This
massive sourcebook clocks in at 304 massive pages, 1 page cover (though the
front cover of the print edition is its separate pdf), 1 page editorial, 3
pages of ToC, 1 page blank, leaving us with no less than 298 pages of raw
content - so let's fire up the engines, shall we? Yes, we shall!
This was
moved forward in my review-queue due to me receiving a print copy in exchange
for a fair and unbiased review.
First of
all, what *is* Ashen Stars? The unimaginative and not really helpful reply
would be that it represents a variant of the brilliant GUMSHOE-rules-system for
a Scifi-context. Since I already have covered plentiful GUMSHOE-systems in my
reviews (Be sure to take a look at Esoterrorists, Fear Itself, Trail of Cthulhu
and Night's Black Agents), I will assume a basic familiarity with how the
system works, the tenets of its design (failing forward etc.) and similar basic
assumption.
Genre-wise,
you could glean as much from the description or a single glimpse at the cover,
so *what* kind of scifi? There are, after all, plenty of iterations and
sub-genres: From Grim Dark Warhammer 40 K over gritty Firefly to Gene
Roddenberry's utopian societies and light-hearted space-operas, there are a lot
of nuances in this genre. While Ashen Stars' system generally supports all of
these genres, it should be noted that Ashen Stars describes itself rather well
in tone - basically, this is the 25th century and mankind has joined an
alliance of species in a vast, star-spanning empire called "The
Combine." Problem is, said empire has been ravaged by a war with the
mysterious mohilar (Why mysterious? I'll get back to that in a bit...) and now,
the fringe-regions, here exemplified as the so-called Bleed, require the policing
via private contractors, the so-called Lasers - it is said work that remains
the focus of the campaign and while you could reskin it appropriately, I
consider the basic tone pretty much perfect.
The tone
the book tries to evoke is basically one of a slightly grittier reboot of an
utopian scifi-series - and it succeeds in that endeavor perfectly - think of
it, basically, as in line with Firefly - a long shot away from grimdark despair
and cataclysms, but neither is it all clean and smooth and problem-less...at least
per the base system. Now I already mentioned the Combine, so what about the
races featured herein? Do they work? Races in scifi need to appeal to our own
sensibilities to some extent and often work best when externalized a
deep-seated anxiety while blending the familiar with the exotic. Taking this as
a premise, the first race depicted herein would certainly qualify: The Balla
are basically space-elves - beautiful, graceful...but also controlled. Unlike
Vulcans, they are defined by an underlying, exceedingly strong capacity for
emotion, which requires precise control - when losing control, the results can
be nasty. They also are not that compatible with cybernatics and viroware and
balla actually become more beautiful with every year - to the point, where
long-lived individuals have to enter seclusion to avoid driving even their own
kind mad by their very presence- beauty as a curse. The Cybes would be just
what you'd expect - cybernetic beings that seek distinction from their
erstwhile species, either following a course of new race versus keeping ties
with the original species.
The
somewhat hunched durugh are the latest allies of the Combine - after
generations of hostilities with the Mohilar, it was, or so it is assumed, the
durugh's doing that turned the tide against the foes of the Combine...oh, and
they can dimensionally phase, making them superb infiltrators. Easily the
weirdest of the races in appearance, the Kch-Thk are the four-armed
locust-people. Yes, you hear right. Interplanetary conquerors, these creatures
had a tough time adjusting to Combine ethics and values, mainly due to a
blending of Klingon-esque warrior-culture with an emphasis on consumption (for
this is a constant need of the race, tying in with the locust-theme). While at
this point, the Kch-Thk have been modified to not want to consume other people,
the hunger prevails - and there is another unique factor: They are basically quasi-immortal.
If a Kch-Thk dies in battle, its "soul" if you will, travels back and
roots in a larva to be reborn and grown - though even this process will fail
eventually. The armadillo-like Tavak provided the philosophical backbone for
the forming of the combine and walk a balance between tranquility and a body
uniquely suitable to make them powerful warriors indeed. Finally, there would
be the Vas Mal, and they are few and tie in very strongly with the history of
the Combine.
