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Artificial: Robots in Clement Sector
by Eric F. [Verified Purchaser] Date Added: 11/08/2021 21:41:32

"Designed to excel!

Robots are a common sight in Clement Sector. They are often seen taking on not only the jobs that humans, altrants, and uplifts cannot do but also the jobs where biological lifeforms are unwanted. Often seen as tools and machines rather than entities, few care if you endanger the existence of a robot.

Artificial: Robots in Clement Sector provides you with a detailed design sequence that allows you to create robots of all shapes and sizes. With Artificial, you can create everything from a common cargo loader to a state of the art synthetic companion. Anything from the average cleaner bot to a biosynth avatar of your starship's computer AI. "

"Artificial also provides a method to play a robot as a player character. Play anything from an efficient robot butler to a dangerous warbot!

Artificial is designed to be compatible with Clement Sector, Cepheus Engine, and any science fiction setting where robots are present.

It's time to create!"

Clocking in at one hundred pages of artificial A.I. & robotic guideline goodness for the Clement Sector. And this supplement Artificial: Robots in Clement Sector By Michael Johnson fits the bill quite well. The Clement & Earth sectors use all of the A.I. bells & whistles from the Cepheus Engines rpg. Artificial: Robots in Clement Sector takes the Cepheus Engine guidelines & turns the volume up to eleven then breaks the knob off. What this book does is allows the DM to create any robotic & A.I influenced life forms that they want.

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The Clement Sector is balls to the wall high end technologies & this includes cybernetic & robotic lifeforms. These guidelines extend what was laid down in the Clement Sector rulebook & the core setting books. What Artificial: Robots in Clement Sector does is push the envelop by presenting the rules & guidelines for all sorts of robotic or cybernetic lifeforms. But it also presents rules & guidelines for androids as well. All of the robotic staples for the Clement sector are here and their presented well. The Clement Sector books are some of the best unofficial original Travellers rpg books & supplements to be published. Artificial: Robots in Clement Sector isn't any exception. Artificial: Robots in Clement Sector not only offers the guidelines & rules for creating you're own artificial lifeforms & robots. But it also offers you the opportunity to use the factions & groups built up around the Clement Sector setting. Take for example; 'The Sanctity of Belief This anti-robot and AI group primarily operates within the Hub and Sequoyah subsectors. Known to have Caxtonist roots and with strong evidence indicating it is funded by Kingston-based backers, The Sanctity of Belief is the extreme expression of the deep distaste of all artificial life according to Caxtonist religious teachings. The trademark sword through a stylized robot head symbol is always painted near an area the group targets giving them the derogatory nickname “pointy heads” by popular media throughout the two subsectors, belying the seriousness of their actions.' Its not hard to see how this group or faction could impact your own Clement sector setting campaign. This is going to be especially true if you've got an android adventurer or pilot on the party's pay roll. And this is one of the rpg factors that adventures & campaign have to balance when playing within the Clement sector setting.

Artificial: Robots in Clement Sector is both campaign & adventure setting sourcebook that plugs directly into the Clement Sector & the Earth's Sol sector themselves. And this is one of the marks of a good solidly done sourcebook. The book isn't over done at 100 pages. 'Artificial: Robots in Clement Sector' By Michael Johnson is a must have book for the Cepheus Engine DM or Player who wants to liven up their Cepheus Engine rpg with an artificial or robotic PC!

Thanks for reading our review Eric Fabiaschi Swords & Stitchery Want more OSR goodness? Please subscribe https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Artificial: Robots in Clement Sector
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Wendy's Guide to the Fleets of Earth Sector, Volume 3
by Eric F. [Verified Purchaser] Date Added: 11/05/2021 21:56:37

"Incoming intelligence!

Ship captains need information about the systems to which they are traveling. These captains depend on Wendy’s Naval Weekly as their primary source of naval fleet information. It is rare to find a ship captain that doesn’t have Wendy’s Naval Weekly on their handcomps or mindcomps.

Wendy’s Guide to the Fleets of Earth Sector Volume 3 is the third entry of a series which will collate all the available information to provide a complete overview of the fleets of the nations of Earth Sector. Each of these books will briefly outline a nation’s spacegoing navy as well as provide some insight as to how that organization functions and provide a list of the ships reported to be in commission.

