Posted in: Reviews, Role Playing Games

Castles and Crusades Reforged a Kickstarter reward

The cover to the Castles and Crusades Reforged Players Handbook

Another Kickstarter reward came in just before the deadline to participate in the upcoming 2025 Character Creation Challenge. The Reforged Castles and Crusades books. While “reforged” doesn’t appear on the title, it was used on the Kickstarter page. The rewards included a physical copy of the Castle and Crusades Players Handbook (photo above) and PDFs of the Monsters and Treasure, the Castle Keepers Guide, a Castle Keepers Screen and some character sheets.

The stock numbers of the 7th and 10th printings of the Castles and Crusades PHB.

The physical copy of the Players Handbook has the same cover as the 8th and 9th printings. The quickest way you can discover which printing it you have is by looking at the stock numbers on the book spine (see photo above). The last one or two digits should match the printing information on the credits page. In a way, I wish that Troll Lord Games had given us a different cover with this Kickstarter. A tenth printing and the removal of all OGL material is a major milestone for the book and it would have been a nice way to mark the change. The RPG rules are still the same (more on that below) and I understand that the cover is a tribute to the 1st edition AD&D Players Handbook, but I think this might have been a missed opportunity.

This 10th printing is a hardbound book with 288 pages (this includes additional art and the character sheets) and is published by Troll Lord Games. It has an ISBN number of 978-1-952379-70-3 and a 2024 copyright. It was written by Davis Chenault and Mac Golden with Stephen Chenault, Mark Sandy, Todd Gray, Jason Vey and James M. Ward. The cover art was done by Jason Walton and the interior color art was provided by Peter Bradley, Zoe DeVos, Joel Chaim Holtzman, Michelle Smallwood, Meliora Henning and Vladimiro Rikowski. There are eight chapters and an index (thank you). These chapters include: The RPG, Classes, Races, Character, Magic, Spells, Siege Engine (a GMs section) and a Spell Chart. A good point on the physical version, they printed little color tabs flush with the pages for quick searches.

An example of the quick colored tabs printed on the edge of the pages.

I owned a physical copy of the 7th printing so I took some comparison photos. The 7th printing has a copyright of 2017, so yes there is a big jump between the two publications. I noticed that there is a lot more detail in the 10th printing, but the basic nuts and bolts of the game are the same. I compared the points needed to go up between levels on a few classes, and they were the same. Yes there was some text alteration with the OGL removal (such as the Rogue’s ability to Sneak Attack has been renamed to Back Attack), but it appears to be the same game. Much like the removal of the OGL for Basic Fantasy 3rd Edition to 4th Edition.

10th printing on the left and 7th printing on the right.
A look at the spines for the 288 page 10th printing vs the 192 page 7th printing.
The 10th printing had a blue background tint with a brown background for the 7th printing.

So now that I have the Kickstarter reward in hand (and on PDF), how do I feel? Well, I’m very happy that I backed this project. At the time of the campaign I had been invited to an online C&C game, which unfortunately fell through. The Siege Engine mechanics for resolving skill checks sounds like something that I would like to try. I even offered to run a game for some of the 5e players who I’ve GMed for in the past. The rewards came pretty quick and I could see the quality in the work. Also I did get a little bit of a high from the “new book smell” as I was flipping through it. Now if I could just get into a game. While running a one-shot at SaltCON is very likely, I really want to see how this game runs over the course of a campaign.

Do you have any questions about Castles and Crusades Reforged? Have you backed any Kickstarters lately? Tell me about it. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Reviews, Role Playing Games

Sword of Cepheus 2nd Edition a KickStarter reward

The cover of Sword of Cerephus 2nd Edition.

Earlier this year I had the opportunity to back another KickStarter campaign. The Sword of Cepheus 2nd Edition by Stellagama Publishing. I had used some of Stellagama’s products in past Character Creation Challenges with Cepheus Deluxe (boy I have to be careful when I’m typing out that name) so I was a little familiar with their work. I think the biggest reasons that I backed this campaign was 1- I’ve been wanting to try one of the Traveller style 2d6 games for quite some time now. I keep hearing about how classic this system is, but I’ve never had a chance to play. 2- I’ve got a blog project coming up that uses different Fantasy RPG systems and I could use this game for that. 3- I can create a character for the upcoming challenge to see how the character creation system compares to the Cepheus Deluxe publication. And finally 4- They had a very reasonable price to back the KickStarter. A physical book and PDF for $12 (plus shipping)? Yea, I can spare a few clams to back that. Too many times I see an interesting KickStarter only to discover the prices are well out of my comfort zone for a publisher I don’t know very well.

The physical paperback book is printed in a digest size (I think this is called A5). I’ve commented on the print on demand quality from DriveThruRPG in the past and this looks to be just as good. As you can see from the above photo, there is a color cover by Maximilian Schmuecker with black and white art on the inside provided by a number of artists. It was written by Omer Golan-Joel, Richard Hazlewood and Josh Peters. It appears that the ISBN 2-370021-773978 and it has a copyright of 2024.

