Wednesday, February 16, 2022

Beyond The Levels - B4 The Lost City by Tom Moldvay & Stars Without Number Revised


 Growing up in no where city that I did we were lucky to find both Science Fiction & Fantasy paperbacks. This isn't a joke & long before the days of book stores on every corner of the Nineties. And so we had to adapt to the Science Fiction & Fantasy that came from tag sales & Antiqurian book dealers in our area. We literally had a pool book club of nerds who would read Science Fiction & Fantasy every month together. This was one of the sneaky ways that my uncle got us to read Science Fiction  arthurs like Arthur C. Clarke & Isaac Asimov. I myself was prone to far more of Science Fiction's red headed sibling Sword & Sorcery. So in the Summer of '81 when Arthur C. Clarke's 'The City & The Stars' &  'Against The Fall of Night' came into our lives. 




















My uncle had found a box of God knows how many paperback copies  of these two Arthur C. Clarke novels at a tag sale. And we kids read them cover to cover?! Why because my uncle took parts of these two novels and combined them with B4 The Lost City By Tom Moldvay. Bearing in mind that this long before other products were on the market combining Science Fiction & Fantasy. 
Our party was transported to Tom Moldvay's Lost City but there's far more boiling below the surface. The trick here is to get passed the cult,  Zargon,  & into the lower levels to activate the computer's A.I. & then the city's immortals. This makes total sense if you've A. read the book and B. then dealt with Zargon in the lowest levels of B4 especially with the Wiki entry on 'The City & The Stars'; "The City and the Stars takes place (at least) two and a half billion years from the present —ten rotations of the Galaxy since the apparition of the human species in the novel—(one rotation of the Solar System around the galactic center (galactic year) is equivalent to 220 - 250 million years), in the city of Diaspar. By this time, the Earth is so old that the oceans have gone and humanity has all but left. As far as the people of Diaspar know, theirs is the only city left on the planet. The city of Diaspar is completely enclosed. Nobody has come in or left the city for as long as anybody can remember, and everybody in Diaspar has an instinctive insular conservatism. The story behind this fear of venturing outside the city tells of a race of ruthless invaders which beat humanity back from the stars to Earth, and then made a deal that humanity could live—if they never left the planet.

In Diaspar, the entire city is run by the Central Computer. Not only is the city repaired by machines, but the people themselves are created by the machines as well. The computer creates bodies for the people of Diaspar to live in and stores their minds in its memory at the end of their lives. At any time, only a small number of these people are actually living in Diaspar; the rest are retained in the computer's memory banks.

All the currently existent people of Diaspar have had past "lives" within Diaspar except one person—Alvin, the main character of this story. He is one of only a very small number of "Uniques", different from everybody else in Diaspar, not only because he does not have any past lives to remember, but because instead of fearing the outside, he feels compelled to leave. Alvin has just come to the age where he is considered grown up, and is putting all his energies into trying to find a way out. Eventually, a character called Khedron the Jester helps Alvin use the central computer to find a way out of the city of Diaspar. This involves the discovery that in the remote past, Diaspar was linked to other cities by an underground transport system. This system still exists although its terminal was covered over and sealed with only a secret entrance left." 
Each of the player's PC's in our B/X Dungeons & Dragons Advanced Dungeons & Dragons hybrid game were 'Uniques' regardless of PC class. We solved all of the Myst style puzzles, dealt with weird technology, and more. 



So what does any of this mean for an OSR game such as Stars Without Number Revised ?! The campaign ideas that my uncle laid down are still valid. This is easily true of the Dead Names supplement which could be used to lay the adventure foundation for a pre Scream or Fall of Mankind mega city as campaign location. 



If we marry some of the ideas between Dead Names & Skirmisher Publishing's Quantum Flux then we've got the start some killer Science Fantasy levels for B4. Remember many of the levels of B4 are blank & can easily be customized for the type of campaign both the players & the DM is looking to do! 





Quantum Flux:Unique Superscience Artifacts, pairs really well with Angry Golem's Stars Without Numbers Equipment Database for creating some really nasty & well thought out artifacts for such a campaign. 



