I never really know how to approach supplements like these. To me, playing an RPG is all about making the collective story. Vehicles and equipment are just tools in that story. However, in sci-fi settings, starships do play a big part of that story and are sometimes the source of that story. Ships of Clement Sector 5: Traders and Scouts is an extensive supplement that gives the readers a selection of the many types of Traders and Scout vessels seen in Clement Sector, from small light traders to specialized long range scout ships.
Tag: Gypsy Knights Games
Dawn Adventures 2 – Hell’s Paradise
From: Gypsy Knights GamesReviewed by: Ron McClung Dawn Adventures 2: Hell’s Paradise is a RPG Adventure from Gypsy Knights Games. Following up Dawn Adventures 1, number 2 takes place in the same region, as the name implies. See my review of the first adventure HERE. Like the first one, this adventure takes place in an…
Ships of Clement Sector 2 – Vulkan-class Attack Boat Tender
Ships of Clement Sector 2: Vulkan-class Attack Boat Tender is a new RPG Supplement from Gypsy Knights Games. I have reviewed a lot of the Clement Sector line. I think it is clear I find the setting subtly inspiring and creative. If you like gritty realistic campaign settings, this is the setting you are looking for. It is versatile but also grounded.
21 Plots – Samaritan
From: Gypsy Knights GamesReviewed by: Ron McClung 21 Plots: Samaritan is a new RPG Supplement from Gypsy Knights Games. I have used Plot seeds from Traveller before, either as inspiration for a one-shot or for a launching of a campaign. I have not only used them in Traveller, but also Star Frontiers, Shatterzone and Star Wars. These books are…
Clement Sector Player’s Guide
From: Gypsy Knights Games Reviewed by: Ron McClung Clement Sector Player’s Guide is a RPG Supplement from Gypsy Knights Games. The Clement sector setting continues to be supported by the fine group of people at Gypsy Knights and I have been really impressed with this settings resilience as well as the writers’ dedication to the…
Dawn Adventures 1 – The Subterranean Oceans of Argos Prime
Dawn Adventures 1: The Subterranean Oceans of Argos Prime is a new RPG Adventure from Gypsy Knights Games . The Dawn Subsector is the frontier of the frontier; the fringe of the Clement Sector which has had only a few hundred years to develop. There is a lot of mystery that surrounds what lies in the Tranquility Sector and any adventure based in it needs to have that feel. Dawn Adventures 1, as the name implies, is the first adventure based in the new subsector from Gypsy Knights Games. If adventuring in the politically charged worlds of the Clement Sector is not enough, this is where players go to escape all that and find new ways to adventure.
Career Companion, A Clement Sector Sourcebook
Even with the new incarnation of Traveller published by Mongoose in 2008, players of the game never really had options to truly flesh out their characters. There was no real character advancement system in Mongoose Traveller and the careers seemed cookie cutter, in many ways. It gets even more difficult if you design your own setting, like the Clement sector as many of the careers have to be re-tooled to apply.
The Dawn Colonies
I asked John Watts once what TV show he would relate his setting to. I predicted correctly that he feels it was most like Firefly. In many ways, it really has that feel – the grittiness, and the feeling of being a western in space. However, at the same time, it addresses a lot of the things that Firefly and the subsequent RPGs ignored – the realism, the vastness of space and the isolation one planet can feel. It keep a lot of the adventure local, instead of planet hopping across the universe. It is that sense that makes it attractive to me.
Cascadia Adventures 3 – Fled
Cascadia has proven to be a fairly descent hotbed of adventuring with the previous two adventures in this series and this closes it out in similar fashion. In this adventure, the players have a great opportunity to do something big for the patron throughout the series and be greatly rewarded. Or if things don’t go well, they could end up with a considerable number of enemies and perhaps be blamed for a terrible crime.
21 Plots: Misbehave
Forever instantiated in geek culture are the immortal words of the captain of the Firefly, “I aim to misbehave.” These simple words can inspire a variety of ideas for adventures as well as adventurers. They are quite commonly used in game sessions to announce when a party is ready to take on their mission or bad guy. 21 Plots: Misbehave makes me think of this quote every time I look at the PDF.
