Stargate SG-1 First Impressions


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Moridin said:
Actually, Doug did say vast majority....but he probably meant a "major section."

Actually, what I said was "It appeared (appeared being the key word there) to be the vast majority of the book" and went further to say I had not even gotten to the rules sections.
Also, The question of the thread was " first impressions" and those were my FIRST IMPRESSIONS. It should have been OGL instead of d20 and it APPEARED that the majority of the book was background material at that time. Which, by the way, was not a put down of the book. I love it and have been a fan of SG1 for a loooooong time.

Having read it further now my SECOND impression is it has a large section of background material (more than the average rule book) which is a very good read and it still should have been an OGL game.

I really enjoyed reading about the non-earth based character races.

I hope that the vast majority of the posters on this thread can move on now. Nothing to see here. Forgive my first impression as it was inaccurate.
 

Brisk-sg said:
Anyhow, we should be discussing what we like with the book, what we dislike, fixes for broken rules, ect instead of that original impression.
Agreed. :)
Brisk-sg said:
Anyone found any rules they dislike yet? If so, how are you going to handle it in game?
I'm still waiting for my copy to get in. I ordered it through my comic shop, which doubles as my FLGS, and Diamond still hasn't shipped it yet. I, um, was looking forward to hearing more of your breakdowns of the chapters. ;)
 

SilentJay said:
Agreed. :)

I'm still waiting for my copy to get in. I ordered it through my comic shop, which doubles as my FLGS, and Diamond still hasn't shipped it yet. I, um, was looking forward to hearing more of your breakdowns of the chapters. ;)

Ask and you shall receive
 

CHAPTER SEVEN: Feats (30 pgs)

Chapter seven lists the many feats available in SG-1. The feats are broken into ten sections; Basic Combat Feats, Melee Combat Feats, Ranged Combat Feats, Unarmed Combat Feats, Covert Feats, Gear Feats, Skill Feats, Species Feats, Style Feats, and Terrain Feats. While many of the feats listed have identical or similar names to those listed in the Dungeons and Dragons Player Handbook, the feats are seldom identical in implementation. It is recommended that any player or dm who is going to make use of a particular feat read the feats description even if he is familiar with its implementation in D&D.

There is a good mix of combat and skill based feats in the list. In general, the feats seem more dynamic then those presented in core d20. The Spycraft variant that Stargate SG-1 is based on has a mechanic for critical success and failures that most feats effect, increasing or decreasing the threat ranges and costs of these critical success/failures for skill checks and attack rolls. The bonus’ to critical success/failure that most feats provide is often in addition to other bonuses and affects of the feat. For instance, many of the Unarmed Combat Feats provide multiple named unarmed attack abilities such as Palm Strike and Knuckle Punch for the Punching Basics feat.

All in all this is a good chapter with a large assortment of feats. The chapter is not perfect however. In my opinion, the Symbiote feat tree for Jaffa is expensive for the added benefit due to drawbacks it provides. Furthermore, some minor editing problems can be noted in the chapter such as the text for the Urban Training feat containing text that refers to a desert terrain instead of an urban terrain.

Good: A solid mix of combat and non-combat feats. The feats are more dynamic then those often provided in standard d20 books, providing benefit across a broader range of abilities and actions.

Bad: The implementation of Symbiote feat might keep players from utilizing the Symbiote feat tree due to cost comparison to other feats. Urban Training feat contains modifiers to wrong terrain.
 

CHAPTER EIGHT: Finishing Touches (8 pgs)

Chapter eight is intended to add the finishing touches to your character. Mechanics for player subplots, action dice, and character descriptors such as age and height are detailed.

Backgrounds (Character Sub-plot mechanic)

The mechanic outlined for player specified subplots is called Backgrounds. The player is allowed to spend up to five skill points at character creation to purchase a Background. The number of skill points spent determines how dangerous the background is, and how much bonus experience the character will receive when cashing in the background. The specified rules require the GM to work the purchased background into an upcoming mission (one of the next three missions run). When a background in incorporated into a mission, the player character with the background receives a number of bonus experience points determined by the skill points spent, his character level, and whether it was the focus of the mission. If the GM does not incorporate the background into the next three missions, then the player can ‘cash in’ the background for ten times the listed experience. The primary problem I foresee with this mechanic is if too many characters take advantage of it in a large group. In a group of six or more players it may not be uncommon to have six backgrounds that the GM feels required to work into 3 missions. The ‘cash in’ option if the GM does not use the background seems intended as a way of forcing the GM to attempt to include the background into the mission. However, do not get me wrong, I like this mechanic.