Tuesday, February 15, 2022

Into The Black Market & Playing Space Pirate - Session One Report - Cepheus Engine & Stars Without Number Revised rpg Game

 Coming into filling a DM whose passsed on's shoes isn't an easy thing. There are three things working in my favor, one the rpg campaign was transition from one dimension to another, the players have played old school Traveller in the past, & they all have experience with Dungeons & Dragons or Advanced Dungeons & Dragons first edition in the past.  So the party is now dealing with the black market & their looking to sell some of their other worldly artifacts for a starship. We played on Sunday with the player's PC's milling around  the Frontier Trading Post where black market operations were held on a Sunday. So this blog entry is going to pick up right here from the other day. 







































Over the weekend I slotted the players into Clement Sector's Skull & Crossbones's The Demon-class lembus and the Ironbard-class longship for a shake down course on these ships. The party were eagar to learn these starships as long as the crew weren't looking to kill them or anything. The space pirates weren't & were actually looking to the player's PC's as possible crew replacements. 



































This shake down time for both ships took about ten days game time with accelerated training. Yes, the players know that their working for the black market in our campaign. But after talking with the Kingpin the player's PC's are back to their old profession, bounty & rival space pirate hunting. And this picks up with Stellagamma Publishing's Piracy & Privateering pdf is going to come in very handy. 




The party has been hired by a corporate interest through a third party to recover a planetary retreat from a space pirate whose laid claim to it. The party is not to damage the property if possible or keep it to a minimuim of property damage. The property in question hasn't been occupied in centuries but has been maintained by cybernetic systems. Because of this, a band of space pirates claimed squater's rights on the property over the past three months. The owners 'The Flint Corporation' are very eager to get their coprorate retreat & outpost back. Their hackers have been able to get the pass codes for the cybernetic units that maintain & control the planetary property. The player's PC's are to be paid 400,000 credits for the job. 

The players are to recover several very valuable cybernetic android units from the property that hold great centimental value to the head of the corporation. They can expect possible resistence due to the space pirates being lead by a so called black wizard. 





The property in question is protected by pre Fall of Mankind technologies again from Stars Without Numbers Relics of the Lost . And astute readers of this blog will recognize my homage to original Star Trek's 'Requiem for Methuselah' episode. Long time readers know that there's far more to this assignment then meets the eye. 

Monday, February 14, 2022

Sword & Sorcery Commentary - Using Elfmaids & Octopi's Free OSR Resource Stone Age Sorcery With Hyperborea Third Edition rpg

 So Hyperborea rpg third edition & The Hyperborea Referee's Guide  has been released & we've been reading through these books. And speaking with DM Steve & he suggested that I take a look at the Elfmaid & Octopi blog's Stone Age Sorcery free download.  You can find the Stone Age Sorcery under the Gamebook section. Chris Tamm did a great job with this campaign book. 

































For a Sword & Sorcery campaign with a Stone Age slant, Stone Age Sorcery puts the cards on the table with antagonists, artifacts, adventure locations, & more. Stone Age Sorcery  makes the Hyperborea have a more Ice Age feel. Because the book brings the forty eight pages of old school goodness & primitive violence. 

































The entire setting of Stone Age Sorcery  could be moved into Hyperborea whole hog & dropped into the setting without a problem. Huge hunting trails & wild trails of mammoths or giant prehistoric animals are going to attract the tribes of cavemen & indigenious tribes of Hyperborea. Humanity attracts magick & dark sorcery! 

You Can Find Stone Age Sorcery Right Here! 


Sunday, February 13, 2022

'Phased Out In A Mid-Orbit Save' - Session Zero Session Report - Cepheus Engine & Stars Without Number Revised rpg Game

 So a couple of weeks ago, I found myself in the position of inheriting a group of Palladium Fantasy & Rifts Phaseworld players whose DM had passed suddenly from a heart attack. They were between games & campaigns at this point. Before we go any further, I personally didn't know the DM but DM Steve asked me to step in. The PC's were demensionally gating to another destintation when something went wrong. Because we were already in the middle of Stars Without Number Revised with another group of players.  We converted the whole cloth characters over to SWN. 


































The PC's starship is starting to break apart & the PC's have had to find an alien starport fast. Since this is the case & I didn't have a whole lot of time to play around. I used Starport by Joseph Mohr & got the player's PC's in the middle of a daring 'save' by the starport authorities. 


The starport authorities are making the PC's pay for the debris cleanup & mission with some of the 'alien artifacts' that they found. There were a few misunderstandings & comedic moments. And then there was the physical & medical exams. The authorities kept asking the PC's about some alien species called the Sirens? This was a theme that I brought home several times and not the fact that the PC's were from an entirely different universe. 
We were able to replicate a good chunk of the player's technologies from Relics of the Lost for Stars Without Numbers Revised. Two of the players that I've inherited are numbers & math guys so this wasn't as much of a problem as its been in the past.
The party was stuck around the starport for the first half of last night's game but things quickly acclerated from there.  



