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  #1  
Old 09-07-2007, 01:00 AM
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[RPG]: The Great War of Magellan, reviewed by Destriarch (2/3)

http://www.rpg.net/reviews/archive/13/13253.phtml

Ashok Desai's Summary:

A somewhat premature role-playing game set in the universe of an as-yet unaired science fiction series. Can RPGs as advertising gimmicks work?

Go to the full review for more information.
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  #2  
Old 09-07-2007, 09:29 AM
tylermo tylermo is offline
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Re: [RPG]: The Great War of Magellan, reviewed by Destriarch (2/3)

I thought about doing a review of this game, but simply didn't have time. You've done an excellent job pointing out the strengths and weaknesses of the system. I definately thought there were too many attributes and skills. Waaay too many. And, I agree with you about several other points. I would point out(for those who don't know) that Richard "Apollo" and "Tom Zarek" Hatch of old and new Battlestar Galactica fame came up with the story behind the setting. He originally tried to revive the old Battlestar program by self-financing a trailer called, Battlestar: The Second Coming". The trailer has been shown at myriad conventions since the late 90's(?). Hatch, and the late John Colicos(Baltar) were the only original actors in the trailer. Wasn't half bad considering the effects weren't ILM or WETA. Sometime later, Richard hatched (no pun intended) an idea for a Sci-Fi movie, or tv program, called The Great War of Magellan. Admittedly, the effects could have been better, and some of the acting was so-so. That said, I admire his passion and his desire to come up with his own setting. There will soon be a graphic novel, and maybe some books on the market. Beyond that, I'm not sure how it will go. I think Richard indicated that he will be re-shooting, or re-tooling the current trailer. That would be a good idea. Getting back to Richard's involvment with the game...Another gentleman (whose name escapes me) actually came up with the rules. He and Richard were at Archon 31 near St. Louis in August. I was in two of the 3 or 4 TGWOM games. The RPG author ran them, and did a good job with a setting that I think needs some re-tooling. The players were also quite good with the pre-gens. I also might add that Richard played a character in the two games I was in. He wasn't there at first, but played in the last 80% or more of the session. He was sincere, funny, and just great to be around. I've got video footage of him pounding the table until he got the dice roll he wanted. he he :-) Everybody had a great time. As for the author of the system, he was a really nice guy, and ran several good scenarios. I'm no RPG author, so I salute him for taking on the task. The game could use some work, and might be convoluted to a degree. That's probably because I'm use to playing the fast, fun, and furious Savage Worlds system. Loved your review, and I bet Hatch and his RPG author would like to see what you have to say.
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  #3  
Old 09-07-2007, 09:51 AM
tylermo tylermo is offline
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Re: [RPG]: The Great War of Magellan, reviewed by Destriarch (2/3)

I might add that I like the story behind the setting, and I think the game could be promising. Looking forward to the final result. Either way, I was happy to plunk my money down for a copy. Definately some usable stuff, and ideas.
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  #4  
Old 09-07-2007, 10:13 AM
jazzencat jazzencat is offline
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Re: [RPG]: The Great War of Magellan, reviewed by Destriarch (2/3)

I see certain advantages to releasing the RPG prior to the show: at least that way characters will not feel they have to paralell the show's events. Something that I never quite understood: "balanced" in RPGs means that something has as many strengths as weaknesses and doesn't give a significant advantage over anything else?

Another way to take unbalaced races is that it reflects nature, after all humans have advantages and weaknesses, and there are creatures in nature that can kick the poo out of a human in straight combat. In Star Trek there were aliens that were just as intelligent as humans, but significantly stronger or faster. This could be unbalanced or just the fact that humans are not quite the pinnacle of evolution they sometimes think themselves to be. ;-)
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  #5  
Old 09-07-2007, 02:48 PM
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Destriarch Destriarch is offline
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Re: [RPG]: The Great War of Magellan, reviewed by Destriarch (2/3)

Quote:
Originally Posted by tylermo View Post
I might add that I like the story behind the setting, and I think the game could be promising.
Any chance you could give a brief synopsis? All I can tell from the RPG and the trailer is that some guy discovers he's inherited the spiritual legacy of the Ancients, finds a funky sword somehow, and decides it's up to him to unite the 'Trader Clans' (whatever they are) to fight the naughty bad guys. Another 'Chosen One' scenario.

Ash
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  #6  
Old 09-08-2007, 01:25 PM
jazzencat jazzencat is offline
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Re: [RPG]: The Great War of Magellan, reviewed by Destriarch (2/3)

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Originally Posted by Destriarch View Post
Any chance you could give a brief synopsis? All I can tell from the RPG and the trailer is that some guy discovers he's inherited the spiritual legacy of the Ancients, finds a funky sword somehow, and decides it's up to him to unite the 'Trader Clans' (whatever they are) to fight the naughty bad guys. Another 'Chosen One' scenario.

Ash
Aw, ain't that a kick in the pants ;-). But they make for really good high adventure stories. "Neo, you are the only one who can save us..." The trader clans, are they the futurisitic equivalent of warring nomads? The sword in mythology often symbolizes discernment since it bears a resemblance to the surgeons discerning tool the lancet. The setting looks like it has some promise, though, from the review I think GMs would probably either port it to another Game System of their choice or heavily house-rule the mechanics.
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  #7  
Old 09-08-2007, 02:59 PM
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Re: [RPG]: The Great War of Magellan, reviewed by Destriarch (2/3)

Space nomads isn't a bad analogy, from what I've read. They act rather like tribes, they have their own rules and rituals, it seems that honour is important to them and they call duels between each other to settle rivalries, and there are several different clans mentioned each with their own agendas. In fact the trader clans are about the only part of the background chapter that seems to be fairly well fleshed-out, so presumably they are important to the series as well. There's a slight atmosphere of 'Dune' about them, although not as cool as Frank Herbert's masterpiece.

Ash
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  #8  
Old 09-08-2007, 05:25 PM
jazzencat jazzencat is offline
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Re: [RPG]: The Great War of Magellan, reviewed by Destriarch (2/3)

Quote:
Originally Posted by Destriarch View Post
Space nomads isn't a bad analogy, from what I've read. They act rather like tribes, they have their own rules and rituals, it seems that honour is important to them and they call duels between each other to settle rivalries, and there are several different clans mentioned each with their own agendas. In fact the trader clans are about the only part of the background chapter that seems to be fairly well fleshed-out, so presumably they are important to the series as well. There's a slight atmosphere of 'Dune' about them, although not as cool as Frank Herbert's masterpiece.

Ash
Neat. Dune is a hard act to follow, and he developed his world over years and has tons of background material that we never saw, though recently his estate (and son) seem to be capitalizing on the Dune phenomenon by releasing all sorts of stuff from his notes. Still quite well written, though not as good as the orignial.

Fremen without the Stillsuits.
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