This book provides information on the space navies of the Antiochian Union, Indonesia, Israel, Korea, Mexico, New Zealand, and the Seleucid Confederation. The book covers every ship currently operated in those fleets, their doctrines, and even their uniforms. The book also contains an in-depth discussion of the Nahash-class system defense boat, one of the many classes of ship used by the Space Navy of Israel."

So I'm coming at Wendy's Guide to the Fleets of Earth Sector, Volume 3 very late. Earth space has been cut off from the Clement Sector. The Clement Sector & Earth have no connections with each other. The interstellar hyperspace gateways have collapsed entirely. In the meantime, technologies have gone on including space craft. Wendy's Guide to the Fleets of Earth Sector, Volume 3 brings more of the smaller space craft fleets of Earth. Wendy's Guide to the Fleets of Earth Sector, Volume 3 By Michael Johnson brings this home right within the introduction; 'At the date of this publication, it has been twenty years since the collapse of the wormhole conduit leading to Clement Sector. This volume explores the naval forces of those nations who were little effected by the Conduit collapse. These smaller navies, regarded by defense organizations as third tier, still provide their nation with defense and security of their interstellar holdings'. This is brought home by the first Wendy's Guide to the Fleets of Earth Sector, Volume 1

Wendy's Guide to the Fleets of Earth Sector, Volume 3 By Michael Johnson From Independence Games breaks these lesser Earth fleets down. The volume is solidly done with a great indepth discussion about the Nahash-class system defense boat. This is a backbone craft of the lesser interstellar fleets. PC's would encounter these craft dealing with some of the Earth trade routes when pirates or criminals come calling. Given each of the Earth nation’s space going navies are showcased there's a sense here that the Earth is a dangerous interstellar power unto itself. For old school Traveller or Cepheus Engine Wendy's Guide to the Fleets of Earth Sector, Volume 3 By Michael Johnson outlines the Earth as a force to be reckoned with. Its a solidly done book with some very good Earth details thrown into the interstellar mix. Countries such as Indonesia fielding a small space fleet means that these smaller interstellar powers can take the fight to galactic pirates or other local issues. Are there opportunities for adventure?! Yes I believe there's plenty of hooks for using Earth as a center for Cepheus power campaigns and Wendy's Guide to the Fleets of Earth Sector, Volume 3 could provide what the players need when dealing with Earth's smaller fleets. I have to mention the fact that artists such as Ian Stead, Michael Johnson, & Tiziano Cremonini really help to make this supplement a really solid addition to the Clement Sector family of books. Thanks for reading our review! Eric Fabiaschi Swords & Stitchery blog Want more OSR goodness?! Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Wendy's Guide to the Fleets of Earth Sector, Volume 3
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Manhunters: Bounty Hunters in Clement Sector
by Eric F. [Verified Purchaser] Date Added: 10/07/2021 20:53:00

"Bring 'em back alive!

With the many independent governments of Clement Sector, it is necessary to have a method to capture criminals who take advantage of the lack of a ruling interstellar polity and go on the run from justice. For most governments in Clement Sector, the answer is the manhunter. "

"Manhunters include those who have dedicated their lives to tracking down criminals on the run, average ship crews who see an opportunity in being the person to bring in a wanted criminal for a bounty, bail enforcement agents and marshals who work for a single government or corporation, thieftakers that work for aggrieved families in finding justice, repossession agents who recover stolen property and capture ships from captains who are behind on their payments, altrant and uplift hunters who operate on the fringe of society capturing those who have escaped their "owners" and made it to freedom, and the skiptracers whose research and dedication can aid all of the above."

Manhunters: Bounty Hunters in Clement Sector covers all of these and delves deeply into the laws, regulations and traditions of manhunters in the Clement Sector setting. This book includes eight career tracks as well to allow characters to delve into the world of justice and recovery."

