ranges from bronze age to Rennaisance. Still, pretty good. And like most games, there are tables to let you roll up random planets and star systems. And I might add, the science seems pretty sound.

Chapter Nine is on Dragonstar campaigns. It's 17 pages. It starts off by giving several ways Dragonstar campaigns can be started, and advice on how to do so. The invasion method (in which the Dragon Empire invades the characters planet) is the most detailed, with 13 paragraphs. Next is a few pages on adventures, including some adventure hooks. There's also some advice on how to incorporate differing fantasy worlds into Dragonstar, with some brief rules for character unfamiliar with technology trying to figure out hi-tech devices. And it ends with a discussion of combat in Dragonstar

Chapter 10 is a sample adventure, and is 15 pages or so. It's set on the world described in Chapter 4. I haven't used it, and probably won't, because it seems like a pretty dumb adventure. But it's fairly simple, so it probably does what it was designed to do - be an introduction to the Dragonstar setting.

There's also a 2 page index, and a page for the OGL (with an add for other FFG books on the back). These are not numbered, and are in addition to the 172 pages.

All in all, a pretty good book, but I was hoping for more. Specifically, more magic items and such, and maybe more hard setting info, like details of dozens of different planets. Instead there was only a few of each given (mostly throneworld). I was also hoping for trade tables, like in many science fiction games. (You know, buy x from planet a, then sell it at planet b and buy y). And more starships. But those are likely saved for Imperial Supply, the next book.

I would give it a B-, which translates into a 4. And since a lot of the book is setting heavy, it's pretty much only useful for those who are running (or want to) Dragonstar games. There's really not enough crunchy bits to rip off for other things, and you can get much of the best part, the spellware, from the old d20 Dragon Annual.
 

When trying to decide if I should buy this product (Dragonstar Guide to the Galaxy), I looked for reviews. I found few, if any, so I figured I would write one up myself. Here we go.

1) Production values- It is a hardcover book, but with the shiny quality of cover (similar to S+S Relics and Rituals). I dislike these types of covers as they show grime and fingerprints all too easy. I am a far bigger fan of the covers of the FRCS and OA. Anyways, personal preferences aside the cover also seems to be cracking a bit after only a weeks worth of reading. The artwork inside is solid. I actually really enjoy many of the pictures. They help to convey the story and ideas of Dragonstar excellently. The art is mostly black and white (with the intro in color), but I enjoy this more than many color artwork that is out there. 3/5 for production values.

2)Content- Has a lot of rules and tools for you to use. I enjoy the science approach to sci-fi/fantasy gaming. Unlike Star Wars, physics plays a role. This distinguishes Dragonstar from other games in the genre. Inside you will find rules for: creating planets/solar systems, gravity, modern diseases, and how to implement a DS game into an existing one. There is also a sample adventure, a sample setting (decently well done), a history of the Dragon Empire, organizations, politics, spellware, and some items. Overall, quite comprehensive and a good read. Not complete I am sure (although I can't think of anything I would want that isn't in there), but there will certainly be more books in this product line. 5/5 Content.

3) value for money- In Canada it cost me 43.00 dollars. It's US price is 27.95. It is about 176 pages in length. A little pricey perhaps, but I will make a quick comparison. The Sword and Fist collection of 5 books each cost me 33 Canadian dollars. They run about 96 pages. They are black and white, and softcover, whereas DS is hardcover with limited color. The content is of similar quality, the artwork is of similar quality, and comparing the two I would say that the DS Guide to the Galaxy is a decent deal, as it is considerably larger in size. 4/5

Anyways, if you are running a DS game or thinking of it this product is a must have. I know it came out later than promised, but I don't hold that against the product. It is a pretty good book, that I enjoyed reading and can't wait to play.
 

I had so hoped I would be able to give this product a Five like I gave the Starfarer'sHandbook. The promise of Dragonstar was - and to some extent still is - immense. Nevertheless, this book is not all I hoped it would be, but it is still a damn good read and a necessary and worthwhile purchase if you are into Dragonstar.

The Stuff

This book is nowhere near as filled with the now legendary "crunchy bits" as it's companion volume the Starfarer's Handbook. It does provide a good deal of solid mechanics though:

NPCS: A fair deal of generic NPC-stats to drop right into you campaign - most well-illustrated.

Magical Items: A very solid list of items and special qualities that all seemed perfectly suited for Dragonstar.A much longer list of Spellware and more equipment would have been nice, though. I couldn't shake the feeling that they were saving up too much for Imperial Supply at times. That being said - I loved the concept
of Divine Spellware.

Monsters: A good selection of monsters including the Asterwrath (hungry asteroid), Space and Star Dragons, Radiation Elementals and the Space Kraken. Nothing terrible exciting but all monsters struck me as being very utilitarian to a Dragonstar campaign.

New Rules: I found a lot of good stuff in the Running Dragonstar chapter.Finally rules for Common Cold, Influenza and Retrovirus :D. The chapter coverspretty much all issues surrounding old rules in the new context of space and hi-tech society. The gravity and radiation rules are simply and it's hard not to love a chapter with a sub-chapter called Explosive Decompression (that and the Security Systems are downright nasty - I always wanted a Chainsaw Pit at my entrance).

World-Building : Like other reviewers I will confess that I would have liked a more detailed world-building system. The one presented in this book has its merits, though, it's quick and easy to learn and the
different characteristics are well-decribed.

The Fluff

This may sound contradictory - but the fluff of this book is its meat and bones. Like the Starfarer's Guide I enjoyed reading every last bit it. It's well-written, engaging and interesting. Dragonstar manages to stay true to the special
feeling that it has inspired in its fans since the beginning.

Don't get me wrong, though, I would have liked FRCS and Lords of Darkness style write-ups of the Houses, Domains, and other organisations of the Dragonstar galaxy but that is a lot to ask.

It was nice to finally get the detailed history of the Empire and the descriptive text in the opening chapters is literally dripping with adventure hooks. There's a lot of space to work with her (no pun intended) and in my campaign I'll use this
freedom shape this galaxy to my own tastes.

The chapter detailing the Primogen System (which I at first found redundant) has grown on me. I find the setting fairly unusual and an interesting starting point for a campaign starting on a backwater planet (in a galaxy far, far away - you know!). The chapter on the Outlands Station left me unimpressed but it is useful for anyone looking to incorporate space
stations into their campaign (say - you want a DS9 or Babylon 5 style campaign - which should be cool in the Dragonstar setting).

The politics of the Houses and other factions in the empire provide a very interesting starting point for adventures involving politics, stealth, subterfuge and the like. To me, the Dragonstar presented in this book is a much more dynamic and viable adventure setting than it's closest equivalent: Star Wars. A few of the names were a bit too sought for my tastes (Black Hole Syndicate anyone?) while others are just elegant (the Dragon Houses noticeably - House Osorus, House Deserene - very, very fitting).

Overall

All in all this is a must-have product for all Dragonstar DM's out there. Others interested in Space-Fantasy should also find a lot to love in this book. It would have profitted from being much bigger and delving into deeper detail at times but this does not detract significantly from it's overall rating as a good - if not excellent - product.

-Zarrock
 

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