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<blockquote data-quote="Needleman" data-source="post: 2009114" data-attributes="member: 2414"><p>The second product in the Dragonstar line, the Guide to the Galaxy is at least as good as the first book, the Starfarers' Handbook. </p><p></p><p><strong>Chapter 1: The Dragonstar Galaxy</strong> 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</p><p></p><p><strong>Chapter 2: The Dragon Empire</strong> 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</p><p></p><p><strong>Chapter 3: Organizations</strong> 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</p><p></p><p><strong>Chapter 4: The Primgoten System</strong> 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</p><p></p><p><strong>Chapter 5: Outlands Station</strong> describes a chain of space stations that are linked by <em>teleport</em>ation 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</p><p></p><p><strong>Chapter 6: Magic Items</strong> 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</p><p></p><p><strong>Chapter 7: Monsters</strong> 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</p><p></p><p><strong>Chapter 8: Running Dragonstar</strong> 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</p><p></p><p><strong>Chapter 9: Dragonstar Campaigns</strong> 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</p><p></p><p><strong>Chapter 10: <em>The Hostage</em></strong> 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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Needleman, post: 2009114, member: 2414"] The second product in the Dragonstar line, the Guide to the Galaxy is at least as good as the first book, the Starfarers' Handbook. [b]Chapter 1: The Dragonstar Galaxy[/b] 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 [b]Chapter 2: The Dragon Empire[/b] 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 [b]Chapter 3: Organizations[/b] 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 [b]Chapter 4: The Primgoten System[/b] 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 [b]Chapter 5: Outlands Station[/b] describes a chain of space stations that are linked by [i]teleport[/i]ation 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 [b]Chapter 6: Magic Items[/b] 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 [b]Chapter 7: Monsters[/b] 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 [b]Chapter 8: Running Dragonstar[/b] 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 [b]Chapter 9: Dragonstar Campaigns[/b] 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 [b]Chapter 10: [i]The Hostage[/i][/b] 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. [/QUOTE]
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