Showing posts with label John Watts. Show all posts
Showing posts with label John Watts. Show all posts

Wednesday, September 30, 2026

OSR Commentary And Review - Grand Safari By John Watts For Clement Sector Rpg & Cepheus Engine From Independence Games

 Grand Safari is an adventure supplement published by Independence Games, written by John Watts (with cover art by Bradley Warnes). It is designed for use with the Cepheus Engine 2d6 tabletop roleplaying system and set within Independence Games' flagship sci-fi setting, the Clement Sector.



Overview & Core Premise

  • Setting Context: Grand Safari takes place in the Clement Sector—a subsector of human space isolated after the wormhole connecting back to Earth collapsed.

  • Concept: The adventure centers around leading or participating in an expedition into untamed, hazardous wilderness on a frontier world. Unlike standard starship cargo runs or merc contracts, the player characters (PCs) step into the roles of wilderness guides, protection detail, or hunters taking wealthy clients, researchers, or VIPs on a high-stakes megafauna safari.

  • Tone: Combines classic sci-fi planetary exploration with survival action, ecological hazards, and client management.

Key Features & What's Inside

  1. The Campaign/Adventure Module

    • Client Management Mechanics: PCs aren't just fighting monsters; they have to deal with demanding VIPs, eccentric researchers, or reckless big-game trophy hunters whose safety directly impacts the payout.

    • Environmental Hazards: Detailed mechanics for surviving harsh off-world weather, navigation, tracking, and wilderness hazards using the Cepheus Engine 2d6 system.

  2. Flora & Fauna Bestiary

    • Features detailed profiles and stat blocks for alien megafauna native to the expedition region, ranging from dangerous apex predators to massive, passive herbivores.

  3. Vehicles & Gear

    • Stats and floor plans/descriptions for specialized safari equipment, terrain crawlers, atmospheric vehicles, non-lethal deterrents, and heavy big-game hunting weaponry suited for the Cepheus Engine framework.

Compatibility & Formats

  • System Compatibility: Runs natively on Cepheus Engine (and is easily adapted to other 2d6 sci-fi systems like Mongoose Traveller or Classic Traveller).

  • Available Formats:

    • Digital: PDF ($12.99)

    • Print: Softcover ($32.99) and Hardcover ($39.99)

 Grand Safari By John Watts For Clement Sector Rpg & Cepheus Engine isn't just an adventure but a campaign source book as well. It highlights what happens to an organization of explorers and hunters go beyond the borders of civilization. John Watt's writing expands the bounds of the Clement Sector rpg setting with new details, expanded adventure, and interstellar terror. This is a book in which the  adventures that work on several levels. The Grand Safari hits the points of six primary safari adventures, detailed worlds and systems throughout Hannibal Subsector, new animals and encounters, pregenerated hunters and safari staff, MV Livingstone, the seaborne Oceanwave Safari Ship,
The hunt aspect is deeply embedded within this adventure and it does it well. The encounters are solid, the NPC's well written, and the adventure respects the PC's abilities. The encounters build upon one another and do a good job of setting up the 
The Grand Safari because it hits the high notes of the Clement sector unknown planets, expanded setting details, and more. The Grand Safari is worth your time as both supplement and Clement sector adventure. Grab this one to get your player's PC's into the deep end of the hunt and 

Sunday, July 13, 2025

OSR Review & Commentary On Covert: Espionage in Clement Sector By John Watts For the Clement Sector rpg, Earth Sector rpg, & Any 2d6 Classic Science Fiction rpg

 "Espionage is the practice of secretly gathering information about governments, military operations, industries or individuals for strategic advantage. This practice is as old as civilization itself, shaping the course of wars, diplomacy, and economic competition. The fundamental goal of espionage is to obtain knowledge that others wish to conceal and allow those who possess this knowledge to make informed decisions, anticipate threats, and manipulate events to their advantage."  




Covert: Espionage in Clement Sector By John Watts For the Clement Sector rpg, Earth Sector rpg, Or  Any 2d6 Classic Science Fiction rpg. This  is the  latest supplement for the Clement Sector rpg all of this happens to be packed into the world of Espionage on fringes of Clementt Sector. This Western themed 2d6 Science Fiction is a seething cauldron of plots, counter plots, and both interstellar or Corporate intrigue. And your PC's are in the middle of a whirl wind of plots, counter plots, and the deadly business of espionage. 
We get an introduction and history of the trade of espionage. This supplement goes deep and sets up the history, setting, and more into the Clement Sector rpg campaign setting. There's a ton of history, factions, organizations, governments, and more all willing to hire adventurers and operatives. 



