Star Frontiers
Of all of the RPGs that I no longer play, I think I miss Star Frontiers the
most. When this thing first came out, when I was, eh, 13 or 14, I thought
it was going to be the best game I'd ever played, AD&D in space, something
like that. Fortunately it wasn't AD&D in space. :-)
When I first bought the rules, I actually bought the Knight Hawks
boxed set rather than the main rules. So I had this space combat simulation
instead of the God of RPGs I was expecting. I cried and cried when the
bookstore wouldn't let me trade it in.
But, anyway. Star Frontiers is set out on the Frontier of known space,
the place where (at first) five different races first meet. The races
in question are:
- Humans
- Ordinary people like you or me. They aren't from Earth, though.
- Dralasites
- Intelligent, four-or-so foot tall amoeba beings. They are hermaphroditic,
changing sex every couple of years or so. They looked sort of like the Shmoo,
though they couldn't do ridiculous things; at least that part of the game
was somewhat realistic. They were apparently somewhat slimy as well, because
I remember seeing a sign in an illustration that said "No robots or Dralasites
allowed," in a bar or something.
- Vrusk
- Insectoid creatures, sort of centaur shaped. Ambidextrous, big. If
you've seen the thri-kreen from AD&D you've got
the right idea, here.
- Yazirians
- Berserking, gliding monkey-guys. I loved 'em.
- Sathar
- These blokes were the bad guys. Wormlike creatures from another
part of the universe who had attacked us once already and almost destroyed
us, they had thousands of agents throughout the Frontier, fomenting rebellion
and encouraging terrorism.
The tech level is not explicitly defined, but starships of all kinds
exist and are buyable by individuals at extraordinary prices. There
are lasers (which do pathetically small amounts of damage compared to
other more modern space games), as well as all kinds of other weapons.
I have some gripes with the game, looking back, though I freely admit that
as a youngster :) they did not bother me so much:
- Governments: Governmental styles were never defined for the worlds
of the Frontier at all. Heck, the government of the Frontier was never
really well defined. There was a pretty big Navy, but individual worlds
had their own navies as well. Individual worlds seemed to have interesting,
unique governments, but it was really hard to tell.
- Also, the Frontier seemed to be completely at peace. There was little
or no racism among the member races (which is OUTRAGEOUS, the Vrusk were
GIANT BUGS FROM SPACE for goodness sakes, they scare ME and I'm the GM), no
sense of territoriality by the member-worlds, and not even a lot of
indication that certain races tended to dominate certain sectors or worlds.
Silly.
Those are, I suppose, my main complaints. Again, I enjoyed playing it a lot;
there were some really enjoyable adventure modules written for the game,
which I ran a bunch of friends through one summer in my parents' basement.
June 27, 1995
tenzil@io.com
Copyright ©1995 James Kiley. All rights reserved.
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