'Bounty Hunters In The Clement Sector' By John Watts is a slightly different book then others that have crossed my gaming table. This book covers bounty hunters who handle everything from debt collecting to full on manhunts for the local intergalactic governments. And it does so with the Clement sector in mind Because the Clement sector is more then slightly different. There are a wide variety of local system laws & legal tape to keep track of. And 'Bounty Hunters In The Clement Sector' allows one to take care of the small details & generate the type of PC that can handle the smooth & the rough of skip tracing, debt collecting, and even full on manhunts for pirates. Because let's face facts 'Bounty Hunters In The Clement Sector' By John Watts is a book end for 'Skull and Crossbones: Piracy in Clement Sector'.

Why because you're going to have to track down the space pirate at some point as well as be the space pirate. And its all about shifting alliances, corporate factions, and the relationships of adventurers in the Clement sector. This is a sector with higher technologies, lots of problems, and a boat load of opportunities for bounty hunters of all stripes. From Blade Runner's Deckard to Bobba Fett the opportunity is there in Manhunters: Bounty Hunters in Clement Sector. John Watts does a cracking job of cranking up the details & yet providing a fast read for his DM's. Manhunters: Bounty Hunters in Clement Sector is a good read & surprisingly well thought out for the DM. There's plenty of opportunity within the universe that's presented in Manhunters: Bounty Hunters in Clement Sector. The scores here are highly thought of and the rewards done right. This is a solidly done, maturely thought out, and well executed book for the Cepheus Engine rpg as well as the Clement Sector. If you want to run a complete bounty hunter campaign in the Clement Sector or the Cepheus Engine rpg then this is the book to get. Highly recommended. Thanks for reading our review Eric Fabiaschi Swords & Stitchery Want more OSR & 2d6 goodness?! Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Manhunters: Bounty Hunters in Clement Sector
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Skull and Crossbones: Piracy in Clement Sector
by Eric F. [Verified Purchaser] Date Added: 10/07/2021 10:23:53

"ARRRR! Heave to and prepare to be boarded!

Piracy has been a near constant in Clement Sector since the Conduit was first opened. In fact, some historians maintain that piracy may have played as large a part in the direction that civilization spread from Hub as did the astrography of the sector. The act has been part of the fabric of the sector and continues to be so despite the best efforts of the many planetary governments."

"Piracy in Clement Sector includes down on their luck merchant crews forced to compromise their morality, people who watched one too many episodes of Superpirate! and think they can do that too, ex-military people who are working for one government to disrupt the trade of another, dedicated pirates who are just stone cold killers, and marauders who are attacking new colonies along the frontier."

Skull and Crossbones: Piracy in Clement Sector by John Watts has absolutely zero to do with luck & everything to do with renegade corporate cartels & illegal outlaw merchant crews. Skull and Crossbones: Piracy in Clement Sector clocks in at only eight six pages. This is eighty six pages of packed information with spare artwork but well done artwork. The information is dense but it covers a good range of the Clement sector. This information is right in line with the quality of the material from Independence Games before. From set up of pirate gangs, corporate sponsored factions, to running a full on space pirate campaign Skull and Crossbones: Piracy in Clement Sector by John Watts covers it very well. The short adventure within outlines not only the other pirate groups in the race, but some new ships and provides details for several systems. And it includes pirate havens along with those corporate factions supplying said pirates. Skull and Crossbones: Piracy in Clement Sector focus the lens of John Watts on space piracy as both a life style & way of life with a thumbnail sketch of the full on interstellar career at its center. Mr.Watts outlines everything that a DM needs to chart out a campaign of space piracy within the Clement Sector. But is Skull and Crossbones: Piracy in Clement Sector good?! No I believe its a solid addition to the roster of a DM's tool box for the Clement sector campaign setting. But often desperate times & all that. Space pirates may find themselves far out of sector and in need of still plying their trade. I think that Piracy & Privateering by Josh Peters is a perfect book end for Skull and Crossbones: Piracy in Clement Sector. This secondary Cepheus Engine book could be used to generate further interstellar piracy targets easily.

