Homeworld: Revelations RPG For Pre-order

Modiphius has made its upcoming Homeworld: Revelations RPG available for pre-order. Each pre-order gets a 69-page Quickstarter to get you going while you wait for the full rulebook. The core rulebook is $50, with various collectors editions and bundles if you have a bit more to spend. It doesn't mention the expected release date (at least as far as I can see!)...

Modiphius has made its upcoming Homeworld: Revelations RPG available for pre-order. Each pre-order gets a 69-page Quickstarter to get you going while you wait for the full rulebook.

The core rulebook is $50, with various collectors editions and bundles if you have a bit more to spend. It doesn't mention the expected release date (at least as far as I can see!)


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Homeworld: Revelations will give fans of the original Homeworld game the exciting opportunity to view the universe from a new perspective, taking on the role of the crew aboard one of the Kushan fleet’s ships. Whether it’s joining the Mothership on its odyssey, or helping re-establish the Hiigaran homeworld, there will be endless adventures.

Homeworld: Revelations expands on what we know of the Kushan people and the game’s major factions, like the Kadesh and the Taiidan. Fans of the universe will learn that there are more incredible secrets hidden within the Guidestone which can be discovered through the roleplaying game. You can expect more detail on the people of the whirlpool galaxy so players can create their own stories of discovery and adventure, revisit locations from Homeworld to uncover their mysteries, and even explore the events of the Exodus to find out what else the Kushan discovered, gained and lost on that famous journey.

Modiphius has employed the expertise of Martin Cirulis, one of the original writers of Homeworld, to consult on the setting and lore, along with Homeworld experts at Gearbox Entertainment and Blackbird Interactive whilst one of the original artists for the Homeworld video game, Aaron Kambeitz, has created the cover art. Check the product pages for more details.
  • Step inside the fleet and for the first time discover the personal story of the Hiigarans
  • The history of the Kushan people from their origins on Hiigara, into exile on Kharak, and back again. With adventure ideas for play in any of these periods throughout their history
  • Explore the harsh desert world of Kharak and the cities and societies found there.
  • Create a character from some of the most famous of the Kushan Kiith - Naabal, Soban, S’jet, Paktu, Manaan, and Somtaaw.
  • Take your role as part of the crew on any of the classic Homeworld vessels.
  • Discover life on board the Mothership as part of its many important divisions – Command, Tech and Engineering, or Exploration and Research.
  • Details on all other factions and their technology - Taiidan, Bentusi, Turanic Raiders, Kadeshi, The Progenitors and the Galactic Council
  • Covers the events of Homeworld 1 and Homeworld 2, Homeworld Cataclysm and Deserts of Kharak.
  • You’re not grounded! Simple ship combat rules give you everything you need to take command of fighters, corvettes, frigates, capital ships, super capital ships and of course the iconic Mothership herself!
  • Packed full of never-before-seen Homeworld art to bring the universe to life in a completely new light
  • A new iteration of Modiphius’ 2d20 RPG system designed from the ground up to let you dive deep into the events of Homeworld.
 

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aramis erak

Legend
I keep skirting around Modiphius products as the 2d20 system is probably the most split system I've read about. Half of the testimonies praised it and half said it wasn't for them. I've been especially interested in the Conan books, but they're not cheap. This says it's a new iteration of their system, I wonder if it'll change people's opinion about it considerably?
I've run 2 different 2d20 games: STA and Dune.
I'm neither a fan nor a hater of the system.
The setting materials are going to be excellent; the rules are going to be relatively straightforward.

I'll not some design issues for you...
Nat 20's (called complications) are bad; some players fail to report them. There is no player mechanical benefit to reporting their 20's.
Players may "buy off" compications by generating threat.
The Complication Range (starts at nat 20) can be widened as a complication from a nat 20, by 1 point... the maximum range is 16-20.

I've had sessions where, due to use of increased complication range and following bad player rolls, The players failed the mission and I had over 15 threat unspent. it was a clear case of the system kicking the PCs while they were against the ropes. I hadn't been hammering them, and they failed because of dice issues. This is rare, Modiphius blames the GM.

The difficulty labels fit nicely to 2d20... but you'll seldom be rolling just 2d20. 3-5 is typical. It's a count successes system, and nat 1's always count double; each flavor has a different method for determining how wide the 2nd success range is. Conan, it's bought separately. STA, if you have the right label, the Discipline (super broad skill) is the range, otherwise it's just the nat 1. Dune is similar to STA.

If you're good with the ideas of metacurrency (3 of them... Momentum (for players), threat (for GM's, does most of the things momentum does, and a few momentum doesn't), and determination/fate (which guarantees 2 successes on the dice, but are low in number))... it can be very enjoyable. just watch for non-reported threat and for snowballing of threat via increased complication range.

I can't speak to physical quality; so far, it's been all PDFs for me. I'll be picking up my Dune hardcover next week.
 

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