 The Clement Sector Third Edition rpg is one of the most fertile campaign settings with it's Frontier up for grabs for various powers. And your operatives are the pawns in the adventure of securing your own side's future within Covert: Espionage in Clement Sector. This supplement gives you all of the tools, tips, tricks and equipment to get the job of spycraft done. The writing, layout, artwork, and more are top notch. This book has everything to generate a brand new career paths, background, history, and more. 
 Covert: Espionage in Clement Sector is a book that can change the complete direction of a campaign. This book has everything you need to bring your Clement Sector rpg campaign into the world of intrigue and espionage! Violent and battle are not the tools here. Instead this is a stealth, cloak & dagger, assassination, and more book that will be usable for many years to come! 






Monday, April 7, 2025

Review & Commentary The Freedom-class Merchant Vessel Written by Independence Games starship guru, Michael Johnson For The Clement Sector Rpg

 "The Freedom-class Merchant Vessel is a starship from the days before grav drives and grav plates changed everything. A 400-tonne ship built in 2204 and squarely marketed to those enterprising enough to brave the frontier and head out to the new colonies in Earth Sector and Clement Sector, the ship was state of the art in its time. Now, over a hundred years later, the ship could be considered a bit of a dinosaur yet many continue to swear by this stalwart, especially the waldlaufers in Ariel Sector who value nothing more than their independence and their Freedoms."


"Written by Independence Games starship guru, Michael Johnson, inside this book you'll find a detailed breakdown of the Freedom-class, including its history, specifications, deck plans, and multiple variants”plus financing options, cargo configurations, and planetary landing procedures. Alongside these essential details, dive into A Visit to Miss Kitty's, a short story by John Watts that gives insight into the life of a waldlaufer making his way in a dangerous universe."

The Freedom-class Merchant Vessel  written by Independence Games starship guru, Michael Johnson is one of those trader starships is perfect for the adventuring party within Clement sector. Why?! Because star ships such as the Freedom class Merchant vessels are the heart and soul of the colonies in the Clement sector rpg campaign setting. 
There are a couple of other details about this starship that make it perfect for an adventurer's star craft. One is the fact that this ship has a low crew compliment, lots of great details & this ship can take a high value and low value cargoes.  The Freedom class is
 400-tonne ship built in 2204 and squarely marketed to those enterprising enough to brave the frontier. This means that the Freedom is perfect for an experienced group of adventurers and traders. Since the Clement sector is an Old West analogy the Freedom is the perfect bridge gap between the 'Black' and the deep  colonies of the Clement sectors. 
The Freedom-class Merchant Vessel is well written and the artists do a fantastic job of bringing the Freedom to life. The layout for this book is well done, the font is easy on the eyes, and this book is up to Independence Games usual standards. 



The Freedom-class Merchant Vessel  is a fantastic starship for adventurers because is creates an opportunity for adventure and trade among the stars of the Clement sector. As a side hustle for adventurers the Freedom merchant class presents a classic star craft in the tradition of 2d6 classic Science Fiction rpg. The year is 2342.  Adventure awaits in the crew quarters of the Freedom class merchant vessel.. 


Monday, November 18, 2024

Review & Commentary on The Dark Lonesome: The Ariel Sector Sourcebook By John Watts, & Michael Johnson For The Earth & Clement Sector Rpg

"Ariel Sector, located to coreward of Clement Sector, is generally regarded to be an empty wilderness by those in Clement Sector.   However, Ariel Sector has a variety of small settlements scattered throughout the sector which vary from mining colonies to pirate b By ases, from trading posts to scientific research stations.  "



"Meet the waldläufers, independent explorers who feel the call of the wild or, as they say, "The Dark Lonesome" where they go to commune with the untamed nature of the worlds of Ariel Sector and escape the constant connection to other people.  Encounter those on "The Liar's Trail" who are wanted for crimes in Clement Sector who have gone to Ariel Sector to hide from the authorities or start a new life.  Discover the settlers that have left Clement Sector to find fortune in the mineral wealth of Ariel Sector and the scientists who have found evidence of previous alien life in the sector.  Engage with the gunslingers who roam from settlement to settlement showing off how fast they are with a laser pistol."