The Clement sector campaign setting itself offers plenty of opportunity for the space pirate & a crew of ruffians of the outerspace ways. Skull and Crossbones: Piracy in Clement Sector by John Watts is an excellent book offering plenty of challenges for a well seasoned group of players who want something different then the usual Traveller style adventures. I recommend Skull and Crossbones: Piracy in Clement Sector by John Watts as a great addition to the Cepheus Engine rpg collection. Thanks for reading our review! Eric Fabiaschi Swords & Stitchery blog Want more 2d6 or OSR action?! Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Skull and Crossbones: Piracy in Clement Sector
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New Liberty
by Daniel C. [Verified Purchaser] Date Added: 10/05/2021 18:12:18

I have always loved the idea of Western based stories thanks to my father. From reading my father's collection of Louis L'amour and Zane Grey to watching the different movies with my father. So it should not come as a shock that I also held a special place in my RPG collection for various Western Themed RPGs. The Rider RPG based on the Cepheus Engine rule set being one of them.

So you can imagine I was very excited to pick up this new support product, "New Liberty". The product offers a fully fleshed out western era town with NPCs and various plot hooks and ideas. Wonderfully done with great art including key NPC portraits and factions to help give the town a fully alive feel. But in my opinion that is not the best part of this product.

They included a full history of the town from pre-establishment through the time of the SciFi era of the core Cepheus Engine products. They went on to offer some insight into how to use this product as a western town or a scifi small colony or back water world location. So whether you are playing a band of gunslingers from the 1800's or a crew of a starship in Fireflyesque style or a full on SciFi crew in their shinny spaceship just visiting a back water world, New Liberty can fit in and offer the game master a great setting with lots of creative and living NPCs.

I strongly recommend this product for those who might want to have a group of players use the town as a base or center point to a campaign. IT si well worth the cost.



Rating:
[5 of 5 Stars!]
New Liberty
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Clement Sector Core Setting Book
by Eric F. [Verified Purchaser] Date Added: 10/01/2021 21:53:30

"Welcome to Clement Sector!

In 2210, scientists discovered a wormhole allowing travel to the opposite side of the Milky Way galaxy. Once across, exploration teams discovered worlds far more suited to human habitation than those in star systems nearer to Earth. Were they terraformed by some unknown race? Are they just a coincidence in the vast diversity of the universe?"

"Over the ensuing years humans left Earth and began to colonize these worlds. Nation-backed colonies. Corporate colonies. People who simply no longer felt compelled to remain on Earth. The best and brightest.

In 2331, the unthinkable happened. The wormhole collapsed leaving those in Clement Sector cut off from Earth. Now these new worlds and new civilizations must stand on their own.

The year is 2342. Adventure awaits!"

John Watts approached me about taking a look at a bunch of Independence Games books & The Clement Sector setting book has been on my Drivethrurpg wish list to get forever. But when you take a look at the extensive and I do mean extensive catalog of Independence Games books it can be a bit intimidating as a new Cepheus Engine rpg DM. So when DM Steve turned me onto Zozer Games Hostile. This might have been a mistake. Now in the past I've taken a look at Omer's 'These Stars Are Ours' but Clement Sector seemed a bit intimidating to me at first. Now that there's been a ton of Cepheus Engine rpg books under my belt & so many games let's take another look!

Clement Sector is humancentric and that's awesome right out of the gate! The Clement sector feels like the best Traveller 2300 rpg setting that isn't ripping that game system or setting off at all. This is a hard science fiction setting with several marked distinctions. Distinction one is the fact that the Clement Sector has a manufacturing base when the worm hole collapsed. Two the Clement Sector is its own entity & an interstellar power within its own right. 'The Clement Sector' setting is a place where your adventurers are going actually want to adventure in & there's lots of opportunity for such. The Clement Sector is really its own game setting & even system separate from the rest of the Cepheus Engine rpg universes. And this is one of the things that also works in its favor. Because if you want to use a pre Fall galactic civilization then the Clement Sector is brilliant for this. Remember that the Clement Sector book is big as in two hundred & seventy two pages big. Your PC's are going to be adventuring there for a long time! The Clement Sector is for lack of a better term a sci fi campaign setting from the edge of eternity. This is a well thought out, expansive, weird, and at its edges quite deadly science fiction campaign for the Cepheus Engine. The technology is high, the spaceships awesome, & the Earth very distant in its own way. The writing is crisp & the Cepheus Engine does an excellent job with the Clement Sector itself. John Watts does excellent design work & The Clement Sector setting is a fine example of this! Highly recommended! Thanks for reading our review! Eric Fabiaschi Swords & Stitchery Want more OSR goodness?! Please subscribe to https://swordsandstitchery.blogspot.com/