A look at the back cover.

There are 377 pages in this publication. There are fifteen chapters, two appendixes and an index of spells. The chapters include: Introduction, Basic Game Mechanics (bless you for putting this at the front of the book), Skills, Character Generation (see you soon), Character Advancement, Adventuring, Environmental Hazards, Personal Combat, Chases and Vehicle Combat, Equipment, Sorcery, Bestiary, Treasure, Encounters and Adventure Seeds. Superscience and Inspirational Media make up the two appendixes. I noticed a LOT of references to other roleplaying games in the OGL credits. I’d never really looked at this before since it mostly goes over my head. I didn’t see a character sheet in the physical book, but if you purchase the PDF from DriveThruRPG, it comes with three different sheets. A standard one, a form fillable one and a character sheet with extra art.

With the holidays and prepping for the upcoming Character Creation Challenge I haven’t had a chance to do a deep dive into the rules, but from what little I’ve read, I want to read more. The text is pretty clear and uncluttered. Just the way the basics are explained in the front of the book made me want to play. Also reading about the differences between the three main themes to the game: Gritty Heroism (the characters are skilled), Dark Sorcery (magic can be unreliable and corrupting) and Open World (the world does not scale to the characters). This game could be used for Sword and Sorcery, Sword and Planet (think John Carter of Mars) and Sword and Sandal (think the legends of the Greece-Roman myths and legends).

Overall I’m very pleased with the reward for backing this KickStarter. This book will get used over the next year (at a minimum, making a character, but who knows perhaps I’ll be inspired to run a game at a future SaltCON).

Do you have any questions about Sword of Cepheus 2nd Edition? Have you backed any Kickstarters lately? Tell me about it. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Collecting, Dungeons and Dragons, Reviews

Red Dragon Dice Keeper Review

The front of the box.

December 4th is National Dice Day. I’ve already posted most of my dice in previous blog posts. So instead of showing some more dice, I thought I’d break open the seal on a dice holder I obtained several years ago.

This is the Dungeons and Dragons Red Dragon Die Keeper that was sent out in a Loot Crate back in 2018 (at least, that is what the copy-write says on the box). I don’t recall how I obtained this. I didn’t get a Loot Crate, it was part of some trade or a gift where I obtained some other geeky items at the same time. Since it wasn’t the primary thing I wanted in the trade, it went on the shelf for this fateful day. I walked past it just as I was thinking “what should I blog about for National Dice Day?” I’ll take the inspiration where I can.

Here is the text from the back of the box.

The box is a little over three inches wide and just under three inches tall. Red is a very prominent color for the packaging. While I was looking this over, I was curious of how much this collectable would have set me back. I couldn’t find it on Amazon, but on Ebay it appeared to be between $15 to $30 US.

AAAHHHH!!!! You took it out of the box?!?!?

Just before I opened up the package, I noted that the text stated that it included one figure and one D20. That’s kewl. The last dice keeper/jail that I reviewed didn’t have any dice with it. There is a protective plastic sleeve that comes apart (after a little bit of effort) to reveal the figure and die.

Foolish mortal. You have freed me from my containment.

As you can probably see, there is some detail on the scales on this figure. Not a lot of color. It’s a dark red with yellow eyes. On the bottom of the base it confirms that this was made in China for Loot Crate, but it was designed in Los Angeles. So this is a Southern California Dragon. DUDE!!!!

Dis is mine… all mine.

I wanted to see how it would work as a dice keeper. There is a horn/growth sticking out from the bottom of the dragon’s chin. It took a bit of work to get the D20 situated in the keeper. Don’t expect a quick in or out if you are using this at the table. It’s a light plastic figure, but I was worried that I was going to snap off the front part that holds the die in place.

Um… that’s too big for me. But I love the color.

I noticed how light the D20 felt. It was then that I realized the D20 was also smaller than what I was use to. So I pulled out a D20 from my standard Chessex dice set and compared them side by side. The black D20 rolled OK, but not being part of another set, I don’t know if I’d get a lot of use out of it. I’ll keep it with the figurine to keep the two parts together instead of adding it to my dice bag.

Conclusion: The figure looks kewl. I could see myself placing this down on a battle mat before my unsuspecting players. The die is nothing special. It’s just there as part of the set. As a dice holder itself, well it will hold a die, but like any dragon, it won’t give it up easily. So display or figure, not really a quick grab from the holder device. I don’t think I would have paid more than $15 for this. But I am happy that I have it in my collection.

Happy National Dice Day everyone. Now I need to write up a scenario where the party encounters a dragon. Hmmm…

Do you have any questions about the Red Dragon Dice Keeper? Feel free to ask me about them. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Dungeons and Dragons, Reviews, Role Playing Games

A look at the Time Magazine D&D Special

The cover to the Time Magazine Dungeons and Dragons special edition

So walking through a local drugstore I finally saw my first copy of the Time Magazine Special Edition on Dungeons and Dragons. The history of this roleplaying game was interesting enough for me to pick this up as a curiosity buy. I’m going to take a look through this magazine and see if it was worth the $14.99 cover price.