The Dark Lonesome: The Ariel Sector Sourcebook By John Watts, & Michael Johnson is about the frontier of the Clement sector. This is a book about the Ariel sector one of those outlying areas of the Clement sector. This book covers those areas of the map that aren't filled in per say. We've got evidence of alien life investigations and more. 
The Dark Lonesome ramps up 'the Space Western' vibe in spades and keeps the PC's into the loop of the Ariel sector. The Ariel Sector is magnet for those who want to start a new life & career along the Liar's Trail. Key to this is the huge minerial wealth of the Ariel sector.
 The waldläufers and gunslingers are another part of the pillar of the Ariel sector 'The Dark Lonesome' and here's where the PC's alternative career path lies. The Ariel sector is the edge of the frontier and the waldlaufers are the leading explorers;"waldläufers are independent and are exploring for their own reasons. For some, this is an economic reason as they will go out and exploit resources found on the various worlds of Ariel Sector and then trade these at settled locations. For others, there is a simply a “wanderlust” that takes them out into the unknown."  These guys are the ultimate in survivalists and they make 'the Dark Lonesome' thier home sector. They're always pushing the boundries of space exploration and survival.  They're always pushing the boundries of the map;" Ariel Sector is an area of space 40 parsecs long by 24 parsecs wide. It is often represented on maps provided by various institutions such as The Captain’s Guild as either a three-dimensional hologram for use in a holotank or interface or by the common two-dimensional hex maps which are provided to members of the Guild."

The Dark Lonesome is the leading edge of the Clement sector and the worlds of the Ariel sector should not be quickly dismissed. These worlds form the backbone of the Ariel sector and are a magnet for the explorers, mavericks, and madmen of the Clement sector. 

There's some great writing, design, world entries, etc. all in a solidly laided out package put out by Independence Games. 


    The Dark Lonesome: The Ariel Sector is a solid sourcebook for the Earth & Clement Sector rpg. There's plenty of material here for the Clement Sector rpg DM to use for thier own game campaigns. 
Using plenty of material from this supplement are perfect for the DM looking to do a massive exploritory campaign. This book will keep your 2d6 campaign going for many years to come! 





Wednesday, October 16, 2024

OSR Review & Commentary On Subsector Sourcebook: Ashima By John Watts For The Earth Sector rpg

 "Is this where you meet your fate?

Ashima Subsector is named for a Semitic goddess of fate and, like all the subsectors in Earth Sector, the names were given long before anyone went into these areas much less settled them. However, here, the name has been rather appropriate. 

Originally, most thought that the Argentinians would end up dominating this subsector, but that was not to be.  Others thought the United States might move aggressively into the
subsector, but that never happened.  Some thought Nigeria would do the same as would Australia but, in the end, nine of the systems of Ashima Subsector would remain independent.  Argentina, the United States, Australia, and Nigeria each hold only one system while Israel, a late arrival to interstellar colonization, holds four."




"Ashima Subsector is a mix of colonies held by nation-states and independent worlds.  Often used as a gateway into the Sacrament Sector frontier, many still come to the subsector for opportunity."

"Filled with system maps, world maps, and physical data for each world, this book is a treasure trove of information for Referees who want to take their Earth Sector adventures further afield or for those who simply want a variety of worlds for their uses. Government, legal, cultural, and population details will assist the Referee in painting a picture of each world for their players.""

 Subsector Sourcebook: Ashima By John Watts For The Earth Sector rpg is the latest in the Earth sector rpg line of books. Everyone seems to forget just how cut throat the Earth sector is.  Subsector Sourcebook: Ashima does an excellent job of reminding the player's PC's just how cut throat and dire the colonial process is. Earth sector unlike other colonial entities is a combination of nation states supported by mega corporations for thier colonies. This creates deadly competition and sometimes outright warfare among these entities. 

 Subsector Sourcebook: Ashima has some great power plays between Isreal,  Argentina, the United States, Australia, and Nigeria colonies. These colonial worlds are varied and very well done. The writing of John Watts is tight and well done. We get a snap shot of each and every world along with it's meshing of the interstellar politics. These politics overlap and influence the Earth sector as well because it takes a lot of cash to support these colonies. 