Rating:
[5 of 5 Stars!]
Clement Sector Core Setting Book
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Skull and Crossbones: Piracy in Clement Sector
by Jeffrey Z. [Verified Purchaser] Date Added: 07/10/2021 16:16:45

This review originally appeared in the November/December 2017 issue of Freelance Traveller.

While piracy has been accepted as more-or-less given in the default Traveller setting, there has been little development of it, either as a career or as a background for adventure. Gypsy Knights Games/Independence Games has changed that, providing this extensive sourcebook for piracy in their Clement Sector setting.

Looking at the Table of Contents, the book promises much, by section: a history of piracy in Clement Sector, strategy and tactics, havens, famous pirates and pirate bands, pirate life, two common pirate ships, efforts to combat it, gear, adventure seeds, and encounters. It starts to deliver immediately, with a look at some pirate action in the form of a story beginning in media res, appearing to tell how the narrator was captured and “inducted” into the pirate crew.

The historical section looks first at an overview of piracy over the entire inhabited sector, starting with piracy against ships coming through the conduit from Earth, and expanding toward the frontiers, then dropping nearer the centers. It then goes on to look at each of the inhabited subsectors separately, focussing on particular worlds and their responses to piracy. It is clear that both local politics and interstellar “geography” influence both the nature of and the response to piracy in specific systems; this in turn sets up tensions within the sectors and subsectors that can provide fodder for adventures, or even campaigns—and all this becomes visible before we’re 30 pages into a book that feels like it’s far longer than the 87 pages it is!

Strategy and tactics is no more than a summary of the various types of piracy that can occur. There is some brief summary discussion of boarding actions, with relevant tasks to roll. It should be noted that one tactic described, the use of moles, technically straddles the line between piracy and the different (but equally serious) crime of barratry.

Pirates need to operate from a base somewhere, and also to be able to dispose of their takings. The section on pirate havens offers both, operating under a variety of rules (though always generally friendly to the pirates). Even though pirates are outlaws, the pirate havens have laws and codes of conduct of their own; they’re not anarchic free-for-alls where large brawls or near-wars between ship crews are something to expect. They’ll all have similarities, but there’s just enough information presented to inspire a creative referee to expand on into a location with a flavor of its own.

Many who have never experienced piracy first-hand, either as the pirate or as a victim, may well think that it’s “romantic” in some way. The section on famous pirates and bands “plays” to the “romance” to some extent, giving a capsule version of each pirate’s or band’s story, similar to what you might have seen in a Freelance Traveller “Up Close and Personal” or a GDW JTAS “Casual Encounter”. Many of the stories here show how easily the line between privateering and piracy can be crossed—or perhaps how indistinct the line is in the first place.

Even among pirates, there are rules, traditions, and customs. While some of their aspects may be distasteful to those who live within lawful societies, they nevertheless do form a code of conduct that most pirates will conform to. The section on pirate life provides a good look at the way pirates behave among themselves. Fundamentally, pirate society is a society, merely operating on some different assumptions, and as a society, it needs rules, customs, traditions, agreements, and all of the other appurtenances of society that enable people to live with each other and work for the good of all.

While there are commonly-used ships that are often used for piracy, there can also be ships designed specifically for it. The section on pirate ships provides a look at two designs used exclusively by pirates: the Demon-class “lembus”, a well-armed and fast ship, and the Ironbard-class “longship”, a ship designed for attack and plunder, with large amounts of cargo space. Each has specifications, a stat sheet, a deck-by-deck description, deck plans (in the classic monochrome line-drawing plan view), architectural elevation views (side, fore, aft, top), and rendered images.

Where there is unlawful activity—like piracy—there will be activity to counter it. The section on anti-piracy efforts gives an overview of a variety of measures used to increase the risk inherent in piracy, from direct attacks on piracy (self-defense and letters of marque) to legal deterrence (harsh punishment and prize courts [bounties]). A missing factor here is how to referee the various measures (e.g., tasks and other rules).