This special edition will be displayed on stands until December 6, 2024. The editor-in-chief is Sam Jacobs. The magazine itself has 96 pages. I couldn’t find an edition number but the bardcode on the front of my issue was 0 70989 10230 9 (ISBN number?) As with all Time Magazines, it has the red border on the cover. There are no advertisements in this magazine.

There is an introduction, four sections and a last page about the dragon. The introduction (titled “Storied Roots”) talks about the literary influences that helped Dungeons and Dragons. It also talked about the days of wargaming in the 1960’s that influenced Gary Gygax and Dave Arneson and the early development of Chainmail.

The first chapter is titled Origins. Some of the information is similar to the Storied Roots listed above, with a little bit more detail. It was interesting to read some of the history contained in this section. I wasn’t aware that Gary Gygax’s four-year old daughter came up with the name “Dungeons and Dragons”. There was more information on the “satanic panic” that happened in the 80’s, the departure of Gygax and the development of 2nd and 3rd editions. I’m not surprised that in this history, they didn’t even mention fourth edition. A timeline is provided in this chapter, which was interesting.

The second chapter talks about D&D on the screen. The first section is about Critical Role, which I’ll admit, I’ve never seen. While I’ve watched a few “how to play” videos on YouTube when trying to learn a new system, just watching someone else play is kind of depressing. Because I want to play myself. So I kind of skipped this section for now, but I intend to go back and read it in detail so that I can understand. Then there was an article about Stranger Things (a show I’ve only seen a hand full of episodes of) and one about Vecna. Finally there was an article about the recent Dungeons and Dragons movie that just came out. Now this one I’ve seen. I was a little surprised that there wasn’t anything more on the inspirational Dungeons and Dragons animated show from the 80’s in this section. I watched the heck out of that series.

I’ve reached the third chapter titled “Modern Ventures”. This discusses the reach of D&D into other business realms. This includes dice, video games like Baldur’s Gate 3 and other partnerships in the merchandising that I wasn’t aware of. It was an interesting read.

The last chapter, Healing Words, talks about how playing rolepaying games can be therapeutic. This is something that I’ve told other people for years. I’ve had one DM that would use D&D to help teach math to younger players. There were two articles in this chapter.

Alright, now that I’ve had a chance to go through the magazine, I can see where there will be some sections that I’ll get a chance to learn something. I enjoyed reading the history sections (and I would like to read more). I can see where some sections could have been expanded (more on B/X or BECMI, the animated series, etc.) but I also understand that there is a limit in the printed medium. So, I am happy that I picked up this issue as I’ll be giving it a deep read soon.

Do you have any questions about the Time Magazine special? Feel free to ask me about them. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Collecting, Reviews, Role Playing Games

Mystery Dice Goblin sent me three mystery packs to review

So we are starting off this blog post with a disclaimer. I was contacted on September 4th by Lee Smart, the owner of Mystery Dice Goblin. He inquired if I was interested in reviewing their Mystery Dice Bags that they sell on their family business website. I asked if I was allowed to review the products as I saw fit (i.e. not giving a good review just because I received a free product) and he responded with an enthusiastic “yes of course”. So, I gave him my address and moved onto other balls that I had in the air.

England? I wasn’t expecting that.

On Monday, September 16th, the following package arrived from England. Had I know this was a husband and wife company in the UK, I might have (jokingly) asked for a bribe with Doctor Who, Monty Python, Top Gear or Red Dwarf. I’ve always been a fan of British TV, humor, culture and even some of the food. Having a local restaurant run by British immigrants is something that I’m very grateful for.

There were three mystery packs inside.

Inside the box were three mystery packs. These are factory sealed bags with an easy tear-off top. Just inside the tear-off top is a zip-lock style closure. So, if you wanted to continue to use the bags for your dice, you could do so without worrying about them escaping and rolling initiative.

All three bags had the same information on the back.

So after taking these photos, lightning just struck me brain (or as Jeremy Clarkson would have said: “Sometimes, if you listen very carefully, you can hear my genius.”) Instead of just opening up the bags and putting the dice through the same review as I had with past dice products, I ran upstairs and gathered my geek wife and two geek kids. I had each one of them open up the packages one at a time and we checked them out together. My wife went first and opened up the package that contained these red dice with Chinese dragons on them.

I love the color red.

We all thought these were really kewl looking. Everyone took a turn rolling them and seeing how they felt in our hands. They have a good weight and the rolling seemed to come up random. (Sorry, I don’t have the patience to do a complete roll them a 100 times and write everything down test) We then opened up the next package.

Blue and white swirly dice.