This presents plenty of opportunities for spacers and adventurers to take full advantage of these colonies for shipping of passengers, gear, food, equipment, and more. There's plenty of trouble to be had as well because these worlds are highly dangerous and full of trouble. 
Is  Subsector Sourcebook: Ashima By John Watts worth getting?! In a word,' Oh yes!' especially if your into the Earth sector like myself. This Subsector sourcebook brings a lot to the table with plenty of new colonial worlds, factions, and opportunties for adventures. At one hundred and twenty three pages it doesn't overstate it's contents and brings fresh Earth sector goodness to the table top of a 2d6 

Wednesday, July 24, 2024

OSR Review & Commentary On The Clement Sector Lightspeed rpg By John Watts From Independence Games

 Want a rules light version of the Clement Sector rpg? Clement Sector Lightspeed rpg has you covered! All of the Clement Sector rpg Space Western goodness with little over a hundred pages of set up, prep, and all rpg setting!  And thanks to Independence Games I got a chance to take a look at The Clement Sector Lightspeed rpg. 



Ian Stead's artwork is always on point especially for the Clement sector. 

Clement Sector Lightspeed rpg does is provide a whole cloth 2d6 role playing game from the ground up. Is CSL any good?! Well this is the Clement Sector rpg streamlined and managed into a solid rpg package that has the system put into a whole cloth role playing game. It does the job nicely. And it's all you need to jump into the deep end of a campaign. 
According to Wade's Clement Sector review on Drivethrurpg from Febuary 23, 2023;"The Clement Sector had been attached to the Earth Sector before the wormhole (or "Conduit" as it was called) the wormhole collapsed and the Clement found itself left to fend themselves, separated from Earth. The Clement Sector has been divided by twelve sub-sectors with 335 planets (with many planets or sectors haven't actually been discovered). Each planet has a brief of its own government or settlement, it's own militaries, and several planets may have pirate bases. There no living aliens but there are a few planets with alien ruins and there is a great possibility for GMs to use planets which haven't been discovered. Does the GM want to place alien bases or civilizations? All worlds which have been discovered, used or not, each world has thier own "Univeral World Profile" which provides a quick glance at the worlds starports, world size, atmosphere, population, governament, law level, and technology and then provides full charts on how to create and use those stats. Almost all planets are governed by thier own government with the exception of a small group of planets which are governed together (which call themselves the "HUB")." 


And we get this same treatment within the 
Clement Sector Lightspeed rpg! The rpg spotlight is on humanity allowing the DM to jump start an instantly recognizable campaign with streamlined 2d6 rules. The focus on humanity allows the player's PC's to have a stake in the Clement sector.  
The 2d6 system within the Clement Sector Lightspeed rpg is geared towards creating characters and then get them adventuring in spades in the space of the Clement Sector. 
What makes the CSL rpg work is the fact that it take full advantage of the strengths of it's big brother the Clement Sector rpg's PC rules generator & 2d6 elements. Then it builds on those elements! 
These systems then get mixed into weapons, equipment, gear, backgrounds, & more again all from the Clement Sector rpg but streamlined. This streamlining provides on the CSL rpg's strengths. The prep time for PC generation is speeded up from the Clement Sector rpg. Even though you can completely run the Clement Sector rpg with CSL. The Clement Sector rpg campaign setting is there within the Clement Sector Lightspeed rpg with all of it's adventure elements.  And the Clement sector is a great place to adventure! From hunting pirates to straight on exploration or adventuring the Clement sector is a great campaign setting. And the CSL rpg certainly capatures that in spades. 
I personally think that The Clement Sector Lightspeed rpg fills a quite needed niche on the Independence Games rpg campaign setting. That is the fact that many folks don't need to have a six hundred and sevenity three page rpg. And get a much more managable package within The Clement Sector Lightspeed game. Everything is here within this hundred and thirteen page package for you and your players to adventure on the frontier of the black within the Clement Sector. 

Note from Independence Games: 
This is an advance copy of the Clement Sector light rules. This product will not be available until August 1. If you do a review of these rules, please either wait until August 1 or note that you have received an advance copy and that the book will be released on August 1.

Monday, May 6, 2024

OSR Review & Commentary Dark Lonesome: The Ariel Sector Sourcebook By John Watts For The Clement Sector Rpg

"  Welcome to Ariel Sector! Ariel Sector is the sector to coreward (or “above” if you are looking at a Zimm map) of Clement Sector. While Clement Sector is analogous to the American “Old West”, Ariel Sector is analogous to the wilderness of the American frontier in the region of the Rocky Mountains in the late 1800s. Largely unexplored and almost totally unsettled, Ariel Sector is home to only a handful of established settlements."