For once,
they were infinite, the Vas Kra, beings of pure energy, evolved beyond the
measly constraints of physicality, with thoughts echoing through space and
time, modeling reality and pervading everything - neither good, nor evil,
happiness or gloom - the species just was. But, alas, from time to time, they
manifested and acted - the Vas Kra intervened as quasi-deities. They exiled a renegade
of their kind to a strange dimension. However, this proved your undoing - for
the mohilar realized that by caring, by intervening, the Vas Kra had tied
themselves to the specific - and thus, they were devolved and became the Vas
Mal, mortal once again - and 5 years have passed. Physical existence may be
tedious...but at least the species has kept some fraction of its erstwhile
power in the guise of several unique, psychic skills...all of which impose a
strain on the Vas Mal body, though.
The thing
you're probably asking yourself by now would be this: How could the mohilar do
this? Who are they? And this is perhaps the best dramaturgical decision in the
hole book: No one knows. How were they defeated? No one knows. The biggest
threat the Combine has ever faced is GONE...and nobody has even the slightest
clue how it happened. Researching the event has all kinds of utterly weird
repercussions that can be described as rather disturbing - and it creates a
thoroughly unique core mystery at the very heart of the setting. Did the durugh
really betray the Mohilar? How were they tied with the devolution of Vas Kra to
Vas Mal? The phenomenon, called the Bogey Conundrum, is obscure and yet
current, tied with everything and still completely opaque...and brilliant. For
it allows every GM (GM) to choose the respective truth, to weave the respective
stories.
Also
accompanying the mohilar war, the eponymous Ashen Star effect REQUIRES mention,
for it represents the second absolutely brilliant narrative stratagem: Strange,
dark sunspots erratically show up, in a pattern reminiscing visual static. This
strange effect is what makes the job of the GM infinitely easier: Know how
there usually are consistency errors in most long-running scifi-series? Well,
the ashen star effect exists basically as the ultimate justification for this,
as an easy to use narrative plot-device: Need communications or scanning
break-down? No problem. Want to limit or expand travel speeds/durations? Ashen
Star effect. Do you have a particularly epic adventure planned, one where the
crew and their ship needs a power-boost? That can, just as well, be the result
of the Ashen Star effect - beyond being visually stunning and disturbing, this
explains basically any deviations from established lore between your campaign
and published material, allows you to de-emphasize and emphasize certain
components from adventure to adventure...or even modify whole storylines - much
like the bogey conundrum, it represents a crucial, brilliant narrative device
that irons out central issues any long-running campaign can encounter. While
you still shouldn't be too sloppy regarding technological inconsistencies
between adventures, this provides a way out that means you don't have to
meticulously keep tabs on what can be gleaned and what can't.
Now, as
mentioned before, the races sport unique abilities and after playtesting the
system, I can attest to the respective races being well-balanced among
themselves - neither the Kch-Thk nor the Vas Mal, for example, can be
considered more powerful than the other races. But, unlike traditional or
fantastic roleplaying, science fiction roleplaying has a crucial challenge most
books I've read on the topic failed to address - namely operating as a unit and
ship-to-ship combat. It is my from conviction that more character-focused RPGs,
be they grimdark or light-hearted space opera, are more popular due to a
prevalent failure of many crew-based RPGs to make either work as an engaging
group-play-experience. (A failure you can see in naval/aerial combat rules of a
variety of fantasy-systems as well, just fyi...)
The biggest
triumph of Ashen Stars from a design-perspective also co-exists with the one
aspect of the system that doesn't manage to reach its loftiest levels of
quality...but let me elaborate: First of all, Lasers, are expected to have a
hierarchy that resembles to some extent that established by the Combine, the
in-game justification being that it's considered to be more professional. Thus,
the system does reward adhering to this convention in a minor way, though it
sure is not required. Still, clear-cut tasks, from operations officer to
systems officer, both groundside and on board, mean that the respective
characters have their tasks cut out for them. So that would be smart decision
one - it rewards mimicking series à la Firefly et al. Secondly, there would be
the ship to ship combat.