The youngest opened the next set. I don’t know what the official name for this set is, but we called it the aquamarine set. The blue and white swirls reminded us of the ocean. This set was slightly smaller than the red Chinese dragon dice that we opened first. Because of this size difference, there is a slightly less weight to them. Rolling them did feel natural and random. My oldest then opened up the next package.

My wife loves this color.

The oldest proclaimed that mother would love this set as she loves the color purple. The numbers were using a different font than the previous two sets and there was a sparkle to these dice. I had seen this gothic type font on the Dice Legends sets that I reviewed prior. They had the same size and weight as the aquamarine set. They also rolled the same as well. Just as random and they felt good.

All three sets lined up together.

When we had opened up the sealed bags, I wondered if I could smell something? But further inspection didn’t reveal anything olfactory wise. I wonder if the muscle memory in my head thought: “A sealed bag has been opened, what food does it contain?”

This should be enough D20s for a Star Trek Adventures game.

In the picture above I lined up the D20s from the new dice sets with some previous dice I had reviewed in the past. The Mystery Goblin Dice are along the top. On the bottom row from left to right are the North-to-South Designs Gaming D20, the Dice Legends D20, the D20 from the Dollar Tree set and the D20 from my Chessex set that I’ve had for quite some time. Apparently I haven’t reviewed this last set yet. Comparing the weights they were pretty similar. At the last SaltCON, my wife and I were talking to a local dice manufacturer who had some sets with similar size and fonts. The colors could vary widely depending upon what material was used in the manufacture. While they had kits to make your own dice, we quickly passed, not needing yet another hobby to divide our limited time. So, we are grateful to those who have been bitten by the dice manufacturing bug. I wonder if these kits include the molds with the fonts and styles?

According to the Mystery Dice Goblin website, the price for these three mystery sets would have been $25 plus shipping. Had I paid that price, I would have been very satisfied with the purchase. I don’t know how much the shipping would have cost, but if you live in the UK they offer free shipping for any orders over 15 British pounds. I was told that the package was shipped on the 6th and it only took ten days to arrive at my house in the states. Coming from England, that is a quick delivery.

Oh and as a thank you to my family for helping me review these dice, I’m going to give them the packs that they would like. I know that they will enjoy them.

Having gone through this experience, I think I’m going to add a new item to my Frequently Asked Questions. I am more than willing to review and item sent to me as long as I have the freedom to review the product as I see fit. If I like something, I’m more than willing to tell others about it. If there are things that could be improved, I don’t mind saying these things as well.

Do you have any questions about the Mystery Dice Goblin packs? Feel free to ask me about them. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Reviews, Role Playing Games, Star Trek

Review of Star Trek Adventures 2E Game Toolkit

Opening the box containing my new STA 2nd edition toolkit

While my daughter purchased the Star Trek 2nd Edition Core Rulebook as a present for me (reviewed here), I purchased the STA Second Edition Game Toolkit for myself. I knew that I was preparing to run a second edition game for SaltCON End-of-Summer and I was hoping that it would arrive in time for me to use. While the shipping gods did not smile on me, Modiphius (in their infinite wisdom) had sent me the PDF of the toolkit so I was able to use parts of it for my one-shot. However since I had received the package, I thought I’d sit down and do a quick review of this supplement. Plus I wanted to note a few more things about the core rulebook that I realized that I had skipped. These additional notes will be after the review.

The Second Edition Game Toolkit has an ISBN number of 978-1-80281-325-8 with a Modiphius product number of MUH0142405. I had noted that the core rulebook was marked as a Phase II Core Rulebook and this trend continues with this product. It is marked “Phase II Game Toolkit”. Like the core rulebook, the toolkit was published in 2024 in Lithuania. We are already aware that Jim Johnson is the project manager and edited this product with Marieke Cross. Some of the writers listed included Michael Dismuke, Nathan Dowdell, Jim Johnson, Thomas Marrone, Aaron M Pollyea and the STA development team. The art director is Ariel Orea with interior art by Aurea Freniere, Thomas Marrone, Paolo Puggioni, Tobias Richter and Rodrigo Gonzalez Toledo. The cover art was provided by Carlos Cabrera.

The 1e Klingon Empire Gamemaster Toolkit (left) compared to the 2e STA Game Toolkit (right)

Previously I had purchased (and used) The Klingon Empire Gamemaster Toolkit (I don’t know why the name is slightly different). The Game Toolkit for the 2nd edition game is similar, but has some differences. Both publications contain a GM’s screen geared towards their respective editions. With the PDF version of this product (that I’m very grateful that Modiphius will provide customers with a PDF if you buy any of their dead-tree products) I was able to print out the GM screen inserts and slip them into my Stratagem “The Master’s Tome” 4-panel customizable GM screen for the con. There is a galactic map in both products, but on the back of the map in the 2nd edition kit is a poster with the cover to the core rule-book. Both products also contain double-sided reference sheets on sturdy card-stock. These are the type that you can drop in front of the players for easy reference to core rules, combat flowcharts and player options. There are eight of these in total.

