Buck Rogers XXVc: A Few Thoughts


This week I will run the third session of our Buck Rogers XXVc campaign and I think it’s time to share a few thoughts. Overall things have been running smoothly with a few unpleasant exceptions.

To familiarize me and my players with the setting I decided to run the introductory adventure included in the box. It is a bit linear but aside from that I didn’t think it would be as bad as it turned out. We quickly realized that the adventure was either very badly balanced or it meant to be lethal. The first encounter was with three thugs equipped with a laser pistol, a heat gun and a microwave gun. Especially the heat gun was a big issue. 2d6 damage can easily kill almost any 1st level character. Ouch! I think I wasn’t really at the top of my game at the time, otherwise I would probably have given them different weapons.

The next encounter was another group of RAM thugs. After barely surviving the fight with three thugs the author of the adventure thought it was a great idea to let them fight against as many thugs as players in the group plus the NPC they had in tow. Guess what! Each enemy was armed with a heat gun! Yay! A few lucky rolls by the GM and the player characters are toast … literally.

Starting characters also have pretty weak skills which makes healing very unrealiable. If you play rules as written, Buck Rogers XXVc turns deadly pretty quickly. The technology book talks about the advances in medical technology in the Buck Rogers universe, but alas there’s nothing like a stimpack, health potion, etc. which I could give to the player characters to make things easier. Eventually I did just that and invented single-use “stimpacks” which they could use to heal quickly if necessary.

The skill system has a few issues as well. New characters basically suck at everything. Even if I let them make easy tests all the time, their chances to succeed are usually below 50%. Things will probably get better as the characters level up, but until then making skill checks is usually pretty frustrating. Aside from that I am actually glad we gave Buck Rogers XXVc a try. My players seem to enjoy playing their characters, they love the setting and overall we are having a lot of fun. I think I just need to get a better understanding of how the game is balanced.

Garesia: Land of Broken Shackles, Part 2


Dear reader, thank you for coming back! This is part 2 (although technically it is the third post) of the Garesia campaign. This all began as an adventure that became the idea for a campaign. When I wrote the first post I thought I’d be done with this topic in one or two entries, but here we are and the ideas just keep coming.

After the last post I started writing about the peoples and races of Garesia, but I kept referencing a creation myth that I had in mind. As more and more ideas and details for the creation myth came to me, I set aside the races and people details for another post, and ended up writing this one. The topics for today are creation myths and the gods of the world of Garesia. Let me know what you think in the comments.

Creation Myth of Garesia

The people of Garesia share a common creation myth, and while the relentless passage of time has indubitably led to different peoples embellishing these tales to reinforce their particular place in these legends, the longer lived races still preserve the tales as told to them by their deities. Continue reading Garesia: Land of Broken Shackles, Part 2

Garesia: Land of Broken Shackles, Part 1


Welcome back! Building upon last Friday’s post, I plan to continue detailing the campaign I inadvertently came up with wile creating an adventure for the last geeknic. You can read all about that the post in the previous link.

Garesia began to coalesce as I wrote the adventure and in the following days after running the adventure it had been bouncing around in my head. Since I created the adventure for D&D 5e and that the system I’m currently playing, many elements from that game made their way into my conception of the setting, but I’m sure it could easily be adapted to other systems. I’m going to try and organize my thoughts and provide an overview of Garesia’s history and the people and creatures that make up the campaign. I’ll cover the first part, history, on this post and continue with other topics in other posts. I’ll probably revisit some of the ideas presented here once I’m finished, so there may be revisions. If there is significant real interest I could compile all this information into one PDF to share with the readers of Stargazer’s World. Let’s see how it goes… Continue reading Garesia: Land of Broken Shackles, Part 1

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