" Of course, this doesn’t mean that the sector is unpopulated. It just means that there are settlements which aren’t widely known and places that a person can go to “get lost”, something that is much harder to do in Clement Sector. Indeed, it is for that reason that a lot of people came to Clement Sector in the first place and now, as the core subsectors of Hub, Franklin, Cascadia, and Sequoyah become more settled, many find it necessary to go further afield and get further away from civilization. Many of those people have chosen to come to Ariel Sector" 

Dark Lonesome:  The Ariel Sector Sourcebook By John Watts couldn't come at a better time. This book is due out for Thursday of this week but you can get an advanced preview of the Dark Lonesome:  The Ariel Sector Sourcebook.  The Dark Lonesome goes right along with last week's Clement sector adventure. The Dark Lonesome is actually home to more then a few pirate cartels & colonists who have pushed the boundries of the Black. The Ariel sector is the type of sector that sits between civilization and outright interstellar frontier. 

 The Ariel sector is a wild place where the waldläufers, colonists, and deep explorer rub elbows. The Ariel sector even boasts honest to God gunslingers. There are rules of conduct and more. 
The sector is perfect for the explorer, prospector, or thrill seeker and others attracted by the wild feel of it. And those who feed on them. 
Focusing on the Ariel sector, there are legends, details, worlds, and more. The Dark Lonesome focuses highly on the details of the sector while laying down an actual usable sourcebook. 

The Clement sector feels like more then a usuable campaign but a real place. John Watts's breath's life into his sector campaign. The Ariel sector  feels like a real place. 

Dark Lonesome:  The Ariel Sector Sourcebook By John Watts is a solidly constructed sourcebook for the Clement sector rpg. The sourcebook is well edited, well done, and has some terrific artwork. What this sourcebook does is push the edges of the interstellar Clement sector map & really ramps up the dangers of the Clement sector. Between the space pirates, the interstellar phenomena , & the powers that be there. There's also lots of opportunity for interstellar spacers & explorers. The Ariel sector perfectly set up for a humanity that is at the far end of the galaxy cut off from humanity. This encapsulates the power of this sourcebook. All of the good bits here are perfect for a 2d6 Clement sector campaign with details to spare. 
 Clocking in at 190 pages Dark Lonesome:  The Ariel Sector Sourcebook By John Watts is wall to wall useful information on a point in the Clement sector that is unto itself a complete compaign. This is a well done and well thought out campaign sector sourcebook and a great add on! 

Thursday, February 15, 2024

Review & Commentary On Careers of The Old West By John Watts For The Rider Rpg or Cepheus Engine Powered 2d6 Rpg's

 "Independence Games is proud to present Careers of the Old West, our career catalog for Rider. This book presents 20 career tracks for use in building the background of your Rider characters. What did you do before you became an adventurer? These include careers things as varied as Barbers, Barkeeps, and Shopkeepers to Rustlers, Sharpshooters, Actors, and Wild West Show Performers!"

"This book contains new skills and a new background for those who wish to pursue the law!
Who will you choose to be?"
 Careers of the Old West is the latest installment from Independence Games and written by John Watt. Why this is important will become evident as we go. Careers of the Old West brings the wide variety of occuptations that we see in history and Hollywood Old Western movies & television shows. 
John Watts manages to pack into ninety pages everything that a DM needs to run the Old West for his players while add in a ton of options for the players. 
With a skill based system such as Cepheus Engine or old school Traveller this book is essential. 
Careers of The Old West adds huge number of careers that could be used for different points of a campaign. Places  where the DM really needs to add in a flare of NPC's who are both memorable and different. 
This supplement provides the player or the DM a plethora of options at the table top. Careers Of The Old West is a well layed out, easily read font, and solidly done book. 
There are all of the tools here to add an outrageous amount of options for the DM allowing everyone from entertainers or miners to thier campaigns. These become very well developed NPC's in 2d6 campaigns because we know who they are and where they have been in thier lives. 
In ninety pages we get a fantastic 2d6 Old West career option paths and fully developed occuptations! The writing of John Watts is on point. He adds in everything the DM needs to add these occuptations into thier campaigns minus the fuss. 
For the Rider Rpg,  Careers of the Old West is in my mind an essential book for both the DM & player. This book adds a ton of great occuptations to the table top and brings a whole new twist to the Rider rpg. This is a book that the DM can slip into his campaign & add a ton of good material for the game!  

Thursday, November 2, 2023

Review & Commentary On Bounded Fortune: Independent Merchants in The Clement Sector By John Watts For The Clement Sector Campaign & Old School 2d6 Science Fiction Rpg's

 "Are you ready to live the independent life?

Bounded Fortune is the sourcebook for the independent merchants of Clement Sector.  This book builds on the trade and merchant rules in Clement Sector providing more detail and additional insight into how to be an independent merchant."