Where the biggest difference between the Klingon and 2nd Edition toolkit comes into play is the booklet. In the Klingon kit there is a one-shot adventure that the GM can use to introduce the Klingon game to their players. On the 2nd Edition kit the 40 page booklet contains information that expands some of the rules and information from the core rulebook. This booklet is broken down into two chapters marked Players and GMs. For the players we get some new spaceframe rules that can be used to design (or in my case, homebrew ships from other Star Trek sources) starships for the game. We also get the spaceframes for the following classes: Freedom (as seen in Star Trek Beyond), Walker (Star Trek Discovery), Pioneer (Star Trek Picard), Crossfield (Discovery), Miranda (first seen in Star Trek II: The Wrath of Khan), Oberth (first seen in Star Trek III: The Search for Spock), Columbia (Star Trek Online), Constellation, Nebula (both first seen in Star Trek: The Next Generation), Akira (Star Trek: First Contact), Nova (Star Trek: Voyager), Defiant (Star Trek: Deep Space Nine), Luna (originally from the Star Trek: Titan novels), Sagan (also from Star Trek: Picard), Odyssey (also from Star Trek Online). Alien starships include the Vor’Cha (Klingon) and Mogai (Romulan). There are some additional mission profiles and talents are listed. There is also details on what happens when a vessel goes to Yellow or Red Alert. No it does not require changing the bulb.

The later half of the book has additional suggestions and details for the gamemaster. This includes items for running B-Plots, story threads and Chekhov’s Gun. For GMs that have used extended tasks in their games, there is some additional tidbits listed as well. I could almost see Jim Johnson holding onto these 40 pages needing to cut space from the core rulebook wondering how he was going to get this information to the players and GMs. This was a perfect opportunity and I think added value to this toolkit. The sections are color coded just as they are in the core rulebook.

The contents of the second edition kit spread out.

So something that is interesting in both the toolkit and the core rulebook is the examples that explain some of the rules. The writers used examples directly from the shows themselves. This gives a sense of familiarity to those that know the show. In my initial review I had noted the use of Star Trek Quotes in the sample values, well the writers had also used various quotes scattered throughout the book to add flavoring. I mentioned Star Trek Online above. Besides this cross-pollination with another Star Trek licensee, the core rulebook also mentioned some of the details from the IDW Star Trek Comics. I was glad to see this after the very well done IDW Year-Five Tie-In that Modiphius released several years ago. I’ve had a few readers ask me questions about combat and how the game compares to the FASA Star Trek RPG, which I’ve responded to in the respective mediums. And yes, I’ve been continuing to carry the second edition book around to read at my leisure.

I had mentioned in my Second Edition core book review that it was inspiring me to get a Star Trek Adventure campaign going (especially after the successful one-shot that I ran at SaltCON). Physically holding the Game Toolkit in my hand is only feeding that inspiration. I’m really glad that I had picked this up. I think that the booklet was a better use than another adventure.

Additional titles for the second edition game are in the works. So far my Tal Shiar spies have not reported back what they are. I may have to start reverting to Changelings if they can’t find anything out soon. But there is much more coming soon for this game.

Do you have any questions about the toolkit that I didn’t answer? Ask me about it. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Reviews, Role Playing Games, Star Trek

Review of Star Trek Adventures 2nd Edition

The hardbound Star Trek Adventures 2nd Edition Core Rulebook in packaging.

I can’t think of a better way to celebrate Star Trek Day than reviewing the latest Star Trek Adventures 2nd Edition Core Rulebook that I just received. My daughter bought it as a gift for both Father’s Day (when she ordered it) and for my birthday (when she hoped it would arrive, which was a few weeks late). While I did have the PDF the moment the book was first released at GenCon, I only looked through it briefly in prepping for the 2nd edition game that I was going to run at SaltCON End-of-Summer. As I mentioned before, when I do a deep dive into RPG rules, I really prefer the dead-tree version of the book over the PDF.

Due to finances, my daughter ordered the standard edition of the STA2e core rulebook. There were three special editions that were also released with bookmark ribbons and special uniform colors. I don’t know how many other differences the special editions have.

For the standard edition, there are 377 color pages inside. Both the front inside cover and the back inside cover contain information for the game. A galactic map on the front and several timelines on the back. The ISBN number (for those of you looking for the dead-tree version) is 978-1-80281-223-7 with an internal product code of MUH0142401 (I just notice that it says “Phase II Core Rulebook Standard Edition” next to the ISBN number. Star Trek Phase II was the original name of the revived TV series that was planned for the late 70’s that got turned into Star Trek: The Motion Picture after the success of Star Wars.) The 2d20 system designer is Nathan Dowell with the Project Manager being Jim Johnson. There are a lot of names next to the writers and artists credits as it takes a lot of people to put a book like this together. I hope they know their efforts are appreciated. There is one thing missing from my book that I noticed while I was using it this past week. The Klingon core book and a few others had ribbon bookmarks that made it easy to use. This standard edition did not have one and I could have used it.