Between converting over currency & the PC's suddenly starting from the bottom rung of the starport laddar there was bit of a learning curve. So far we've got six players & I wanted to covert them over to Cepheus Engine but that was a bridge too far.. yet. The party was able to nail down a bit of bounty hunting around the starport on Hallock's world. And from this make enough to get out from under the starport's bills in short order. 
And to make contact with the black market through a rather shady Dralasite  trader named Mot the Hobbie. Mot had a starship & were more then willing to take the party to the Frontier Trading Post where black market operations were held on a Sunday. If the party were willing to do some jobs for him and a cut of 15% of the takes. 


































Everything went rather well considering that more then half of this was pulled outta of my behind last minute. The whole came off without a hitch, the players seem damn nice but snow at the last minute put a damper on everything. We broke early & everyone made it home safe. 



Saturday, February 12, 2022

Review & Commentary On Ships of Clement Sector 10-12: Workhorses By Michael Johnson For The Clement Sector rpg, Cepheus Engine rpg, & 2d6 Old School Science Fiction Rpg's

 "The workhorses get it done!

Ships of Clement Sector 10-12 compiles the tenth, eleventh and twelfth volumes of our popular PDF series. Included within this book are the Lee-class merchant vessel, the Fedpost mail courier, and the Broken Hill-class Prospector. We have also included the Wraith-class Intruder and the Venture-class Troop Transport, variants of the courier and the prospector respectively.
























"Each ship is beautifully detailed with multiple views, detailed deckplans and full statistics. Also included are several NPCs and adventure hooks to get these vessels quickly and easily into your campaign.

While each of these ships has been specifically designed to fit into the Clement Sector setting, they could easily be used in other settings or within other science fiction RPGs if needed.

Get on board! Adventure awaits!" 

Ships of Clement Sector 10-12: Workhorses By Michael Johnson covers some of the most iconic starships in the Clement Sector rpg. These starships are perfect for the Space Western campaign setting of the Clement Sector. The Lee-class merchant vessel, the Fedpost mail courier, and the Broken Hill-class Prospector are literally perfect to insert into an on going interstellar  campaign. Ships of Clement Sector 10-12: Workhorses  goes into some of the best & brightest starships that grace the star lanes of the Clement sector.  These starships are the worker's & blue collared ships that PC's are going to encounter in adventures in the Clement sector. 


These starships are perfect for adventurers because they have small crews, are found throughout the Clement sector, and there are thousands of these starships models through out an interstellar space.  Ships of Clement Sector 10-12: Workhorses  is tightly written by Michael Johnson, it has good cartography, & goes into some stylistic details about each & every starship. Many of these starships take the same ideas that we saw about the troop transports that were used in the Old Western rail road expansion of the 1900's. This setting & adventure element is then expanded upon to fit the tight reign of the Clement sector campaign. 
And this in turn feeds the DM's own campaign, and this is characteristic that we find in many Independence Games products. 
Ships of Clement Sector 10-12: Workhorses  is a solid & very well written & designed book which I highly recommend for any Clement or Earth sector DM who wants to go into very fine details within their campaigns. 
You can get Ships of Clement Sector 10-12: Workhorses By Michael Johnson For The Clement Sector rpg, Cepheus Engine rpg, & 2d6 Old School Science Fiction Rpg's Right Here. 

In The Streets Of Shanghai - Zaibatsu rpg side sequel session report & Origin of the New England Boi's

 Riot gas is being hurled into the streets of Shang Hai & the player's PC's are dodging down all back alleys & have exchanged no fire with the CCP military at this time. Instead they've been hauled into the sewers by several criminals who have then demanded to be paid for the 'save'. This game is going to pick up with the action already running from the last game here. 
Things have gone to crap as the CCP's own replicant forces have moved in. They've had it with the on going warfare on the streets of Shanghai. 


































The CCP wants the PC's in for questioning as Shoulder of Orion resistence agents on Earth! Along the way the PC's have 'saved' a very young & attractive stripper from the criminals. She is not what she appears to be & the party knows it. 
And so the PC's are brought into the criminal's lair with the girl. And they get jailed 200 feet below the streets of Shanghai while everything above is turned into a house by house search for agents of the Orion Shoulder resistence. 
For the moment the Boi's are on ice and their going to be staying that way. But while in jail they meet an ice cracker & computer wiz named Dr. Zim (look it up but it's a reference to the original Johnny Quest cartoon). 