"This includes sections on how to buy a starship and how to obtain funds for an item that is expensive but essential to living the independent merchant life as well as how to set up your own independent merchant business and the obstacles presented to you by the various challenges established by the Clement Sector setting.  This book covers ship quirks, hiring crew, leadership styles for captains, crew wages, freight hauling, mail contracts, and passengers.  It also includes expanded speculative trade tables as well as random encounter tables to make the Referee’s job easier."


"_This book also contains 11 careers which are involved in being an independent merchant based on our career progression system first detailed in Hub Federation Navy.  Start your career as a cargomaster, move up to being the purser, and then become a member of the bridge crew, and finally take your place as captain of your own ship!" 

Can you handle the challenge of being an independent merchant?"

Bounded Fortune: Independent Merchants in The Clement Sector By John Watts is a monster of a book covering almost every aspect of the merchant trade on the Science Fiction Western frontier. Bound Fortune has it all with all the merchant trade to shipping & receiving this book. This includes almost every aspect of being a merchant and yes it definitely can be used with other 2d6 or Cepheus Engine powered game. 
Bound Fortune has everything a DM needs to run an on going merchant powered Clement sector campaign from the ground up from set up to running player's PC's through the ins & outs of commerce. And this is done with a fan
tastic career progression system that we first saw in the Hub Federation book. This enables the player to see actual career and life progression in thier PC's. 
And Bound Fortune brings home the other aspects of commerce in the Clement Sector with market flux, supply and demand, and other things that can spin a ship's fortunes into the red.
Bound Fortune centers on the interstellar scene of a starship by covers ship quirks, hiring crew, leadership styles for captains, crew wages, freight hauling, mail contracts, and passengers. Bound Fortunes is well done with solid easy to read fonts, well done graphics & artwork, good layout, and hits the high marks set by other Clement Sector products. 

Bound Fortunes covers quite a bit of the trade and being a merchant in the Clement sector and this extends into the finiances and upkeep of a ship. And this includes expanded speculative trade tables as well as random encounter tables. Who cares?! Well this presents the trader or merchant business opportunities they may not expect. This gets into the fact that the Ships of Clement Sector 17 Atlas is also on sale. Ships of Clement Sector 17 covers the Atlas-class freighter which is the second most commonly found ship in Clement Sector. The Altas trade dress and ship ties directly into Bound Fortunes as a complete package. We've encountered Atlas numerous times in our Clement sector game sessions. 


























 Bounded Fortune: Independent Merchants in The Clement Sector By John Watts is in my mind one of the most important Clement Sector supplement. All of the information in Bound Fortune is fantastic if you want to run a merchant or trade campaign. The info in Bound Fortune covers the DM with a plethora of solid trade encounters, information markets, frontier infomation, and really does a fantastic job in one hundred and seventy one pages.  Bounded Fortune: Independent Merchants in The Clement Sector By John Watts is highly recommended! 

Monday, July 31, 2023

Review & Commentary On Cybersneaks Hacking In The Clement Sector By Authors Michael Johnson and John Watts For The Clement Sector, Cepheus Engine, and Old School 2d6 Science Fiction Rpg's

 "Hacking and computers have been part of the common experience now since at least the 1990s and there is no sign that the future will see less of either of them. Therefore, it seemed necessary for us to address how hacking is done in the Clement Sector setting. In doing so, the scope of the product soon expanded to include information about worldnets and their history, computer equipment, and careers related to hacking and online security. Hopefully, this product will help your enjoyment of the Clement Sector setting and allow your characters and campaigns to enter the shadowy world of the hacker, the realm of futuristic online security, and get a sense of how the average Clement Sector character relates to being online." 





















