Hey, science fiction
fans! Tired of traveling? Sick of the opera? Looking for a game that doesn't
require the patience of the universe to play? Have I got a deal for you!
If you haven't checked
out STAR FRONTIERS Science Fiction Role Playing Game from TSR, you owe
yourself a favor. Before you even open the box, Larry Elmore's cover painting
will knock your eyes out. Your gray matter is in for an even bigger treat
when you check out what's inside. Your $12 gets:
| 16
64 16 1 285 2 |
page Basic Game rule book
page Expanded Game rule book page adventure module, "Crash on Volturnus," with 2 full-color maps 22 1/2" x 35" mapsheet with full color maps printed on both sides die-cut color counters 10-sided dice |
In the few months since
its release at the GEN CON® XV Game
Show, over 49,500 copies of the STAR FRONTIERS game have been sold. If
you're not impressed, consider that according to a survey in GAME MERCHANDISING
Magazine, SPACE OPERA* has sold 20,000 copies since irs publication in
1980, and TRAVELLER** has sold 250,000 copies since its publication in
1977.***
The game was designed
to be played by people who had no experience with role playing games. It
has several pages of tips for referees, and very complete hints on designing
adventures. This shouldn't discourage experienced gamers, however. The
STAR FRONTIERS game offers a good compromise between simplicity and detail,
and is fun for all types of role players.
Readers who are not
among the 50,000 people already trying the game will find some of its interesting
highlights following. People who are already have a copy should be glad
to hear that TSR has several new STAR FRONTIERS products coming up.
The Races
STAR FRONTIERS
game players can have characters from any of four races: Human, Dralasite,
Vrusk or Yazirian.
Humans are the "standard"
characters. They have no outstanding strengths, but they have no particular
weaknesses, either. They are just like Earthlings, except they developed
on a planet closer to the center of the galaxy.
Dralasites are short,
soft, malleable aliens, sometimes called "blobs." They can change their
shape at will, growing as many pseudo-limbs as needed. They are stronger
than Humans, but also slower. Dralasites society is philosophical and thoughtful,
but Dralasites also have a very strange sense of humor; they love retelling
old jokes and bad puns they hear from Humans.
Vrusk look like large,
10-legged insects, and are sometimes called "bugs." Their society is structured
around huge corporations, which serve as the individual's employer, family
and government. They are excellent businessmen and merchants, and tend
to be serious and humorless.
Yazirians are tall,
light-boned humanoids with furry manes around their necks. Humans nicknamed
them "monkeys" because they resemble chimpanzees. Thin membranes stretch
between their arms, torso and legs which allowed them to glide from tree
to tree on their native planet. Originally nocturnal, they wear dark goggles
to protect their very sensitive eyes. Yazirian tribes were very warlike
in the past, thus, other races still consider Yazirians to be pushy and
aggressive.
There is also a fifth
character race: the Sathar, a race of evil, worm-like aliens. Very little
is known about them, other than their ferocious attacks on the colonies
and cities of other races. No Sathar have ever been captured alive, and
intercepted transmissions have proved impossible to translate.
The Frontier
STAR FRONTIERS game
action is set in the Frontier Sector, a huge, largely unexplored area of
space where the four races met. The Frontier contains 23 inhabited planets
spread across 17 star systems. In addition to these are another 21 unexplored
stars that could have planets. The area is ripe for bold adventures itching
for riches or fame, os just itching for adventure. Interstellar corporations
compete for control of the most profitable markets and trade lanes, and
race to open new routes to unexplored worlds. Governments fight to control
piracy and predatory corporations, and to protect their citizens from the
fury of the Sathar.
Adventures
The first adventure,
"Crash on Volturnus," is a typical "Golden Age of Science Fiction" scenario.
A group of explorers on their way to a newly opened star system is attacked
by pirates and marooned on the surface. The characters must fight their
way across hostile terrain, battle strange creatures and befriend the natives
in order to survive. If they can pick up the trail of the first survey
team along the way, so much the better. Module SF 1, "Volturnus: Planet
of Mystery", picks up where SF 0 left off. The characters have learned
where the surviving members of the first survey are and, as those survivors
are the key to leaving the planet, the characters must journey to find
them. Along the way, they discover that Volturnus is actually inhabited
by several intelligent races who are all being exploited by the pirates
who marooned the characters. The destruction of the pirate outpost leads
directly to . . .
Module SF 2, "Starspawn
of Volturnus;" the characters learn of a sinister Sathar plot to crush
and enslave the inhabitants of Volturnus and devastate the planet. The
characters must unite the feuding races and revitalize lost technology
to turn back the Sathar onslaught.
"Crash on Volturnus"
is included in the STAR FRONTIERS boxed set. SF 1, "Volturnus: Planet of
Mystery," is scheduled for release sometime early in 1983, and SF 2, "Starspawn
of Volturnus," should be available by mid 1983.
Besides these and other
adventure modules, a second boxed set will be finished in 1983. This will
feature the much-requested starship rules, including a complete starship
boardgame, starship design rules, deck plans, new character skills and
equipment, guidelines for interstellar economics and trade, and a history
of the first and second Sathar wars.
A separate book on
frontier worlds, star system and planet creation, and adventures is also
being planned.
*SPACE OPERA is a trademark
owned by Fantasy Games, Unlimited.
**TRAVELLER is a trademark
owned by GDW, Inc.
***Survey results published
June, 1982