There is a forward, ten chapters broken up into three sections, a character sheet (personnel file), starship character sheet (starship registry entry), a personal log and an index. An interesting tidbit is that the three sections mentioned above have color coded text in the footer with blue (for background information), red (for character creation, the RPG system explanation and social/persona/starship conflicts) and gold (for the game master).

The three blue chapters are a Star Trek primer (in universe, not real-world), information on Starfleet and details/dangers about space (this is a space exploration game). This consisted of about eighty pages and I took two evenings to sit down after work and dive through the bulk of this. If you know Star Trek, most of this will be pretty cut and dry. With my Melllvar level of knowledge there was one item that made me raise an eyebrow when page 25 noted that “the Romulans taught the Vulcans how controlling emotions might lead to a more fulfilling existence.” on Ni’Var. I don’t recall that from the Star Trek Discovery episode Unification III, but I didn’t have time to dig in deeper on this. I enjoyed the section about the Nyberrite Alliance and the various side nuggets that were pieces of a story about a subspace transmission. As I was reading through this section, I remember getting to the topic of lifecycle about stars and I wondered why I was learning about this instead of the actual rules themselves, so I skipped a few pages ahead. When I was running STA2e at the last SaltCON, I had one player who didn’t have a lot of knowledge of the show, but he knew enough to play the game. As the GM, I felt confident enough to drop tidbits to the players of in-universe knowledge that their characters would know and the players took it from there. As a GM, I’d recommend reading these sections, but you don’t have to memorize them. Most players will have a common knowledge of wormholes, warp drive, Klingons and Starfleet to get the gist of the game. Those that don’t can easily be coached by the GM and other players. Who knows, perhaps it would interest them into watching more of the show to help them with future game sessions. I will say I liked how it was organized (a massive improvement from the 1st edition, I went back and re-looked at it while reading the 2nd edition book and I started having bad flashbacks). I also appreciated how the different eras had suggestions like “Run this era if the group would like…” since the GM would know their players better than the writers would.

Page 85 is where the red section starts and we get into the meat and potatoes of the Star Trek Adventures 2nd edition system. These chapters consist of Reporting for Duty (character creation) which includes a lifepath summary on page 98. Your Home Among the Stars (starship creation), Technology and Weapons (equipment). Operations (game mechanics) and Conflicts (which covers social, combat and starship combat). As someone who loves Star Trek quotes (and uses them for the values in past STA characters) I did notice that the sample values on page 96 were pulled from various Star Trek episodes. This is where GMs and players are going to live when opening this book. Like the first three chapters, the presentation and organization has been vastly improved. A good example is the Attempting a Task step-by-step guide (with pages numbers for more details) on page 257. I’ve also posted another photo of a guide for starship creation below. Two really good changes from 1st edition is the addition of a Species Ability (freeing up one of the ability slots during character creation) and the addition of Pastimes. I think this took a strength from the FASA Star Trek RPG. In that game there was a skill called “Trivia” where the player could place skill points in something trivial that made the character unique. I recall one player selecting “Kurosawa Films”. While it may never come up in a gaming session, it did make the character unique. It also challenged me as a GM to try to include something that the skill could be used in. Another new item added to 2nd edition is that the character creation gives more options than just Starfleet. Now your character can be a civilian scientist, a diplomat, or even part of another space navy for the Klingons, Romulans or other races.

A very good example of a process that I hope other publishers will follow.

On page 315 we enter the gold section for the game master. Chapter 9 itself is called “Gamemastering” and talks about managing the rules and extended tasks and challenges. There is a narrative flowchart on page 316. Chapter 10 has an introductory adventure called “The Gorgon’s Gaze” and the last chapter gives various stats for NPCs, creatures and starships that the GM may find useful.

I didn’t really cover all of the rules in this blog post, but I will say that one rule change that I did like was the dropping of the challenge dice. When I ran the 2nd edition quickstart a few times, when there was a rare combat encounter, we didn’t even miss the challenge dice.

Another item that caught my attention. The description box for “Enlisting in Other Organizations” on page 13 was the exact same description box with the same title on page 42. I was wondering if this was intentional or a mistake?

Conclusion:

When I got the book, my daughter with the art degree immediately opened up the plastic and started looking at the art credits (she wants to work on something like this). She LOVED the fact that the artist name was next to every illustration (she was hunting for the art by Steve Stark for some reason). When she finished her flip-through I handed the book to my geek wife (and Captain of a local Star Trek fan club) who flipped to page 266 and 267 which contains the Treknobable and Medical-Babble and was immediately impressed.