The combat
achieves one crucial goal - it engages the whole group of players: First, you
determine a goal- depending on your
goal, there is a different array of points you need to achieve: Escaping is
easier than crippling a foe for towing, for example. Combat begins with ships
determining initiative and then determining attack mode: Attack, maneuver,
Override, Trickbag, with each of them being associated with another crew-role.
When deploying an attack mode before having cycled through all available
options, you're "egging" it and take penalties, as the enemy gets a
significant bonus - while this does sound odd, ultimately, it makes the crew
consider cycling through PC-chances to shine a valid, desirable option, even if
their ship is not balanced between the respective capabilities. Every ship has
an output spec - these are a variable pool that replenishes after the fight,
which can be used to enhance an attack mode. Ships have a set of paired stats -
for each of the attack mode, there is a number for dishing it and for taking it
- the relation between dishing and taking for the winning and losing ship,
respectively, determine the number of points added to the skirmish point total.
Showdown results are compared and rules for rocking the ship, mop-up operations
etc. are provided...and yes, actions
have consequences: Most laser-crews have someone in charge of public relations
for a reason...destroying crippled ships can result in nasty blows to one's
reputation.
Now the
plus-side of the system is definitely that it manages to engage the whole group
and provides chances to shine for each character. At the same time, in spite of
some significant GUMSHOE-experience under my belt, I still had to reread the
section iin which the ship-combat rules are depicted. The explanation of the
rules itself is not that well structured and makes the per se nice system feel
a bit more opaque than it should be. That being said, once you've understood
it, it's not that hard to grasp and you'll wonder, much like I did, why the
presentation, in spite of quick-reference and example, feels so complex when it
actually isn't. A second complaint one could field against the system would be
the need to establish a predetermined objective for the combat - the need to do
so adds a kind of abstraction to the whole proceedings that takes a bit away
from the experience of the narrative space combat. While a good GM can gloss
over this aspect, it's the one thing that imho would have benefited from less
abstraction and a more direct, immediate approach. That being said, this form
of space combat still excels at what it does rather well.
Now it
should be noted that the book sports a significant array of sample ships and
provides guidance on making your own ships as well as advice on e.g. depicting
combats that are not based on 1:1-duels. Un a character-level, viroware
(basically, biological modification) and cybertechnics feature, as expected,
and similarly, weaponry and ship-combat based options are ample and detailed.
Indeed, one of the components I loved most about this book is that it's
serious: It may not be humorless or dry, but it doesn't constantly wink at you;
neither does it constantly beat you over the head with pop-culture references.
Much like the most compelling of examples of scifi literature, it takes its own
setting VERY serious - and this makes it compelling. Believe me, a crew that
features a reincarnating locust-man and a balla write their quips, puns etc. at
the table for themselves - in spite of what one would expect, Ashen Stars,
while serious, is, again, much like Firefly, not dry and can be rather funny.
Still, this
seriousness translates to conviction, to methodology regarding what you require
- whether it's nomenclature of species, the tone of how universal translators
tend to replicate the languages of the races, or the philosophical and
political conundrums affecting the Bleed - the level of detail is
excruciating...and personally, I had more fun reading this rule-book than I had
reading 2312. Whether it's rules for cannibalizing ships, repairs, navigational
hazards or scanners - the book covers just about all things you would expect
from the genre. Of course, a wide array of sample stats for creatures is
presented herein, alongside some exceedingly inspired Class-K-entities. What
are class-k entities? Well, these would be creatures with a kill/annihilate on
sight classification in the slang of the Combine (which btw. never becomes
tedious or overburdened with make-believe words): Take the dermoids,
quasi-sentient bodysnatchers or truly disgusting, nigh-cthulhoid abominations
or the predatory lipovores, whose name already shows what they do...oh, and the
racial enemy of the kch-thk are horribly powerful space wasps. I did tell you
that this does support space-opera-style gameplay, right? I did say that, while
serious, it'll be fun at the table? If your players are in any way like mine,
the latter will result in "OH NO...NOT the Wasps...FROM SPAAAAAAACEEEEE!"
blending of memes for universal hilarity...until they notice how dangerous
these things are, at which point hilarity gives quick way to intense loathing.
