Bulldogs (first bits)
When I first saw a post about Bulldogs! over in the Ads section, 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 (and 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 for a variety of reasons, I never got around to buying it (TV exploded, dogs got sick, computer became elderly).
Bulldogs! is indeed quite different from the other d20 SF RPGs I have. The feel is very much like the original Star Frontiers. 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.
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 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.
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 -.
Basically, I have only one problem with the book, and it's one of those things that bugs me. One several occasions, it says that space is cold, and goes into how this cold affects things in space, on a couple occasions with fairly detailed rules. But while space is cold, you don't actually notice, because space is also empty.
See, cold is really just the absence of heat. On Earth, you lose heat when it's cold outside because of the air (or if you are really unlucky, water). The air/wind touchs your body and warms up slighty, and cools down your body. Basically it carries away the heat.
But in space, there's literally nothing to carry away the heat. The only heat you get rid of is actually what you radiate, which really isn't that much. Actually, retaining too much heat is more of a problem in space than losing too much.
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 for a variety of reasons, I never got around to buying it (TV exploded, dogs got sick, computer became elderly).
Bulldogs! is indeed quite different from the other d20 SF RPGs I have. The feel is very much like the original Star Frontiers. 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.
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 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.
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 -.
Basically, I have only one problem with the book, and it's one of those things that bugs me. One several occasions, it says that space is cold, and goes into how this cold affects things in space, on a couple occasions with fairly detailed rules. But while space is cold, you don't actually notice, because space is also empty.
See, cold is really just the absence of heat. On Earth, you lose heat when it's cold outside because of the air (or if you are really unlucky, water). The air/wind touchs your body and warms up slighty, and cools down your body. Basically it carries away the heat.
But in space, there's literally nothing to carry away the heat. The only heat you get rid of is actually what you radiate, which really isn't that much. Actually, retaining too much heat is more of a problem in space than losing too much.