As for myself, I wish I could have had the book a few days earlier as several attendees at SaltCON came up to me to ask about STA2e. I wished that I could have pulled the book out then to show them some of the kewl items contained within. I loved seeing the references to FASA and the other past Star Trek RPG publishers. But as I was reading the book throughout the week in preparation for this review, I suddenly had a good flashback. In my early D&D days, I never went anywhere without one of my game books. I wanted to study it, I wanted to understand it, I wanted to prepare, I wanted to write my own homebrews for the game. I realized that when I packed the STA2e core rulebook to take to work, to take to the park to read while my youngest roller-skated, etc. I noticed that I was keeping the book near me, like those older D&D books, because I wanted to absorb this system for use. I wasn’t really doing that with the first edition game, but I was now. I’m glad that my daughter got this for me as a gift. After the very-successful one-shot at SaltCON, I may have to start a campaign for my local Star Trek fan club. Thank you to Jim and all of the people who poured a lot of time into putting this book together. I think that you guys succeed in putting together a Star Trek episode simulator RPG. I think this will give fans a chance to “play” their own episodes, and perhaps make a few new Star Trek fans as well.

Have you had a chance to play or look at the Star Trek Adventures 2nd Edition yet? Tell me about it. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Collecting, Dungeons and Dragons, Reviews, Role Playing Games

BX Advanced Bestiary Vol. 2 a KickStarter reward

The covers of the BX Advanced Bestiary Vol 1 and Vol 2.

So a package arrived for me while I was at the recent SaltCON. This was another Kickstarter reward that provided me with a physical hardbound copy of the BX Advanced Bestiary Volume Two. This book covered monsters E-K. As you can see above, I had backed the earlier Kickstarter for the BX Advanced Bestiary Volume One that I reviewed in 2023.

The book is 133 pages long (same length as the first volume). The ISBN number is 2370020959793 and was published by Third Kingdom Games in 2024. It was written by Todd Leback, edited by Brian Johnson and contains art from Adrian Barber, Carlos Castilho, Denis McCarthy, Francesco Accordi, Hodag RPG, Marco Ortiz Walters, Michelle Smallwood and Teresa Guido. I appreciate that actual artists were used for this publication. It is one of the reasons that I elected to back this Kickstarter campaign.

The cover states that it is designed for used with Old-School Essentials, but it could be used for any OSR style game like Basic Fantasy, Castles and Crusades, OSRIC, Swords and Wizardry and others. Armor class is listed with both ascending and descending numbers.

A sample of some of the monsters included in this book.

This book covers about a 100 monsters from Efreet to Killer Bee with variants for each entry. One of the more interesting entries covers the horse. Not only does it give stats for different horse types (magical and non-magical) but it also gives random charts for markings, descriptions and traits. Something that could make a campaign a little bit more interesting.

Just as in the first book, there are several alternate rules for OSR type games at the start of the book and two new character races developed from the monsters in the book. You could play an awakened giant ferret or a Loxen (elephant-folk). There are also several new spells in the back of the book. The final appendix includes encounter tables and a combined Monsters by HD that covers Vol 1 and 2.

Another sample page showing the Ghoul Lord.

Like the first book, this was an interesting read. As with any small publisher, there was a slip up or two in the editing, but overall I’m very pleased with the reward for backing this Kickstarter. It gave me several ideas that I could drop into a campaign. I’m looking forward to volume three being announced hopefully next year.

Have you backed any Kickstarters lately? Tell me about it. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: Reviews, Role Playing Games

RPGaDAY2024 Day 26: Superb Screen

I’ve been looking forward to Day 26 of the RPGaDAY 2024 Challenge. I’m going to be reviewing a Superb Screen for the topic. I’ve had this for a while and I’ve been meaning to post a review of it. I had picked it up for a session at a past SaltCON. When I was running Basic Fantasy for my daughter and her 5e playing friends I had to use a Star Trek RPG screen that I had with some Basic Fantasy inserts clipped on it. So when I was looking for a screen on Amazon, I was looking for a screen that I could slip inserts into. I found one with the Stratagem “The Master’s Tome” 4-panel customizable GM screen. These included several inserts that could be used for both Dungeons and Dragons 5th Edition or Pathfinder 1st Edition. But I used the Basic Fantasy inserts since I was running several Basic Fantasy one-shots for SaltCON. If I run another game, I can swap out the inserts for more appropriate ones. I’ve heard that too much use could cause some of the plastic ends could split or break off, but I haven’t experienced it so far. But I also only use them for the one shots. I’ll keep an eye on this as I continue to use this. My photos are posted below.

Feedback from readers: both LexTenebris and Pulp Tickertape on Mastodon reminded me that the GM should also be having fun as well. This is in response to my Acclaimed Advice entry. I went back and re-read my entry and I realized that I had left that part out (while it was floating around in my head). So let me also re-state, everyone should be having fun and that the GM should be a part of that fun. Thanks guys for tapping me on the shoulder with that one.

Do you have a GM’s screen that you prefer? Tell me about it. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com with any comments.