Have I mentioned the intensely creepy plant-species called Phyllax and their
seedships? *shudder*
Exceedingly
detailed advice for the GM on how to structure modules and campaigns
complements this book...but much like
most GUMSHOE-titles, to truly notice how different Ashen Stars plays ultimately
requires actual play experience: And the book does contain a sample scenario,
called "The Witness of my Worth." Now I'm not going to SPOIL this
introductory scenario beyond the base set-up: 3 days ago, the ashen star effect
manifested over the world Ares-3. Once a mining colony, it also was the place
of one of the first engagements in the mohilar war. An EvBase (environmental
base, made to determine whether the planet can be re-settled) has issued a
distress call - and it's up to the Laser-crew to investigate said call - alas,
the truth of what is going on directly related to the past of the planet and
the odd effects of the ashen stars...but this is how far I'll go regarding the
actual plot of this adventure. Now the thing you'll notice when playing this is
the fluidity of transition between operations aboard their ship and on
groundside - it requires a blending between both to solve this scenario and it
presents the fluid transition between these game-play modes in surprising ease,
leading by example - if anything, the module left me with a distinct curiosity
what the authors can do with these transitions.
This
massive book also features numerous appendices for nomenclature, a
fully-depicted space-combat example, character sheets, ship tracker sheets,
ship combat tracker sheets, episode worksheets for the GM. Ship-bolt-on
reference sheets, tech reference sheets, invetigative ability check-lists and
an exceedingly detailed index help making the playing experience of Ashen Stars
rather comfortable.
Conclusion:
Editing and
formatting are very good, though there are slightly more glitches herein than
in other GUMSHOE-books I've read. Layout adheres to a beautiful two-column
full-color standard and the book sports numerous pieces of nice artwork. The
pdf-version comes with extensive, nested bookmarks for your convenience.
Additionally, the book features .mobi and .epub-versions of the file and there
is a second, more printer-friendly pdf included in the deal - kudos! My version
also included "A Pirate's Life", a nice 14-page short story. The pdf
is layered for your convenience, btw.
If you have
the option, by the way, then I'd STRONGLY suggest getting this in print - the
full-color hardcover, stitch-bound and solid in the finest sense of the word,
is a true beauty, with nice, high-quality paper making the book a joy to hold
and just flip through.
Robin D.
Laws' Ashen Stars is a fantastic book. There are no two ways around it -
granted, I can name systems with more direct ship-to-ship-combat; I can name
systems with slightly more pronounced character customization-options - but
that would be missing the point. Ashen Stars excels in that it manages to
actually portray in roleplaying games the feeling of series like Star Trek,
Andromeda or Firefly, in that it manages to work equally well both on a crew
level and on a personal level. That, and the emphasis on investigation, mystery
and exploration are what makes this scifi-rules-set great, though I really
wished the ship-to-ship combat was a bit more direct and explained a bit
better.
But that's
not what you'll take out of reading Ashen Stars. This rpg-book made me feel
like I had just entered Mass Effect's Citadel for the first time, like I had
just started checking out Hyperion or Ubik - this roleplaying game manages to
evoke an internal consistency I absolutely adore. Its mysteries are genius and
compelling and it actually is a great read - this book captivated me more than
quite a few scifi-books I've read. It also manages to have the potential to
serve all kinds of subgenres, without being tied to them and manages to depict
advanced technology that remains believable, while not hamstringing itself with
over-explaining matters (and inevitably stumbling). In one short sentence: This
setting managed to captivate me, makes me want to know (and play) more.
As a
reviewer, the didactically somewhat unfortunate depiction of the ship combat
rules constitutes a flaw I have to acknowledge in my final verdict. However, at
the same time, the setting is quite frankly the most compelling scifi setting
I've read in AGES, with the brilliant narrative strategems employed rendering
it so much easier to run this than similar systems while maintaining internal
consistency. In the end, I want to see more and, even as just reading material,
still have to whole-heartedly recommend this gorgeous book. My final verdict
will hence clock in at 4.5 stars, rounded up to 5 for the purpose of this
platform...and for the superb world-weaving, this also receives my seal of
approval.
You can get this evocative, detailed scifi-setting here on OBS!
Endzeitgeist out.
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