Cybersneaks Hacking In The Clement Sector By Authors Michael Johnson and John Watts is a supplement for the Clement Sectore that we've  been waiting for. And this has to do with the Henderson family. The Hendersons are a generational family of cyberdeckers from our Hostile, Clement Sector, and even our Rider rpg games. The Hendersons start out as telegraph operators in our Rider game campaign & then later on appeared in the Earth and Clement sector rpg campaigns. 
Cybersneaks clocks in at about eighty one pages and it covers the gamit of the Worldnet in the Clement Sector. And this includes everything from the history of frontier hacktivism to full on Worldnet law enforcement. The design and writing is clear and very well done. 
We get the history of hacking within the Worldnet, and the effects of social engineering, airgapping and more.We get hacking kits, some great equipment, handcomps, and then end with mindcomps. Mindcomps as a technology are interesting & I admit that while this is a partial "gear & equipment' book its a well done 'gear & equipment' book. 
For example the mindcomp entry; "A mindcomp is simply a computer that directly interfaces with the brain. For more details regarding mindcomps refer to Clement Sector page 336 and Interface page 37. Mindcomps provide their wearer with advantages over other computers but also create more risks if they are used for hacking activities." And then later we get a great example of these mindcomps; "Head Gear 66 – The Head Gear 66 is an older model mindcomp which remains popular in Clement Sector. While both less useful and more obvious than later models, the Head Gear 66 is often seen being used by those who don’t mind flaunting societal norms on worlds where cyberware is frowned upon. The Head Gear 66 is manufactured in Clement Sector on Minerva (Franklin 0401) and Chriseda (Sequoyah 0204) by the Overdrive Corporation. Despite the two companies being bitter rivals, many users will pair the Head Gear 66 with Bolt Glass for what is described as the perfect retro experience." 

The idea that cybersneaks and hackers have thier own internal Clement sector techno dialogue going is brillant. 

And it's the cyberhacking rules that are really the heart & soul of Cybersneaks. 
We get clear and concise rules that make hacking and decking in the Clement sector flavorful and meaningful. This adds gravitas and weight to the cybersneak's role within the Clement sector. And it's the simple and yet highly effective rule set up with Cybersneak so damn well done. 
And then we go deeper down the rabbit hole with malware, mindcomp hacking, and more.
Cybersneaks does a great job of setting up the hacking and cybernetic decker as a viable and vital PC within a party of Clement and even Cepheus Engine adventurers. 
And out in the blackness of the frontier the cybersneak is a vaulable member of a crew within the Clement sector. 
And I do think that Cybersneaks is a fantastic addition to the Clement and Earth sector rpg's. Even at only eight one pages Cybersneaks is packed with good and solid viable gaming information for 2d6 Science Fiction and Cepheus Engine rpg's. 

Wednesday, May 31, 2023

Review & Commentary On Badge Law Enforcement In The Clement Sector by John Watts For The Clement Sector Rpg & Other Cepheus Engine Rpg Campaigns

 "Welcome to the world of law enforcement! That’s something that was said at the beginning of more than one television series concerning the police, so it seems to be fitting here. Badge: Law Enforcement in Clement Sector is our answer to those types of series involving everything from movies and television series concerning police departments to novels about police and private detectives. This book will give you many of the tools you need to run a similar sort of theme in Clement Sector. "




"Existing as a sort of companion volume with Outlaw: Crime in Clement Sector and Manhunters: Bounty Hunters in Clement Sector, this book fills the void left by those books concerning the police department who may be the antagonists to someone running a campaign with those books. Alternatively, of course, the denizens of Outlaw and Manhunters may be the antagonists to a police or detective oriented campaign. In many cases, they will likely be contacts, allies, rivals, and enemies of one another in a well-rounded campaign. It should go without saying that both Outlaw and Manhunters will be very useful to the Referee seeking to get the most out of this volume. Referees will likely find GEAR: General Equipment Adventurers Require useful as well and many of the careers featured in this book also call back to Diverse Roles, our Clement Sector career catalog" 

The image of the overworked cop or sheriff in the Old West especially in the 19th century is one that we don't really think of when it comes to Independence Games Clement sector. Well, it's one that should be on our minds especially when we look deeper into the Cepheus and Clement Sector rpg. Badge Law Enforcement In The Clement Sector fills a gap in the frontier blackness of the Clement sector. John Watts does an excellent job of looking deep into the nature of a far future 2d6 Science Fiction law enforcement point and the dirty  flip side of law enforcement itself. What is it about the Clement sector?! The fact that it trips the edges of the almost Wild West like Science Fiction or is it the fact that the Clement sector is very well realized as an almost but not quite 2d6 living & breathing campaign. A campaign setting who law men & women have a beyond thankless job on the edges of the darkness.


 

 Badge Law Enforcement In The Clement Sector by John Watts has a totally different voice from other Clement Sector books. Badge leans into it's Cepheus Engine rpg roots through the lens of it's careers of law enforcement centered around it's colonial roots. And it's because the law out in the Clement sector is beyond stretched thin. The law is quite literally balanced between it's role as peace keeper and guardian of civilization. And it's this that gives Badges it's character. And namely a very tight and well done voice. And it's Badges game voice that rings through with John Watts writing and commitment to his books that shines through. Badges is a book that your going to want to use especially with both Clement Sector and other Cepheus Engine rpg books. 

