Old RPGs: Universe

MerricB

Eternal Optimist
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I'm just wondering if there's anyone out there in EN World-dom who knows about the RPG I ran last week: SPI's Universe.

This is a game I bought back in the early 80s, shortly after I became interested in D&D. (I'm guessing most likely I bought it in 1983). Of course, by the time I bought it, SPI was no longer in existence, but I didn't know that at the time. I was very, very young, and a science-fiction RPG seemed like a good idea.

Universe has an unusual skill system. Each task has a base percentage chance of success. If you are possess ranks in the skill, you add the matching attribute and the square of your skill rank to determine the chance of success. As skill levels rarely go about 8, it's a somewhat clunky way of doing it but not all that difficult.

A bit more difficult is working out awareness (surprise) and initiative, which have a multitude of factors having to be calculated, including the Environ skill level of each character. Honestly, at the beginning of each encounter, you need to sit down for five minutes to work out exactly who is best equipped to deal with the encounter and will thus be the "leader" and rolling for initiative. Because someone who was brought up in Barren Peaks isn't so great at seeing what's going on in Jungle Flats. (And there's gravity to consider as well).

Despite that, I've got a great fondness for Universe and what exists of its setting in the main rulebook: which isn't all that much, admittedly. It's the 24th Century. Earth is still in the early stages of colonizing the planets around it. The planet design system is detailed, and it's not one planet per star system. Only the rocky worlds are considered, but you can create four or more for a star system. Where they can exist depend on the star's spectral class - the game certainly evokes the core of "hard" sci-fi. Each planet has a mean temperature, important resources, a hydrograph percentage (how much surface water is on the planet), and details on the major terrain in a number of environs. This hard sci-fi setting is helped by the included star map: every star (along with its spectral class) within 30 light years of Earth.

The game - as presented - is very much about exploring new world, finding new creatures, and perhaps, some day, finding intelligent life. The basic book doesn't have any (really) intelligent aliens, but a supplement in Ares magazine back in the day gave one such race.

Anyway, I had an aborted attempt at running a session back when I was a teenager, but it didn't go well. And so, nearly twenty years later, I was able to convince four of my friends to give the game a go.

The session - using the provided adventure in the rulebook, "Lost on Laidley" - was not one that will go down in the annals of roleplayings as one of the Best Sessions Ever. Indeed, it was fairly mediocre, but it was still enjoyable and provided an interesting glimpse into the possibilities given by this system. What worked well was how the characters needed to come up with a plan for where they were to land on the planet a missing expedition was stranded, and where they would go to find the survivors. All of that worked well, and there were a couple of interesting encounters with alien life along the way...

What do you do when you come against a mobile rock that wants to be friends? Well, according to what my group did, you trap it in a force cage to be shipped back to the nearest civilized planet to be (a) studied and (b) sold for profit. Heh. Human nature doesn't change much through a few centuries.

Giant vehicle-eating slug thing? Panic, drive it off with weapons! It's amusing to see one of the PCs trying to scare it off with a bow... no, not perhaps the most appropriate of weapons. Don't you have a laser somewhere?

Anyway, we finished the adventure in about 3 hours, and next week we'll have another go of the system - with likely an adventure I design myself. Taking a leaf from some of Jack McDevitt's work, I'm going to start with the media being really interested in the characters... and then move on from there.

The "campaign" might only go for two sessions, but it is certainly a change from the D&D and Cthulhu I've been running recently. I'm quite interested in seeing if I can have it last a little longer, and see what I can do in a science-fiction Universe...

Cheers!
 

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I'm familiar with it. There's an extensive fan site here that offers updated rules and supplements for Universe. I'm not sure if the site is legal, but it has stood unmolested since 2001, so I'm assuming they have some kind of deal worked out with the Universe rights holder.
 

I'm familiar with it. There's an extensive fan site here that offers updated rules and supplements for Universe. I'm not sure if the site is legal, but it has stood unmolested since 2001, so I'm assuming they have some kind of deal worked out with the Universe rights holder.

Yes, I know the site, thanks. It's very useful. :)

The Universe rights holder is likely to be (ahem) Wizards/Hasbro. SPI was bought out by TSR, so I guess that went to Wizards, and from them to Hasbro...

Cheers!
 

There is an active yahoo group site as well with files and rules. Not sure about legality...

I have to thank you for posting this. Reading about SPI's Universe lead me to find out more about SPI and what happened to them which led me to an article by Greg Costikyan about their purchase by TSR and why he thinks wargaming died. Or at least was given a big push along the way.

I find it interesting that it may be that WoTC owns the rights to the game via TSR. I might have to figure this game out because it does sound interesting.

I'm sorry I don't have any anecdotes about playing the game, or any advice about the game.
 
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The Universe rights holder is likely to be (ahem) Wizards/Hasbro. SPI was bought out by TSR, so I guess that went to Wizards, and from them to Hasbro...

Possibly. I seem to recall somebody telling me there was a possibility that some properties associated with companies like Avalon Hill and SPI reverted back to their owners, rather than transferring to TSR when those companies were acquired, as properties are sometimes known to do. I am not sure if Universe is one of those properties, however (and my own experience has been that WotC legal will neither explicitly confirm or deny ownership of such properties).
 

I have to thank you for posting this. Reading about SPI's Universe lead me to find out more about SPI and what happened to them which led me to an article by Greg Costikyan about their purchase by TSR and why he thinks wargaming died. Or at least was given a big push along the way.

Costikyan's article "A Farewell to Hexes" is a fascinating article - I regularly cite it for the sales numbers of Squad Leader (200,000+ copies!) - but as I get older, I become more suspicious of his arguments.

Cheers!
 

Possibly. I seem to recall somebody telling me there was a possibility that some properties associated with companies like Avalon Hill and SPI reverted back to their owners, rather than transferring to TSR when those companies were acquired, as properties are sometimes known to do.

This is true of certain properties. I have a suspicion that "Up Front" may be one of those (as MMP wants to produce it and haven't been able to due to legal issues). "Titan" was another as I recall - I suspect Valley Games were able to reprint it because it got rid of all of David Trampier's artwork, which would have been the major legal issue left.

Decision Games (who currently publish S&T) have the rights to old S&T games. They've just republished a bunch of those games, in fact. (My local online retailer is showing a bunch of them which have just come in...)

Interesting post here on consimworld...

"Decision Games owns the copyright of a large number of SPI games, and have a license arrangement with Hexwars to express those games on the internet. I believe that Hasbro owns licences for a number of AH games, but from my observation appears to not protect that licence to any great extent. Vassal is unrestrained in publishing AH games, whereas Decision Games and Hexwars have actively prevented publication of SPI games that breach their copyright)."

Cheers!
 


Man...I thought I was virtually alone in enjoying- much less owning- SPI's Universe!

You are alone. Just not virtually. Thanks to the internet, finding ways to not being virtually alone with something are a lot easier. :)

Oh, I've only just acquired a copy of Delta Vee...

Cheers!
 


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