| Star*Drive: Arms and Equipment Guide | ||||||||||||
| TSR/Wizards of the Coast, 96 pages | ||||||||||||
| Alternity Star*Drive accessory | ||||||||||||
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A review by Don Bassingthwaite
For the things it doesn't cover, the Guide also provides a handy bit
of advice: make up a price based on the real world-price. Which, of
course, works admirably well for the teddy bear used in the example,
but what if a character really desperately craves that spiffy medical
gauntlet in the store window? This is where the book really shines. Some
future technology is presented in the Alternity Player's Handbook, but
the Arms and Equipment Guide expands on that coverage. A wide range
of items are listed -– and more importantly – described. There are
game stats available for everything (and very handily summarized in
tables at the back of the book, a feature that allayed my initial
concerns about constant flipping to find ranges and power charges and
such), but each item is given a short write-up as well. Many items
are also illustrated, something I find very important for setting
the visual mood for a game.
In fact, the personal gear section of the Guide is in many ways
the weakest. There are noticeable typos, contradictions, and
missed references, the kind of thing that can generate arguments
at the gaming table. Standard boots, for example, are described
as having non-skid soles, but in the next paragraph non-skid soles
are a $50 extra that provide special game advantages. Maybe
there are two levels of non-skid.
Similarly, robes are listed and described as the standard dress
on many worlds under both "casual dress" and "robes" -– which
latter category also includes dressing gowns and housecoats. These
are rather broad mistakes, and in fact parallel a problem I've
seen in other games before: attention seems to be lavished on
weapons, cyberware, and similar awe-inspiring devices, while less
glamourous items fade into the background. The personal gear
section could have benefited from greater description and
illustration of the clothing presented rather than a blanket
statement that "diversity is the only style that matters." A number
of instrument packs for scientists are described in the sketchiest
of terms, which is disappointing because these are the sort of
items characters often use most inventively during the game.
I think that my highest praise for this book actually goes to
the many small details that bring life to the Star*Drive setting. On
a story level, these are things like suggestions for how characters
might become involved in scams against the catalogue companies. On
a wider setting level, they're things like brand names, corporate
manufacturers, and the place of small distributors up against big
business. The equipment presented for aliens is limited, but
likewise intriguing -– some of the best "catalogue copy" in the
book is that written to appeal to the alien cultures. An important
kudo does go to the clothing section as well. I was pleasantly
surprised to find that listing for robes, along with kilts,
saris, and several varieties of kimonos. Diversity may be
vague, but it's a nice thing to see.
In summary: great selection, slightly questionable presentation,
good background material with a little imagination. Buy the
Arms and Equipment Guide for the toys but look for
the details in the text and you'll get even more out of this book.
Don Bassingthwaite is the author of Such Pain (HarperPrism), Breathe Deeply (White Wolf), and Pomegranates Full and Fine (White Wolf), tie-in novels to White Wolf's World of Darkness role-playing games. He can't remember when he started reading science fiction, but has been gaming since high school (and, boy, is his dice arm tired!). | |||||||||||
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