(rpg) Star Frontiers -- why did you like it?


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Way back when I played SF too. I remember the modules as being some of the most fun I'd had gaming. It had pretty much everything - intrigue, combat, and football. What more could you ask for?

About the only problem I really had is the same problem I have with all sf games - they become dated really quickly and, at least back then, tend to be written by people who have never picked up a rifle and shot it.

Thinking about it now though, I think I might have to go back and check things out again. Like was mentioned, it was like Basic and Expert DnD, a blast with a really short learning curve.
 

3d6+15 said:
Wow, I was just this minute poring over D20 future and contemplating a converison of "Mutiny on the Elanor Moreas".

I had the same thought a few months ago. I was thinking this might be a fun thing to do at gencon. Here's my conversion of one of the robots in that module:

http://chrischalfant.blogspot.com/2005/05/d20-futurestar-frontiers.html

I might have some more stuff on my PC at home. I'll post more if I have it.

One of the things I liked best about Star Frontiers was the use of fairly conservative star ship technology. Other than the FTL drive, ships used reaction drives that are all very plausible. There are no artificial gravity generators, reactionless drives or "intertial dampeners" in SF. You only get gravity under acceleration. This greatly increased the chances that your PCs would get to fight in zero-g (which is just plain cool).

IIRC, there was even a module where you fought an alien species who had a low tolerance for high-g turns. This played out in spacefighter combat and gave the PCs the upperhand once they figured it out.
 

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