At the moment,  'Interstellar Search & Rescue'  is devaluing the player's PC's contracts & ready to turn them loose to the CCP if they get the chance. Shanghai Zhou the crime boss of Shanghai wants a word with the Boi's. And things are heating up a bit at the moment, do the players have a new member of the party or a ticking time bomb in their midst?! 

Friday, February 11, 2022

OSR Review & Commentary On Distant Lights By Kevin Crawford For Stars Without Number rpg or Your OSR Science Fiction rpgs

 "Distant Lights gives a GM a set of tools to build remote planetary outposts, isolated deep-space asteroid colonies, secretive exile stations, and other far-flung motes of human habitation in the sci-fi void. While written for the Stars Without Number sci-fi role-playing game, the GM tools in Distant Lights are compatible with almost any setting or game system.


On the GM side, get tables for establishing outpost patrons, purposes, governments, and problems, all designed to give the GM a juicy set of conflicts and troubles to power an evening's adventure. Don't know how to spice up that mining outpost the PCs are due to visit next week? Use these tables and get a situation that cries out for the interference of heavily-armed space freebooters.

On the player side, get rules and guidelines for establishing your own offworld settlement, whether as a refuge amid the chaos of an adventuring life or as a profitable enterprise for wresting forth the wealth of uninhabited worlds. Every hero needs a place to rest their head, and an adventurer's work tends to make many worlds unwelcoming to them.

So seize it now, brave adventurer! Whether as a player whetting their appetite for wealth and dominion or a GM seeking an easy night's fun at the table, Distant Lights has the tools you need."

Its been ages since the spine of my Stars Without Numbers Revised rpg book has been cracked & tonight has been the time to do so. Distant Lights By Kevin Crawford has been vexing me for some months sitting on my hard drive & sorta of sitting there staring at me. 
Distant Lights is a part of a series of books that develves into the edges of the SWN revised game and this book deals with the distant outposts & colonies. Distant Lights clocks in at thirty one pages of interstellar tools that allows the DM to randomly create a plethora of exile space stations, cult colonies, areas of uncertain marketeering, and much more. Distant Lights is a good solid set of tools for the DM to vex his players with these areas. 
And while Distant Lights works very well for Stars Without Numbers Revised, the book works equally well to generate these areas for the Worlds Without Number rpg. 





















The tool box approach of this book allows the DM to construct outposts, colonies, and other hidden gems of adventure locations without muss or fuss. The method uses the SWN tags systems & incorporates the best approach to a very well thought out series of minor systems to create a whole cloth & original adventure location. This contrasts well with the Worlds Without Numbers rpg. Hidden monostaries, edge of the fringe colony worlds, and exiled locations are only some of the things that the DM can create on the fly. 

Even though Distant Lights By Kevin Crawford is only thirty one pages, these pages are very well spent creating & tagging entire fields of adventure elements. Elements  that make up the whole cloth of an adventure point or location. Given how Distant Lights functions its not hard to imagine that this book could be used for both old school Science Fiction or Fantasy rpging. 
And its this tool box approach that allows Distant Lights to truly shine. And while I know that the SWM crowd knows very well the advantages of Distant Lights. The Worlds Without Number might not. The ideas in Distant Lights takes full advantage of the idea of isolated locations as adventure points & then turns to the volume up to eleven. 
I hightly recommend Distant Lights to the Stars Without Number revised rpg crowd, and the Worlds Without Number DM's out there. The book is classy and well done with the usual standards of Sine Nomine efforts on parade here. Distant Lights is classy & well done. Highly Recommended for both the seasoned pro & the hobbyist DM. 

Distant Lights By Kevin Crawford For Stars Without Number rpg or Your OSR Science Fiction rpgs Is Available Right Here. 

IBIS: Profit & Peril - The Dragon Magazine Issue #35 & The Cepheus Engine rpg

 Tonight from the archives, I've grabbed my copy of The Dragon issue #35 tonight. And if your into old school Traveller or Cepheus Engine then this is one of the issues that you want. This issue has the excellent IBIS: Profit & Peril by Kenneth Burke. This article goes into an alternative PC creative path for the Interstellar Bureau of Internal Security, known as IBIS.