Badge Law Enforcement In The Clement Sector by John Watts hits the quality established by the Clement Sector rpg book hard. The only other book that hits the notes that Badge does is G.E.A.R. and the Skull & Crossbones Piracy in The Clement Sector books. Both of these books slot into the back end of Badge seemlessly enabling a DM to come up with an underworld that is a part of the Clement sector landscape easily.


 Badge does this by going over the ins & outs of law enforcemet. Introducing new careers, procedures, and much more. Then easing into new equipment, weapons, vechicles, and even NPC's that can be dropped into your ongoing Clement Sector campaigns. 

What really stands out is the frontier asthetic that is one part Science Fiction Wild West and two parts Bladerunner that has the classic Clement sector spin. And it does this by taking into acount on every front it's frontier and Wild West asthetic. 

Badges hits the high points to law enforcement even up to tech level ten. And by going over almost every aspect of the law and it's dirtier underworld elements. There's no sugar coating here. John Watts hits the high points and comes back for more when it comes to the law in the Clement sector. The writing here is tight, the layout is up to Independence Games standards and there's a sense that this isn't going to be last we see of Badges. 
Could Badges be used with other Cepheus Engine settings and more. The fact is that Badges could easily be moved into a classic Traveller rpg campaign. 

 Badge Law Enforcement In The Clement Sector by John Watts For The Clement Sector Rpg & Other Cepheus Engine Rpg Campaigns Will Be Appearing soon in the Independence Games site here. 

Thursday, November 10, 2022

OSR Review & Commentary On Subsector Sourcebook: Hub By John Watts For the Clement Sector, Cepheus Engine, & Old School 2d6 Science Fiction rpg's

 Work has been keeping me really on the run & even though we're getting around the bend from Thanksgiving. I've managed to sneak into DM Steve's  Subsector Hub mini campaign for the Clement Sector rpg. Now there's a very good reason for this & it's actually get a feel for the actual play of the setting. 

The Subsector sourcebook Hub has been updated into third edition. And there's a reason for this; "Hub Subsector was the first place those coming from Earth Sector saw when they arrived in Clement Sector. It is the oldest and most cosmopolitan of the subsectors of Clement Sector. It is also home to the sector’s only interstellar polity, The Hub Federation. The first of the subsectors to be settled" 
Don't let the fact that the sector’s only interstellar polity is the Hub Federation. This is a subsector on the edge of a very deep frontier of the unknown & blackness. 
Subsector Hub feels like an expanded frontier area settled but highly wild & untamed. A place that settlers can come to, make a living, and still be on the edge of the Frontier of the Clement sector. 
What we get in the Subsector Sourcebook Hub is details about the worlds, the political situations, and the inhabitants. These details paint a very different picture when one starts to be a part of a crew in the subsector. 
Here we get the edge on feeling of Hub & it's setting from the first hand perspective. I feel that the Subsector Sourcebook Hub does a great job of conveying those details in spades. 
Once again it reminds one of the feel of the Old West without being too indulgant into the Western tropes instead pulling on Old Western & Civil War analogies. Or at least that's how Hub feels through the writings of John Watts. The Clement Sector literally is tied at the hip with the Hub subsector & it's a solid way of dealing with the settings. 
We deal with Kasya about three nights ago & it's interesting; "Kasaya is the location of the first settlement on Totaro. It is currently the capital of the planet and home to the House of Representatives, the House of Councilors, and the President. The current population of the city is just over 18 million. The city is built around an inlet in the northeastern portion of the Kosado Sea. All of the buildings here are rounded to survive the high winds that come from the salt flats to the south of the city. Many of the buildings are quite tall and have measures in place to survive the winds such as wind conduits. The city is home to a fine B-class downport which is rated three stars by the Captain’s Guild. The downport is located to the east of the city. One can reach the downport by maglev train or shuttle." 
That B class downport was the meeting with a spy from one of the other colony worlds in the subsector Hub worlds. The fact is that there's a lot of intrigue, double dealing, & much more between the militaries of the Hub worlds. With that being said I believe that in our game the biggest threat is going to be coming from outside. 

The Subsector Hub sourcebook is highly detailed, well thought out, and has Independence games continued excellence & eye towards quality. But is it worth the download?! In a word, yes! The level of detail here is nothing short of solidly done & of excellent quality! This continues the streak of quality that we've seen within the Independence Games line of Cepheus Engine rpg products!