Battlestar Galactica Roleplaying Game
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Average customer review:Product Details
- Amazon Sales Rank: #478704 in Books
- Published on: 2007-03
- Original language: English
- Number of items: 1
- Binding: Hardcover
- 224 pages
Customer Reviews
First Edition Battlestar Galactica Roleplay Rulebook
This is the 1st Edition rulebook without the updates and errata that have been printed by Margarett Weis. This system stands still at the moment, apparently abandoned by its creators though they continually claim it isn't.
However, as a WFRP, D&D and DH GM, I must say that this is my favourite rule system so far. The stats, rolling system and the Plot Points create an all new and interesting GM experience.
Heartily recommended!
BSG offers a superb Roleplaying system
Having enjoyed 'wizards of the coast' rpgs such as D&D and Star Wars for many years and more recently Dark Heresy, i wondered if BSG could provide the immersive detail my group is use to.
I found that BSG is straightforward to pick up (created my first character in under 20 minutes) and has the potential for more depth than the rpgs mentioned above.
Why?
Because the rules structure encourages you to bring into play your character's internal landscape, background and psycology as well as the usual skill-sets players of other systems will be familiar with. BSG achieves this through its 'Traits' system which is divided into two categories: 'Assets' or positive personality aspects and 'Complications,' or negative flaws. Don't worry though, complications can be used to gain advantages in the game too. With a little creative thinking both the 'Assets' and 'Complications' help you sculpt believable, or dare I say it, realistic characters, which to my mind is in keeping the TV series' success.
Every decision can be creative and character-focused and really gives you a sense your choices have a significant bearing on the story through the Traits and, when you really need things to go your way, 'Plot Points.' The game flows at a cracking pace and never seems to get bogged down in rules-complications, while allowing players and the GM to flesh out the action democratically.
With such a cool rule system, geared towards playing detailed characters, the BSG world becomes rich with potential and enables the group to explore new and inventive scenarios never covered in the series. For me, this system has a lot of scope in terms of exploring many 'home-made' solutions to in-game challenges. I think my fellow players would agree we've never felt boxed-in by the dictates of the franchise either. Instead, the game has given BSG a new lease of life for us and let us own a place in the Cylon/human war of our own making.
The book's equipment section is thorough and all the notable ships (Vipers, Raptors, Raiders, Basestars and Battlestars etc) are covered.
The game is well-balanced (and the Centurions suitably tough) and whether frequent combat or deep, descriptive roleplaying is your thing (or a mixture), I found it delivers on both fronts.
Grab your gun and bring in the cat: buy the frakker.