Posted in: James Bond, Reviews, Role Playing Games, Spy-Fi

Shadow Ops RPG: A Kickstarter Reward

The cover to the Shadow Ops Roleplaying Game

I don’t recall how I found out about the Shadow Ops Kickstarter. Most likely it was a post on one of the RPG message boards that I read. I’m always a sucker for espionage roleplaying games. I’m also someone who is willing to pack a project that isn’t mega expen$ive. Too many times I see an interesting Kickstarter campaign, but when I look at the pledge prices I wonder where they are pulling the numbers from? Unless I really know about the people involved (which has happened on a few Kickstarters) I’m a little wary about backing something. But if the price is reasonable (and not hitting at a bad time), I’ll chuck in a few bucks to see how it comes out. In the case of Shadow Ops, the prices were right for both a physical book and a PDF of the game.

Well my physical book arrived so I decided to do a quick review of the game in a look see. I had received the PDF last month, but as I’ve mentioned before, I really like learning a bout a game with the physical book in my hands.

Shadow Ops: A Game of Cinematic Espionage Action was written by Christopher Peter (it is not known if this is a cover name) and published by Divine Madness Press. I picked up a softcover copy of the rules that was delivered by POD via DriveThruRPG. I’ve previously reviewed some POD products that DriveThruRPG has sent me in the past and this matched the same level of quality that I have received before. The book is 214 pages in length and contains black and white images throughout. It wasn’t identified as an ISBN number, but there is a barcode with 2 370020 914112 on the back which might be one. There is an introduction, ten chapters and an appendix with the last two pages being the character sheet.

Each of the chapters are listed on the side of the pages like file folders. My oldest daughter really liked t his when she was looking at the book.

Example of the chapter guides on the right side of the page.

The introduction gives two very interesting points. It states that this is not a beginners RPG. Not that it’s complicated or crunchy, but that the author assumes that the reader already knows what roleplaying games are. The second is that Shadow Ops is an emulator, not a simulator. With the full title containing “cinematic espionage action”, I believe this is the type of game that I would be interested in playing. When I’m watching espionage shows, I want to see some over-the-top scenes and action that have come from James Bond or Mission Impossible. Getting bogged down in rules that are trying to add real-life simulation to what is supposed to be an action genre, that would turn me off playing.

Chapter one is The Core Mechanics. Let me just say, thank you for getting to this right away. As I’ve mentioned before, I hate having to slog through 20-50 pages of background material before I see the basics of the RPG. It’s an RPG book, not a reference guide. For those of you who are curious, Every time your character completes a task, you roll three dice (which range from d4 to d12). A die for the attribute, a die for the skill and a stress die. The number that is the middle value of the three die becomes your Result Die to see if you fail or succeed that task. If something makes the task more difficult, you would count the lowest rolled as your Result Die and an easier task would take the higher result. There are other additional items that could have you roll a higher sided dice, but rolling the three dice are the basics of the system.

The second chapter is called Agent Recruiting and it deals with the character creation process. I’m certain that I’ll be taking a deeper dive into this when I use this game for the 2025 Character Creation Challenge. The attributes are Insight, Intellect, Personality, Coordination, Endurance and Strength. There are also skills, fortes (special talents) and abilities. The skill descriptions are found in chapter three and are broken down by skill sets (IT, infiltrator, tactical leader, etc.)

Chapter four goes into tradecraft. How do you handle things like stealth, disguise, forgery and the like. Chapter five, called Tricks of the Trade, gets deeper into the description and uses of the character’s fortes.

The equipment that characters may be able to use is brought up in chapter six, Tools of the Trade. How to obtain mission gear, enhancing equipment, resources available, assets and gadgets.

I like how the stock images are used in this publication.

Hunting Packs is the title of chapter seven and it covers the team stealthily following a mark, or being followed themselves. I didn’t get a chance to go to deep into the system, but it uses a standard set of 52 playing cards with values and suites. For those wondering about chases (by foot or vehicle), that also uses the playing cards and is covered in chapter eight “Fast and Furious”.

When the stealthy or speedy sides of the espionage game goes wrong, it can turn into the subject of chapter nine, Firefights and Fistfights. This covers the combat system for Shadow Ops.

The GMs section starts with chapter ten called Mission Briefings. It covers the session zero, the types of campaigns and designing missions.

In the appendix there is a listing of the inspirations (boo, Archer wasn’t listed), and something I thought could be useful, Player aids covering the basics that could be printed out and left on the table.

An example of the player aids.

Overall this looks like Shadow Ops is a well thought out game. It’s built towards more of a Mission Impossible group of players instead of a single James Bond style campaign. I can’t wait to make a character for it in January. I don’t know if I’ll get a chance to actually play this game, but overall I’m very happy that I backed this Kickstarter campaign. Oh, one last thing that I thought was kewl, the author thanked the backers of the campaign in the back of the book.

One of these names looks familiar. I just can’t put my finger on it.

Have you received any Kickstarter rewards lately? Are there any campaigns that you have wanted to back. Tell me about them. This article is open for discussion on the TardisCaptain dot Com Discord server. You can also email me at Carl (at) TardisCaptain.com or click on my social media links with any comments.

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