Action Dice

Action Dice are a Spycraft mechanic that is used to give the players and GM more control over important actions. A number of action dice are given to each player at the beginning of the session. The player may spend the action dice in the following ways: Increase a die roll, increase defense, activate threats, activate GM errors, heal their character, make an inspiration check, or to activate a feat or ability that calls for spending an action dice. In essence the action dice mechanic allows the player to influence the random rolls of his dice and activate special abilities/results at key moments.

Description

This section includes the tables and rules for age, random height, and random weight along with prompting the player to record or think of descriptors for his character such as his appearance, personality, morals, background (not the mechanic), and goals.

Overall Chapter Eight provides the information for finishing up your character and explains two key mechanics. The Background and Action Dice mechanics give power to the players, allowing them to insert their own plot ideas into the campaign and helping to offset the randomness of the d20 system from dominating at key moments.

Good: The Background and Action Dice mechanic provide the player with more control over his character in the campaign.

Bad: The Background mechanic may be difficult to implement as written for a GM with a large group of players.
 
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CHAPTER NINE: Gear (72 pgs)

Chapter eight details a streamlined version of the Spycraft gear system. It is an abstract system that determines what equipment the character can requisition for each mission, as well as determining what property he owns in his personal life.

Gear Basics

This section details the basic rules for acquiring gear. At the beginning of each mission, a character’s operation gear is determined. Operation gear is composed of the standard SG team member bundle, a mission bundle appropriate to the mission, and a number of additional bundles based upon his rank. Furthermore, the character can requisition gear that is not included in the bundles through the use of ‘Gear Picks’. The number of ‘Gear Picks’ a character has to spend is dependant on his class, level, and feat/abilities.

Characters also receive resource points (rp) that can be used to requisition experimental devices, captured alien technology, drone use, and intelligence data. Rank, feats, and class abilities determine a character resource points. All requisitions with gear picks or resource points are with GM approval.

Rules for personal belongings are also detailed, as well as how this property will normally be used in game. In general, personal property only becomes important in game when adventuring on Earth. Liquidation of ones property is also detailed in this section for those in need of quick cash.

Next, the rules for re-supplying are presented. By spending an action dice, the character may trade out gear in his inventory through the Stargate as long as at least one-hour of unrestricted access to the stargate can be maintained.

Rank

This section details the rules for rank in Stargate. Every new character receives a starting rank in one of three categories; enlisted, officer, or civilian specialist. Per the rules, all new characters start with a rank two higher then the minimum; Staff Sergeant for enlisted, Major for officer, and Grade 3 for civilian specialist. The rank can be further modified by feat purchases. Promotions occur based on total number of gear picks a character has. Each category or rank has a benefit. Enlisted characters tend to have more weapons and gear. Officers have higher pay, better standards of living, and command authority. Civilian specialists receive moderate pay and gain the most access to personalized and specialized gear. Each rank listing includes the character’s monthly pay, starting savings, base operation gear (# and type of additional bundles), housing, vehicle, and personal belongings. Chain of command is also listed here. The highest ranking officer is normally in command. The chain goes from officer, to enlisted, to civilian specialist.

I have one minor complaint about this section; the starting rank for officers is too high. Having no officers with a rank lower then major in a starting party just does not seem right to me.

Carrying Capacity

A small one page section on the rules for carrying capacity is detailed. These are fairly standard encumbrance rules. The rules are largely the same as those presented in the Dungeons and Dragons Player’s Handbook. There may be minor differences however, so give it a once over if a situation ever occurs dealing with encumbrance.

Bundles

This section details the various bundles that are used on missions. All characters normally receive the Standard SG Team Bundle, a number of duty and weapon bundles based on their rank, and a mission specific bundle. The bundle is a specialized kit of equipment that focuses on a certain area. Each character will normally start with a minimum of three bundles, and many will have more then that. This should provide the characters all the necessary equipment needed for a mission without turning them into a walking k-mart. The bundles are broken in four categories; duty bundles are for an individual’s specialization, mission bundles are for the specialized mission, personal bundles are for earth based missions where SGC personnel can use their own equipment, and weapon bundles provide firepower and specialized assault gear.

