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Space 1889 Core Rulebook
[978-1-909126-56-5]
€23,41
Publisher: Ulisses Spiele
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von Dillard R. [Verifizierter Käufer] Hinzugefügt am: 01/09/2017 01:41:04

I really want to give this product 5 stars, but I can't. I am having difficulty figuring out just what the authors want to accomplish.

Space 1889 came out way back in 1988 published then by GDW. Heliograph Inc. still publishes those old products in pdf format on this site. That original had a great story of an alternative universe powered by liftwood and aether propellers. The core rules created a sandbox world (solar system) with rules for invention that made the PCs capable of affecting the overall technology of the campaign. There were rules for creating aetherships and vehicles. There was even a short campaign; exploration of the Moon.

Those things are not present in this version. What is present is a slightly changed history. USA and CSA exist after Lincoln dies in 1862 and President George McClellan surrenders to the South in 1865. Other than that the history is much the same, but better. The history and background on current events are quite detailed. The examinations of flora and fauna of the various planets is fascinating and more detailed than the original.

If you are the kind of GM who likes to create adventures from scratch this is a good book for you. You will have plenty of detail to pique your curiosity and stimulate your imagination. If you are the type of GM who wants to have some example adventures already created; you are out of luck.

The equipment section has a plethora of tools, weapons, and vehicles presented in the original game. What isn't present is the multitude of inventions that could be created using the invention rules from the old GDW version.

This game uses the Ubiquity system. I am not familiar with the system. I am coming at this with experience with the original game, the Savage Worlds system, and Fate Core. Truthfully the level of detail in the setting pleases me. It makes a great addition to the other versions of this setting that I already have. It also makes me want to modify this for use with Fate Core. But, it still means I am going to have to figure out how to simulate creating inventions. (You may have figured out by now I consider this to be one of the best parts of the original game--and am disappointed it isn't present in this version).

Overall the game gets a 3 star rating because, it throws out some of the aspects I really enjoyed in the first version. No invention rules. It also lacks some premade adventures to emphasize the kind of campaigns the game could be used for. What saves this game from a no star rating. Good production values and art. Good background information and history.



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