Pirates have equipment suited to their peculiar needs, and there is a section describing it. Each item gets a basic description, a tech level, and a cost (in Hub Federation Credits). Some items (e.g., the ‘parrot-drone’ and the boarding suit) will include additional information specific to the item; regardless, you get enough of a description to be able to use the equipment in play. Note that it’s also not difficult to think of ‘legitimate’ (non-piracy) uses for much of the equipment described.

Adventure Seeds and Random Encounters are also included, though only a dozen of the first. These seeds are not the “long seed” format of a setup with denouements, but are instead one- or two-sentence descriptions of an idea. More and longer would have been nice—but the book is so material-rich that most referees should be able to come up with their own ideas fairly easily.

There is enough artwork to keep the book from being a solid block of grey text. All three artists (Bradley Warnes, Ian Stead, and Michael Johnson) have done excellent work.

Indexing is … not trivial … so perhaps it’s a bit much to ask. However, having the table of contents link to the respective pages in the book is something that most word processors can do almost trivially (and most page-layout programs can probably do so as well), so it’s mildly saddening to see that it wasn’t done in this book.

It is not by any means an exaggeration to say that this can be the considered the definitive piracy sourcebook; while it is focussed on the publisher’s Clement Sector setting, it provides enough ‘insight’ into piracy as a job and as a lifestyle that a good referee should not find it either difficult or burdensome to convert this material to any other Traveller setting. A solid buy recommendation.



Rating:
[4 of 5 Stars!]
Skull and Crossbones: Piracy in Clement Sector
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21 Starport Places
by Jeffrey Z. [Verified Purchaser] Date Added: 07/10/2021 16:00:46

Disclosure: The reviewer was “comped” a copy of this at TravellerCON/USA in connection with a project discussed with the author. This review originally appeared in the December 2014 issue of Freelance Traveller.

“Starport” places is arguably a misnomer; while all of the locations presented are described as being at one or another starport in the publisher’s Clement Sector setting, few of them are actually starport-specific, and most could easily be set elsewhere on a planet.

That noted, the 21 places cover a wide variety of establishments, from the obvious dining and lodging establishments to specialty shops, to repair facilities, to entertainment—there’s a casino, a nightclub, and a boxing arena. Each includes an overview, one or two NPCs, and at least a partial floor plan. Among the less-commonly-seen types of establishments are a chapel, a charitable social-service organization’s office/hostel, a storage facility, a bureaucratic office (visa office), a security office (which could stand in nicely for a police station), and a trauma unit, which could double as a small hospital.

Some of the places are quite definitely imaginative, e.g., The King’s Lodge, with its “stable” and “dungeon” guest areas, as a ‘themed’ hotel. Others are riffs on real-world ideas, such as Koko’s Sailing Away as a ‘themed’ show-bar/dinner theatre, and the Short Stay Capsule Hotel being essentially identical to the Japanese idea.

The overviews give a summary of the place’s backstory, enough to capture the “flavor” that the authors had in mind for it. In some cases, there are references to Clement Sector setting background, but it’s not difficult to recast the descriptions to fit a different campaign universe while keeping the same flavor, e.g., using Big Al’s Biscuits as the ‘template’ for an AstroBurger Express, or the Captain’s Guildhouse suite floorplan for a similar Travellers’ Aid Society facility in the Third Imperium setting.

None of the floorplans are printed at sizes that would allow them to be used directly as miniatures “battle maps”; some of them are, in fact, too small to be readable (and often blurred enough that even a strong magnifier isn’t much help). The descriptive text helps somewhat, as area numbers can usually be made out even on those where text on the plans themselves is simply too small and at too low a resolution to read, but on many of them, the legends are unreadable. Having the PDF is essentially mandatory, as I’ve yet to find a way to ‘zoom’ a printed page.

There are one or two places where the floor plan and the descriptive text seem at odds with respect to the image intended; for example, the description of the Bumpy Road Steakhouse suggests a somewhat “upscale” dining establishment, but the plan shows crowded, almost cafeteria-like dining areas.

