Bulldogs! (75% or so done)
Bulldogs! is a d20 based Science Fiction RPG from Galileo Games, a very small RPG publisher. It originally came out in about April of 2004, I believe. Maybe a bit earlier. I first heard of it in the ads forum here (which more people should read, by the way).
When I saw the post about Bulldogs!, I said to the author, "I already have half a dozen science-fiction d20 RPGs, what does Bulldogs! do that those don't"? I probably came off as a bit of a jerk, but I didn't mean to be like that, I just have a tact deficiency (or in d20 terms, a really low charisma score).
Still, I did have a basic point, there are a number of SF d20 RPGs, not to mention this summer's release of D20 Future. I don't exactly remember what his answer was, but I remember it impressed me.
So I put Bulldogs! near the top of my want list. But things went awry (my TV went kaput) and I had to use the money I was going to buy Bulldogs (and some other RPGs) to replace it. I did have enough for one new book and was thinking about getting Bulldogs!, but I went with d20 Future, mostly because it supposedly had Star Frontiers as a setting in it, and is something I am a huge fan of. Ultimately though, while it had some Star Frontiers material in d20 Future, it was very small and not really Star Frontiers in terms of "feel".
Getting to my point, Bulldogs! is indeed quite different from the other d20 SF RPGs I have. The feel is very much like the original Star Frontiers, which was exactly what I was hoping for from d20 Future, but didn't get. Sort of a two fisted (or 3 fisted, given the Dralasites) science fiction game, full of action and adventure. But where Star Frontiers frankly didn't make much sense, this is coherently put together.
It's set in a small galaxy, far far away. (But apparently not a long time ago). There are no humans per se, but there is a race that is essentially human, Arsurbans, but somewhat more colorful (they can also be red, green, or blue skinned). The Galaxy is dominated by two empires. One run by a bunch of Snake people, one run by beings that are suspiciously similar to Drow, but without hair.
In between the two empires is a neutral zone, called "The Frontier". This was set up between the two empires because they realized that they were too evenly matched, and an all out war between the two would result in no empires. Half of a galaxy is better than none of a galaxy.
So, it's set up as something of a cold war situation. The Neutral Zone between the two is actually about the size of either empire, but is not united as a whole, but made up of little planets and governments. Also, there are a lot of megacorporations, or Pan-Galactic Corporations. Again, similar to Star Frontiers (or Traveller).
It uses the basic d20 rules, that is, essentially the D&D rules. Which is something of a double edged sword, especially these days. Many people prefer the d20 Modern/d20 Future rules for modern day/space games. This is one of those d20 books that is almost complete - pretty much everything is explained but character generation/advancement. So if you know d20 reasonably well, you really don't actually need the PHB with you.
It essentially re-uses (and reprints) 2 of the existing D&D PC classes, the Fighter and Rogue (most d20 based games do the same thing), as well as the non-spell casting NPC classes for NPCs, while introducing 6 new PC classes. The Space Pirate, the Space Pilot, the Bounty Hunter, the Medic, the Engineer, and the Gunner.
They are sort of grouped into 2 groups of 4, one group of land based classes and one group of space based classes. Obviously, the space based classes are most useful on starships, but they are reasonably effective all-around (unlike say, the classes in Traveller 20).
The classes are all pretty much what they sound like. The only one that really needs explanation is the Space Pirate, which not unlike a Fighter/Rogue multi-class (and in fact, the text mentions it's sort of a combination of the two). But is different enough to justify its existance.
There's only a handful of prestige classes: The Assassin (basically the D&D one minus the magic), the Mata Hari (a seductive spy), Secret Agent and Infocity Acolyte (which is sort of a hacker)
Skills are largely the same as normal d20, though it adds the obvious new skills for a futuristic games: Pilot, Systems (for computers), Astrogate.
Bulldogs! takes the Star Wars approach to aliens - there are a whole bunch of different types of them, too many to count. 10 are included in the book, and there is a system to generate new ones with abilities that are balanced. The aliens are a mix of near human, humanoid, and some that are just plain alien.
I've always thought aliens should be alien. One of my favorite Science Fiction series is "Sector General" by the late James White. It's not exactly the deepest SF around, it's sort of like "Emergency!" only set in space - about a space hospital and an ambulance starship. They answer space emergency calls and often find weird, undiscovered species.
Rarely do you find weird aliens like in those books. Usually they are just like the ones on Star Trek - people with funny objects or fruit glued to their foreheads, or are animal-people of some sort.
Bulldogs! does indeed have some of those, but also has some of the truly alien sort. For instance, there is the Dolom, which is sort of a 3 legged , 3 armed, 3 eyed, er, thing. They remind me a lot of the Hudlar from the Sector General series. Another thing is sort of like a one eyed slug. And perhaps inspired by the classic "Hoka!", there is a race of teddy bears. Only these are amoral (if not evil) Teddy bears, not really impressionable ones. (Their background story is that their race was genetically engineered, but turned out to have been flawed, and overthrew their makers, which is plausible.)