Gear

This section describes the rules for concealing and damaging gear. Gear can be concealed on your body or nearby, modified by certain skills and the items properties. All gear has a hardness and damage threshold rating that determines how much damage an item can take, and how a damaged item operates.

Equipment

This section contains a number of equipment based rules as well as tables and descriptions for all equipment with the exception of weapons and armor. The section contains information on communication equipment (including jamming and interference), computers, explosives, kits, power sources, video/photo recording, light source radius, and weapon accessories. Qualities are also listed for equipment. These are modifiers that alter a piece of equipment. Most qualities cost a number of gear picks. The equipment tables list the gear pick cost for each item, as well as pertinent information such as range increment, duration (power source), and standard qualities. Each item is described and any special rules concerning the item are listed or referenced by page number.

Armor

This section contains the rules for armor. Characters who wear armor do not gain the benefit of their level based defense bonus. The primary benefit of armor is that it provides damage reduction. The terms ‘hard target’ and ‘soft target’ are described here. An item/character with a combined hardness or damage reduction of 6 or more is considered a ‘hard target’, one with less is a ‘soft target’. Each piece of armor is described in this section, along with any special rules for that armor.

I have one complaint concerning this section; it does not contain any listing for Jaffa/Goa’uld armor. This armor is prevalent in the show and rules concerning it make this section lacking.

Weapons

This section describes the myriad of weapons in Stargate, along with weapon qualities, terms, and of course the descriptors and special rules for the weapons themselves. The section begins a short segment on weapon terms. Most of the terms reference a combat rule. The rule is described along with the term or is referenced by page number. The next segment deals with many different weapon qualities and their affects. At this point we reach the weapon descriptions and the corresponding weapon tables that stat out the individual weapons. The weapons are divided into five sections; melee weapons, hurled weapons, primitive weapons, firearms, and tactical weapons. Each section contains rules specific to that category of weapon such as recoil for firearms.

Resources

This section details items and services that are available by expending a character’s resource points. Resource points can be used to requisition other SG teams, make use of drones, gain gate traffic priority, emergency training, or alien devices. The requisition of alien devices will likely be popular amongst many players, as this is the primary method for them to use a Zat’nik’tel. The rules for alien devices and weapons are presented here. Of note are the rules on common goa’uld weaponry like the Zat’nik’tel and staff weapon.

This is an important chapter with a lot of great information. The simplified feat system provides the character’s with a way of quickly getting the equipment they need for a specific mission without pouring through the rule book looking for every right piece of equipment. The GM can also rest at ease that the characters will not walking armories who individually carry around more weaponry then an entire platoon. The gear system should keep with a realistic allotment of gear to get the job done. The section does contain some minor editing issues such as two words running together if a couple of places.

Good: The gear system provides a flexible realistic allotment of equipment to the characters without bogging them down in swapping out gear for different mission assignments.

Bad: Some small editing mistakes and no Jaffa armor detailed.
 

Regarding character rank: I don't know if the analogy is accurate, but if you look at the roll of NASA astronauts, you'll see a lot of Majors, Lt. Colonels, and Colonels. There are a number of USN Commanders as well, but I don't remember what that corresponds to in the Army or Air Force. There are a few, though only a few, Captains and no Lieutenants that I saw. The Russian cosmonauts are almost exclusively Lt Colonels and Colonels. In terms of the show and the game, it makes sense to me that the important people (i.e. the Player Characters) are all of senior rank.
 

I may wind up house-ruling the issue with Rank.

Carter started off as a Captain, and got promoted to a Major early on.

I picked up the book on Wednesday, but have not had time to digest it. What little I've read so far I'm loving though.

I tried to run a GURPS: Stargate game, but could not get 'into' the GURPS rules (nothing against the rules, they just didn't 'click' with me).

REALLY looking forward to getting some heavy use out of this book!

Krael
 

Wow, awesome!

I like a lot of the concepts of the show, and have been stealing liberally for my D&D game, but this RPG sounds like it's actually better than the show.

Thanks, especially to Brisk-sg!

-- N
 

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