Overall, a good idea that has a few issues in the execution. Even with those issues, though, it’s a worthwhile resource to have, and one which just might inspire your own imagination to go beyond it.



Rating:
[4 of 5 Stars!]
21 Starport Places
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21 Plots
by Jeffrey Z. [Verified Purchaser] Date Added: 07/10/2021 15:53:58

Reviewer's note: This review originally appeared in the February 2013 Freelance Traveller.

I have been sadly remiss; I promised the principal author a review of this product back in mid-2011, shortly after receiving a complimentary copy in e-mail. I cannot even plead “too much hands on my time”; a quick look at Freelance Traveller’s back issues or the Consolidated Listing will show that I’ve written reviews of other products, and non-review articles, in the interim; I can only abase myself and say that I just plain forgot.

Although the version originally sent to me was the first release of the product, this review will focus on the second version, which is the currently available one. The differences are outlined in the third section below. When I sent an advance copy of this review to the publisher, along with my apologies, they alerted me to the existence of the second version, and forwarded a copy, which I looked over for completeness and accuracy in this review. Most of my comments apply equally to both versions.

On the Shelf

I have the PDF to review, so I can’t speak to the binding of the softcover. At only 24 pages, though, I can’t imagine it being much more than the typical magazine, saddle-’stitched’ or stapled, with no separately visible spine. It likely would easily get lost in a pile or on a shelf.

When seen face-on, you see a “clean” design, without a lot of decoration making it hard to read. The company name is written vertically in their distinctive font on a pink stripe along the left edge, bordered by a red stripe separating that from the rest of the cover. The remaining (main) portion of the cover is divided horizontally into thirds; the top third is black with red text naming the product in a sans-serif font, over a photo-render of an industrial setting, centered on a person who might be a mercenary carrying a long gun (a rifle or shotgun) at high port ready to bring it down and fire. The lower third is once again solid black, and the lower right corner carries the Traveller Compatible Product logo.

On Inspection

The title tells you exactly what to expect, and delivers exactly what it promises. There is a title page and a page ‘explaining’ what the product is up front, and a page of Open Game License at the end, but the ‘meat’ of the book is 21 adventure ideas, one per page, in the standard format that the Traveller community has come to call ‘Adventure Seeds’ and which have been ubiquitous in fan venues of all types. Each seed consists of a paragraph or two setting out the general idea behind the adventure, and six alternative outcomes, with the referee and the party left to develop the details. The seed instructions are to determine which alternative outcome is used randomly, but there is no compelling reason that a referee should feel obligated to do so; I would merely write “Possible directions to take this adventure:”, or perhaps suggest that the outcome can be selected “in any manner that seems good to the referee”. This, however, is a nit to which little effort should be devoted to picking.

Differences Between the Versions

The cover has been restyled; the original version’s company name and separator stripe was somewhat thinner, and the artwork was the bottom four-fifths of the cover, rather than just the middle third. The artwork for both editions was taken from the same original; in the first version, it was cropped a little on the left and right; in the second, it was more heavily cropped from the bottom, so that the second version cover art appears to be roughly the top half of the first version cover art.

Internally, some of the text has been elaborated on in the second version, with additional descriptive material in both the setup paragraph and the list of possible outcomes. The page layout elements are also slightly more æsthetically pleasing in the second version. It should be noted that the original version did not claim a tie to the publisher’s Quick Worlds and subsectors (as it predated most of them), but the tie in the second edition isn’t all that strong, and can easily be ‘edited out’ by the referee. Finally, the Open Game License is printed in a smaller font in the second version, so that the entire license fits on a single page (and makes the difference between the second version’s 24 pages and the first’s 26).

Overall, the second version should be considered preferable to the first version. Æsthetically, the minor differences in font selection and layout elements make a big difference; set side-by-side, the first edition looks more amateurish in comparison. More importantly, the more-elaborated text gives each of the seeds a little bit more ‘flavor’; while it doesn’t make any of them stand out, they are just that little bit less likely to garner the “Meh, it’s a seed” reaction.

Conclusion

There’s really little that can be done in one or two paragraphs to make any single seed stand out from the myriad of others—but then, the ultimate value of a seed is in what the referee and the party can do with it.