But more importantly, the alien race creation rules make it easy to come up with very strange, very alien, aliens.
Basically, it divies up special abilities or advantages (and disadvantages) into 3 categories, I, II, and III. A standard race gets 5 points, and something from category I costs 1 point, II 2 points, III 3 points.
There's a ton of gear, about 50 pages of the book is devoted to it. One of the most extensive lists of equipment I've seen in a SF game.
All sorts of ranged weapons. Gyrojets, projectiles, flechettes, lasers, blasters, disruptors, gauss/rail guns. Tons of melee weapons, too. There are no tech levels or anything, the culture in the Bulldogs! galaxy is fairly homogenous
If you've seen a weapon in a movie or another SF game, then it probably has an analog here, if not by name then by function.
One of the cooler things about the book, is that there are a number of companies that make gear. Each company has specific qualities that affect the stuff (mostly weapons) that they make. Some companies make good weapons, some make lousy (but cheap) ones.
Starships take up about 30 pages of the book, including 8 pages of rules on creating them. It's a fairly simple process, but fairly flexible, too.
Combat is essentially the same as the d20 system, with starships having hit points and hardness, and ships weapons doing damage (quite a lot, in larger weapons case).
The layout is very nice. Better than the vast majority of RPG books I own. The only complaint is that perhaps the outer margin is too big. Usually companies do this to pad the book's page count and so to allow them to charge more. However, in that case, the opposite seems to be true - the book is priced far below what it should be (216 pages with some color for $25? That's almost crazy cheap these days)
The art is somewhat retro looking, but I liked it quite a bit. The illustration for each race is in full color, which is really nice.
It's got a nice index, and it's got the chapter name in the outer margins. So it's an absolute breeze. The editing is also excellent, I think I noticed only 1 problem, and that was a superfluous -.
The only real problem with the book is really just a nitpick of mine. A few times it mentions space is really cold, and has rules for it being really cold. While it is cold, space is actually a near vaccuum, and so works kinda like a giant thermos - you don't lose much heat, since nothing carries it away, other than what you radiate as energy. A fairly common misperception. (Really, the only realistic space game/supplement is the one for Cyberpunk 2020, so no biggie.)
I own almost every d20 Science Fiction game on the market, and this is as good as any of them, far better than most. It's amazing that it came from such a small company, the production quality is better than that of anything not from Wizards of the Coast. (It might not beat Mongoose's art, but it does beat their editing.)
Unfortunately, it does probably suffer by being late to the show. And from the near release of d20 Future. Still, much of the book can be adapted to d20 Future quite easily - the setting, the races (and the rules for creating them), the equipment, the prestige classes (with a bit of tweaking).
When I saw the post about Bulldogs!, I said to the author, "I already have half a dozen science-fiction d20 RPGs, what does Bulldogs! do that those don't"? I probably came off as a bit of a jerk, but I didn't mean to be like that, I just have a tact deficiency (or in d20 terms, a really low charisma score).
Still, I did have a basic point, there are a number of SF d20 RPGs, not to mention this summer's release of D20 Future. I don't exactly remember what his answer was, but I remember it impressed me.
So I put Bulldogs! near the top of my want list. But things went awry (my TV went kaput) and I had to use the money I was going to buy Bulldogs (and some other RPGs) to replace it. I did have enough for one new book and was thinking about getting Bulldogs!, but I went with d20 Future, mostly because it supposedly had Star Frontiers as a setting in it, and is something I am a huge fan of. Ultimately though, while it had some Star Frontiers material in d20 Future, it was very small and not really Star Frontiers in terms of "feel".
Getting to my point, Bulldogs! is indeed quite different from the other d20 SF RPGs I have. The feel is very much like the original Star Frontiers, which was exactly what I was hoping for from d20 Future, but didn't get. Sort of a two fisted (or 3 fisted, given the Dralasites) science fiction game, full of action and adventure. But where Star Frontiers frankly didn't make much sense, this is coherently put together.
It's set in a small galaxy, far far away. (But apparently not a long time ago). There are no humans per se, but there is a race that is essentially human, Arsurbans, but somewhat more colorful (they can also be red, green, or blue skinned). The Galaxy is dominated by two empires. One run by a bunch of Snake people, one run by beings that are suspiciously similar to Drow, but without hair.
In between the two empires is a neutral zone, called "The Frontier". This was set up between the two empires because they realized that they were too evenly matched, and an all out war between the two would result in no empires. Half of a galaxy is better than none of a galaxy.
So, it's set up as something of a cold war situation. The Neutral Zone between the two is actually about the size of either empire, but is not united as a whole, but made up of little planets and governments. Also, there are a lot of megacorporations, or Pan-Galactic Corporations. Again, similar to Star Frontiers (or Traveller).
It uses the basic d20 rules, that is, essentially the D&D rules. Which is something of a double edged sword, especially these days. Many people prefer the d20 Modern/d20 Future rules for modern day/space games. This is one of those d20 books that is almost complete - pretty much everything is explained but character generation/advancement. So if you know d20 reasonably well, you really don't actually need the PHB with you.
