Stargate SG-1 First Impressions

Core Book required

From what I've read on the AEG site, the only reason you need a core book is for generating abilities and the XP chart showing how many are needed to gain levels and what Feat/Skill/Attribute benfits you gain. Although Stargate uses the Spycraft rules, these are in the Stargate book.
 

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Chapter by Chapter Review

As I read the book, I am putting together a review. As I finish each chapter I will post a quick review of it.


INTRODUCTION (2 pgs)

The first section of the Stargate SG-1 RPG is a fairly standard introduction, taking up only two pages. It starts with a brief description of what Stargate SG-1 is about, followed by a brief description of roleplaying games. The introduction then proceeds to describe what is in each chapter of the book.

The last paragraph of the introduction states that the Stargate SG-1 rules are 'powered by the wildly popular Spycraft d20 engine', mentioning that more 'Powered by Spycraft' books can be expected in the future, yet it does not mention that the Dungeons and Dragons 3rd Edition Players Handbook is necessary to play Stargate SG-1.

Good: Short and well worded introduction to RPGs as well as the premise of Stargate SG-1.
Bad: The section does not outline the need for the Dungeons & Dragons 3rd Edition Hand Book.
 
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CHAPTER ONE: History of the Stargate (28 pgs)

Chapter one is a brief outline of the Stargate Movie and SG-1 TV Show through the sixth season. I have only skimmed this section at this point, but glancing through the pages reveals it to be a rather standard season synopsis for the show. It should be pointed out that the chapter only describes episodes of consequence to the overall story arc of SG-1. Not all episodes are listed and outlined, only those with pertinent information. This helps keep the size of the chapter under control so it does not dominate the book.

GOOD: Only pertinent episodes are detailed, keeping the chapter from becoming a daunting read.
BAD: If you want information on every episode, this book won't provide it
 
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CHAPTER TWO: The Stargate Program (30 pgs)

Chapter Two details the Stargate Program. This chapter is very well written in my opinion, with detailed information about the Stargate Program. The primary sections of the chapter detail SG Team positions and assignments, public knowledge of the Stargate Program, recruitment of personnel, SGC training program, a general overview of the Cheyenne Mountain Complex, the history and physics of the Stargate, mission profiles, and SGC Operational Procedures.

Though this chapter contains no d20 rules, I find it to be one of the most valuable chapters in the book, providing details on how the SGC operates. From details on how to recruit characters to procedures on pre-departure, this chapter is a must read for any GM looking to run a game of Stargate. A diagram of all the standard Stargate glyphs is also provided in this chapter, along with pictures of the Stargate and Dial Home Device.

Good: A very informative chapter, packed with information useful to any campaign based on the show.
Bad: I found nothing truly lacking in this section. A map of the SGC's lower levels would have been handy.
 
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CHAPTER THREE: Through the Gate (44 pgs)

Chapter Three details the primary worlds and races of the Stargate universe. This section contains no d20 rules, only descriptions.

The world descriptions each contain limited information on the world’s general geography, weather pattern, orbit, and history. Each world has several notable features and locations detailed. Each of the world descriptions is a good read, providing a lot of interesting background information about the detailed worlds. Six primary worlds (Abydos, Chulak, Cimmeria, Tollan/Tollana, Kelowna, Alpha Site), and 5 secondary worlds are detailed (Gamekeeper’s World, Land of Light, Nem’s World, Spirits World, Winter Domes Planet). The detailed worlds provide a good mix of environments and cultures, with the primary worlds being of some strategic/episodic importance. A table of worlds visited or mentioned in the TV series is provided, containing the SGC designation, common name, and notes on each of the worlds.

The primary sentient species of Stargate are detailed in the remainder of the chapter, with the exception of the Goa’uld. The Asgard, Jaffa, Tok’ra, Near-Humans (broken into Abydonians, Cimmerians, Kelownans, and Tollan), and Reol are detailed in this section. Each race’s history, culture, and technology is described, though no d20 information is presented. Each of the races receives several pages of information. A small section is given with common names for each race. Portions of this section are a must read for any player looking to play a specific race, and for any DM looking to run any of the races detailed in the chapter. As a fan of the series, this section answered many of my questions about the races.

Good: This chapter contains detailed information on the primary races and worlds of Stargate. A must read for any player or GM who intends to use one the races or worlds detailed within.
Bad: Nothing is lacking in this section as far as I am concerned.
 
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CHAPTER FOUR: The Goa-uld (22 pgs)

Chapter four is an in-depth description of Stargate’s premier villains, the Goa’uld. Once again, this a no-rules section that contains no d20 information. What it does contain is the history, biology, and the nature of the Goa’uld race. A lot of information can be gleaned from this chapter if you are a Stargate neophyte or fan. The history of the Goa’uld I found particularly interesting.

Amongst many other details, the chapter details the problems with Goa’uld blending, why Jaffa are used as incubators, how they view non-blended goa’uld, and how the Goa’uld view themselves. The chapter ends with a brief description of each of the Goa’uld who makes an appearance or is mentioned in the SG-1 tv show. These descriptions are very brief, and about a fourth of them happen to be deceased if you plan on playing in the current season.

Good: The chapter provides a good deal of insight into how to rp the Goa’uld menace. It is a must read for an GM planning on running SG-1.
Bad: Not enough detail about the individual Goa’uld.
 
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I thank you for the reviews. It sounds good so far and i especially like the mention of so many "no rules" chapters. My copy is still in the mail so i wait impatiently... and these tidbits help not only stoke the anticipation but pass the time.

much obliged.
 

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Moridin said:
Yes, it's true. I just finished up my work on the Season One Sourcebook and let me tell you it greatly expands upon each episode. The idea is that we take each episode, pick out a relevant concept or item, and then flesh that concept out with all-new material and adventure hooks for the Gamemaster to use. The book will provide Gamemasters with ways to use famliar items, places, locales, etc. while still giving their own SG team unique adventures.
Whoa, whoa, whoa, whoa. Does that also includes full stats for all the extras (aka non-speaking roles) that are visible in each episodes? ;)

Okay, exactly how much does each season sourcebook is gonna hurt my wallet ($$)?
 

Ranger REG said:
Does that also includes full stats for all the extras (aka non-speaking roles) that are visible in each episodes? ;)

Well, I've heard that AEG's publishing an entire 226 pg hardcover that details the exploits of Sgt. Siler, so perhaps.... :D

[Edit: There is no Sgt Stiler]
 
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