The chief value of this volume, and its similarly-named companions, is in the convenience of having a bunch of seeds handy, so that one can quickly get started on a session when there wasn’t a chance to pre-plan, or if part of your regular party can’t make it, or for a quick one-off at a con, or… For that purpose, the PDF is a good value (about $0.25 per seed) if one’s imagination is likely to get ‘stuck in neutral’, and a judgement call by the referee otherwise; the printed edition (about $0.50 per seed) is strictly a judgement call by the referee.

While I do not say that you should avoid purchasing this as a single item, my instinct is to wait for it to be part of a bundle at a discounted price.



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[3 of 5 Stars!]
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Ships of Clement Sector 13: Strikemaster Class Brig
by Neil L. [Verified Purchaser] Date Added: 11/23/2020 10:27:10

This ship not likely to fall into player's hands (it's a pure warship, after all), but it's got a lot of possibilities. It's a 400 tonne escort, the sort of ship operated by a navy for protection from piracy and general duties. If you don't want to run a navy campaign, it carries 6 troops and a ship's boat. You can have the players sent to defuse trouble on planets (like Star Trek's Away Teams). If one of these turns up on the other side, your players are in real trouble. You get a scene-setting piece of fiction at the start, a history of the ship and an interior description. There's deckplans for the ship and the ship's boat. What really makes this product worth buying is the artwork. Lots of colour diagrams of the ship, pictures of it in action and some very well done 3D art of the crew and interiors. I've seen some RPG art that looked like it was done using 3D female models more suited to the walls of a teenager's bedroom, these people looked like they belonged on the ship. I loved the excellent texture-mapping and incidental details. I think the artwork is what makes this worth buying. There are many supplements that contain shiips you could design yourself, but the artwork and interior plans bring the ship alive.



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[5 of 5 Stars!]
Ships of Clement Sector 13: Strikemaster Class Brig
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Anderson & Felix Guide to Naval Architecture
by Pavel K. [Verified Purchaser] Date Added: 05/08/2020 11:51:27

Beautiful illustrations. At the end of every chapter there are design examples so you will end with complete ship. Perfect.



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[5 of 5 Stars!]
Anderson & Felix Guide to Naval Architecture
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Subsector Sourcebook: Earth
by Tim M. [Verified Purchaser] Date Added: 04/10/2020 18:10:04

Tons of information packed inside this book. I really love how they actually give Government Details, Legal Details, Select City Details, Cultural Details, Population Details etc... instead of just the generic UPP codes which leaves everyone guessing. There is also more then enough room for the GM to fletch out and customize/personalize the setting. Another really great Earth Sector/Clement Sector book!



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[5 of 5 Stars!]
Subsector Sourcebook: Earth
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Ships of Clement Sector 1-3: Hub Federation Warships
by David A. [Verified Purchaser] Date Added: 04/02/2020 08:08:11

Some excellent designs and engaging back-story material. You might want to get someone who speaks German to do German translations, though. 'Ausschreibung' is the OTHER sort of 'tender', you want 'begleitschiff'; and you've used the verb 'to torpedo' instead of the noun... ;-)



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[4 of 5 Stars!]
Ships of Clement Sector 1-3: Hub Federation Warships
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Tech Update: 2350
by Tim M. [Verified Purchaser] Date Added: 02/04/2020 10:22:27

Countermeasures, Computer atanomy, very good Software Chart, Heavy Torpedoes, Heavy Railguns, mindcomp implant types, ECM drones... and guns :) Very happy with this, great work!



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[5 of 5 Stars!]
Tech Update: 2350
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Diverse Roles: A Clement Sector Career Catalog
by Nick M. [Verified Purchaser] Date Added: 05/31/2019 09:23:19

The mustering out with the ability to cash out pensions, art, shares.. excellent! Also our local Framing Supply player (art store/collector) is happy she has her own "class". Engineering being broken down into specialities was also much liked by my group. Really terrific book which we will be using for Clement Sector as well as Traveller!



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[5 of 5 Stars!]
Diverse Roles: A Clement Sector Career Catalog
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