It essentially re-uses (and reprints) 2 of the existing D&D PC classes, the Fighter and Rogue (most d20 based games do the same thing), as well as the non-spell casting NPC classes for NPCs, while introducing 6 new PC classes. The Space Pirate, the Space Pilot, the Bounty Hunter, the Medic, the Engineer, and the Gunner.
They are sort of grouped into 2 groups of 4, one group of land based classes and one group of space based classes. Obviously, the space based classes are most useful on starships, but they are reasonably effective all-around (unlike say, the classes in Traveller 20).
The classes are all pretty much what they sound like. The only one that really needs explanation is the Space Pirate, which not unlike a Fighter/Rogue multi-class (and in fact, the text mentions it's sort of a combination of the two). But is different enough to justify its existance.
There's only a handful of prestige classes: The Assassin (basically the D&D one minus the magic), the Mata Hari (a seductive spy), Secret Agent and Infocity Acolyte (which is sort of a hacker)
Skills are largely the same as normal d20, though it adds the obvious new skills for a futuristic games: Pilot, Systems (for computers), Astrogate.
Bulldogs! takes the Star Wars approach to aliens - there are a whole bunch of different types of them, too many to count. 10 are included in the book, and there is a system to generate new ones with abilities that are balanced. The aliens are a mix of near human, humanoid, and some that are just plain alien.
I've always thought aliens should be alien. One of my favorite Science Fiction series is "Sector General" by the late James White. It's not exactly the deepest SF around, it's sort of like "Emergency!" only set in space - about a space hospital and an ambulance starship. They answer space emergency calls and often find weird, undiscovered species.
Rarely do you find weird aliens like in those books. Usually they are just like the ones on Star Trek - people with funny objects or fruit glued to their foreheads, or are animal-people of some sort.
Bulldogs! does indeed have some of those, but also has some of the truly alien sort. For instance, there is the Dolom, which is sort of a 3 legged , 3 armed, 3 eyed, er, thing. They remind me a lot of the Hudlar from the Sector General series. Another thing is sort of like a one eyed slug. And perhaps inspired by the classic "Hoka!", there is a race of teddy bears. Only these are amoral (if not evil) Teddy bears, not really impressionable ones. (Their background story is that their race was genetically engineered, but turned out to have been flawed, and overthrew their makers, which is plausible.)
But more importantly, the alien race creation rules make it easy to come up with very strange, very alien, aliens.
Basically, it divies up special abilities or advantages (and disadvantages) into 3 categories, I, II, and III. A standard race gets 5 points, and something from category I costs 1 point, II 2 points, III 3 points.
There's a ton of gear, about 50 pages of the book is devoted to it. One of the most extensive lists of equipment I've seen in a SF game.
All sorts of ranged weapons. Gyrojets, projectiles, flechettes, lasers, blasters, disruptors, gauss/rail guns. Tons of melee weapons, too. There are no tech levels or anything, the culture in the Bulldogs! galaxy is fairly homogenous
If you've seen a weapon in a movie or another SF game, then it probably has an analog here, if not by name then by function.
One of the cooler things about the book, is that there are a number of companies that make gear. Each company has specific qualities that affect the stuff (mostly weapons) that they make. Some companies make good weapons, some make lousy (but cheap) ones.
Starships take up about 30 pages of the book, including 8 pages of rules on creating them. It's a fairly simple process, but fairly flexible, too.
Combat is essentially the same as the d20 system, with starships having hit points and hardness, and ships weapons doing damage (quite a lot, in larger weapons case).
The layout is very nice. Better than the vast majority of RPG books I own. The only complaint is that perhaps the outer margin is too big. Usually companies do this to pad the book's page count and so to allow them to charge more. However, in that case, the opposite seems to be true - the book is priced far below what it should be (216 pages with some color for $25? That's almost crazy cheap these days)
The art is somewhat retro looking, but I liked it quite a bit. The illustration for each race is in full color, which is really nice.
It's got a nice index, and it's got the chapter name in the outer margins. So it's an absolute breeze. The editing is also excellent, I think I noticed only 1 problem, and that was a superfluous -.
The only real problem with the book is really just a nitpick of mine. A few times it mentions space is really cold, and has rules for it being really cold. While it is cold, space is actually a near vaccuum, and so works kinda like a giant thermos - you don't lose much heat, since nothing carries it away, other than what you radiate as energy. A fairly common misperception. (Really, the only realistic space game/supplement is the one for Cyberpunk 2020, so no biggie.)
I own almost every d20 Science Fiction game on the market, and this is as good as any of them, far better than most. It's amazing that it came from such a small company, the production quality is better than that of anything not from Wizards of the Coast. (It might not beat Mongoose's art, but it does beat their editing.)
Unfortunately, it does probably suffer by being late to the show. And from the near release of d20 Future. Still, much of the book can be adapted to d20 Future quite easily - the setting, the races (and the rules for creating them), the equipment, the prestige classes (with a bit of tweaking).