The IBIS is going to make an excellent NPC is going to make excellent antagonists for my players PC's. I'm not going to give them any backstory per say because they are agents acting for powers unknown. The article goes into the background systems to deal with their skill path;"In addition to the other branches of Traveller military service, characters may join the Interstellar Bureau of Internal Security, known as IBIS. This is the Imperium’s combination secret police force, intelligencegathering agency, and law-enforcement organization; it is answerable to no one but the Emperor himself. The missions IBIS sends its members on are dangerous, but the rewards for success are great While IBIS has a lot to offer potential members, it also has a serious drawback—an IBIS member cannot leave the service until (a) he is ordered to, (b) he serves for 20 years, or (c) he is dead." 
The IBIS is going to be acting against the PC's and their interests. Could they be more then they seem?! Easily if their looking after the interests of the Imperium. 
For the Clement sector, the IBIS article could be used as stand in's as agents of the Chinese Communist Party. They are often acting to sabotage the colony efforts of the PC's in the Earth  Sector & its sub sectors. 



The whole idea here is to use the unknown to shake things up coming up. There are of course other options but the idea of agents of an unknown power could provide some very interesting variations and NPC options. 

Thursday, February 10, 2022

Review & Commentary On Historical Ships of Clement Sector 1: Trent-class Destroyer By Michael Johnson For The Clement Sector rpg, Cepheus Engine Rpg & 2d6 Old School Science Fiction Rpg Campaigns

 "The Ships of Clement Sector series presents a ship from the rich history of Clement Sector.

"The Trent-class destroyer is a reaction drive vessel used by the United States Space Navy in the early days of colonization into Clement Sector.  The 1500-tonne destroyer was launched in 2185 to provide security and to protect the United States' fledgling interstellar colonies. The Trent-class was the most capable of the first generation reaction drive interstellar warships."



"Historical Ships of Clement Sector 1: Trent comes co mplete with beautiful views of the Trent as well as full deckplans and statistics to make your use of the product simple, easy, and fun.  The book also comes with deck plans and views of the ship's boat and work pod.  Also included are adventure seeds to help Referees get their characters involved with the action immediately.  Though designed specifically with our Clement Sector setting in mind, the Trent could easily be used in any science fiction setting" 

Historical Ships of Clement Sector 1: Trent - class Destroyer By Michael Johnson is one of those books that you as a DM don't think that you'll ever need & then you start to read through it. And the Trent is a perfect ship to use as a hyperspace 'wreck' in my upcoming campaign. When the wormhole from Earth collapsed not every starship escaped their fate. At least this is how is going to be in my upcoming Clement sector campaign. So what makes Historical Ships of Clement Sector 1: Trent class Destroyer By Michael Johnson an excellent Clement Sector book?!  Well other then the tight writing, excellent layout, fantastic blue prints, and diagrams of the Trent?!? 
Well the Trent is about as close as I've seen to a historic war starship with all of the classic hall marks. The Trent is a beast from another time and its a planet killer without a doubt. And what strikes me about the Trent is how well its developed from its history, background, type, and its time period in the Clement Sector. The Trent might as well be a time capasule from another time period. A relic of a less civilized time period as it were. The Trent class Destroyer is stop gap star ship that marks the end of the Earth era as it were. 

























The Trent class Destroyer historically has its analogy in my humble opinion as the 'iron clads' have had in the Amrerican Civil War. The Trent class destoryer marks a point in history where everything for the Earth Sector & the Clement sector changes. 
And then everything changes for star ship design changes in volumes acrosss the board and there is so much about the Trent Destoryer that up points it as a beast of history for the Clement sector. Is the 39 page overview & book Historical Ships of Clement Sector 1: Trent class Destroyer By Michael Johnson good & proper on the table top level?! In my humble opinion definitely! This is strong recommend to grab this one! 

Historical Ships of Clement Sector 1: Trent-class Destroyer By Michael Johnson For The Clement Sector rpg, Cepheus Engine Rpg & 2d6 Old School Science Fiction Rpg Campaigns Available Here. 

Whom The Gods Destroy - Jack Kirby's Fourth World Omibus, Strange Stars, & Stars Without Number rpg

 For our anniversary my wife bought me a lovely copy of Jack Kirby's Fourth World Omibus. Anyone that knows me knows that I'm a huge Jack Kirby fan. And going back a long time to the early Eighties and this includes Jack Kirby's Fourth World DC material. Reading through the Fourth World books is like taking a trip down the road of early childhood for me. 


 Because these books were so entwined with my uncle's Dungeons & Dragons & Advanced Dungeons & Dragons. According to the Wiki entry on the Fourth World; " Though he wouldn't ever say it publicly, the New Gods books started right after the gods in Thor killed one another. The first page of Orion of the New Gods showed the same scenes from Thor—a planet torn in half and armored gods holding swords and dying on a fiery battleground.
[8]
"The Fourth World" dealt with the battle between good and evil as represented by the worlds of New Genesis and Apokolips. Darkseid, the evil lord of Apokolips, seeks the Anti-Life Equation which will allow him to control the thoughts of all living beings. Opposing him is Orion, his son raised by Highfather and his enemies on New Genesis.[9] Other characters caught in the deadly battle included the Forever People, an extension of the kid gang concept from the 1940s with a group of adolescents adventuring without an adult supervisor;[10] Mister Miracle, a native of New Genesis raised on Apokolips who triumphed over a torturous childhood to become the world's greatest escape artist; and Lightray, the heroic warrior of New Genesis. Their adventures would take them to Earth where the war continued." So where is this all going?! There are several OSR Jack Kirby & Fourth World homages. One of the absolute best is Trey Causey's Strange Stars & the OSR book.  Please note though, '
The OSR rules supplement seems to be based on the original SWN,
not the Revised edition (which has switched from descending to ascending AC).' Note that Trey also has even more Strange Stars expanded commentary over on his 'From the Sorcerers Skull' blog here. So what Strange Stars allows me to do is to insert in several Kirby like adventure & campaign elements into our on going Stars Without Number Revised campaign. Elements such as the drive box and many others. The Kirby like aspect includes the fact that the gods in Advanced Dungeons & Dragons first edition's Dieties & Demigods have destroyed themselves. Or have they?!




















New Genisis made a quick Easter Egg appearance as a possible lost hyperspace shunt location. But it was quickly by passed recently when the players were fooling with an A.I. drive system. My recent review of 'A Delicate Matter' By Joseph Mohr has me in the mind that the Slavers are on the brothel planet selling a drive box to the highest bidder.Now I'll be getting my SWN players involved in the events of 'A Delicate Matter' & then follow it up with the Slavers. The Slavers are masters of bio occult tech & have a deep han erm tendril in the brothel planet.












Wednesday, February 9, 2022

'Who Wants To Take A Trip To The Brothel Planet' - Review & Commentary On 'A Delicate Matter' By Joseph Mohr For The Cepheus Engine & 2d6 Old School Science Fiction Campaigns

 "While in star port the travelers are approached by a terrified looking government official from Fonzaxe. He has a delicate matter that he would like to discuss and assures the travelers that it will prove profitable for them to hear his proposal. He directs the group to a private part of the star port where they can discuss the matter where no one else can overhear the discussions. Apparently an important noble from Fonzaxe recently died on the planet Tronxa. Jacob Rossi was heir to the throne on Fonzaxe."




"However he died under circumstances that would be extremely embarrassing to the crown of Fonzaxe. Tronxa is a pleasure planet. The entire planet is one big brothel. Ladies are brought from all over the sector to provide personal services to the clients who can afford to visit Tronxa. The exact circumstances of the death are a mystery. There does not appear to have been any foul play but Jacob Rossi was believed to have been in good health before visiting this pleasure world."



 Oh this is a juicy adventure for the Cepheus Engine rpg by Joseph Mohr & its part 'who done it'.  A Delicate Matter is also a twenty page adventure that has all of the ingrediants of being a very fun adventure! This seems like a straight forward adventure and its not! There are some solid twists & turns here. A Delicat Matter is a 'pay what you want' adventure. And there's lots here that could & will go wrong in 'A Delicate Matter'.  The set up seems cut and dry, keep the interstellar news reporters from getting a hold of the story of the death of  the crown of Fonzaxe on a pleasure planet. Seems simple enough right?! The layout is well done, the cartgraphy is solid, and the adventure locations are well done. There's just enough here to keep the player's PC's going from one adventure encounter to another. In 'A Delicate Matter'  the NPC's are well statted & everything here works on table top level. 'A Delicate Matter' is perfectly suited to work in a straight up Cepheus Engine rpg interstellar campaign with all of the bells & whistles. Why?! 






































Because its perfectly suited to run through for a few sessions of an evening's entertainment with Cepheus Engine. 'A Delicate Matter' is perfectly suited to those less then legal & not quite shady Cepheus Engine rpg campaigns. There's just enough of a point for some rough & tumble combat that could make things very interesting. A Delicate Matter is highly recommended for Cepheus Engine and its 2d6 rpg  deriviative systems.