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Rob Dean

Alternative to Rogue Stars

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I picked up a copy of Osprey's Rogue Stars rules when they came out.  I still haven't had a chance to play, but I'm not thrilled with the 6 pages of errata for a 64-page book, and the general level of lists of modifers.  At least the Quick Reference Sheet is available online now, which it wasn't at publication last Christmas.

 

Anyway, that leaves me with a growing collection of very generic SF figures and possibly no rules.  I'm looking for any recommendations for a similar set of rules for small crews or squads that can absorb a wide range of generic figures. I don't care about popularity or continuing support, since I am expected to do this on my own, so I don't really care whether there is an attached miniatures range (as long as it isn't required...)

 

Any suggestions?

 

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As much as I'm beginning to look forward to playing some 40K, I'd also love something that's sci-fi skirmish other than rogue stars.

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First, the game doesn't have six pages of errata. There's about one page of actual errata and the rest is a combination of FAQ and pointers to easily missed rules. That level of notes doesn't really bother me, but opinions obviously vary.

 

That said, I think the game isn't quite what I was hoping for either. I find it a bit too fiddly and I think the game scope is about 3 characters too small. (I'd prefer 5-9 figures rather than 3-5 figures). But I do like the initiative/action system enough that I picked Song of Blades and Heroes for a different (earlier) implementation and I've taken a look at several of its other sequel systems as well.

 

Unfortunately, I can't think of any other game that lives in the intersection of RPGs and miniatures games that covers SF. There's no special reason that you couldn't use any of several RPG rulesets to run similar games (Star Hero, GURPS Space, probably Starfinder soon, various versions of Traveller, and many older systems), though.

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18 minutes ago, Doug Sundseth said:

First, the game doesn't have six pages of errata. There's about one page of actual errata ...

 

...But I do like the initiative/action system enough that I picked Song of Blades and Heroes for a different (earlier) implementation and I've taken a look at several of its other sequel systems as well.

 

You're quite right about the errata; my apologies. I just noted that it was a six page doucment when I downloaded it last night.

 

I'm still going to give it a try, becuase it may look fiddlier than it is.  I've played a fair amount of Song of Blades and Heroes, which I like quite well. Our foray into it was disrupted by our Frostgrave campaigning, not because of any significant issues with the rules.  

 

In thinking this through, I also realized ::P: that I have one similar game on my shelf, Fantastic Worlds by Rattrap (the guys who ran .45 Adventure games an cons but who have disappeared lately), which I also remember as being a little fiddly. It's probably worth a second look, since I have it...

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17 minutes ago, David Brawley said:

I recall @Froggy the Greatwas putting together a rules set...

 

Two, in fact:

 

Atomic Hero (small unit based, highly cinematic):  https://drive.google.com/open?id=0B6HUGmJgXqKHTUc4eGpoTTJobkE

FUBAR Heroes (Squad-based, individual activation):  https://drive.google.com/open?id=0B6HUGmJgXqKHWlFzcWp0aGdETU0

 

Both are works in progress but quite playable, and I will happily take feedback.

 

I love Fantastic Worlds, played the bejeebers out of it and the author's a really nice guy.

 

Might also look up "Void Pirates" and I know a guy who can get you special dice for it.

 

Rogue Stars is the game I wanted when I was writing the two rulesets above.  It's forever ruined me for IGO/UGO systems.

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I might be a bit biased by the character creation process, which has enough moving parts that it's a bit daunting, especially for a new player. I've also watched several different people play the game so incorrectly on YouTube that it kind of drives me crazy, which probably also has an effect on my perception of its complexity.

 

That said, it was Guerrilla Miniatures Games that was playing the game, and a combination of them playing many games and not being especially good at reading rules makes their versions of games generally problematic. (Their version of Frostgrave also drives me up a tree just a branch or two; there are several rules that I consider pretty important that they always get wrong.)

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3 minutes ago, Doug Sundseth said:

I might be a bit biased by the character creation process, which has enough moving parts that it's a bit daunting, especially for a new player. I've also watched several different people play the game so incorrectly on YouTube that it kind of drives me crazy, which probably also has an effect on my perception of its complexity.

 

That said, it was Guerrilla Miniatures Games that was playing the game, and a combination of them playing many games and not being especially good at reading rules makes their versions of games generally problematic. (Their version of Frostgrave also drives me up a tree just a branch or two; there are several rules that I consider pretty important that they always get wrong.)

Can you recommend a good actual play/tutorial video for rogue stars?

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I was able to make a RS squad in 15 minutes after some practice and a couple failed runs.  More than once I've shown up to games with unstatted figures and the game was only delayed 5min.

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23 minutes ago, David Brawley said:

Can you recommend a good actual play/tutorial video for rogue stars?

 

I don't have a really good suggestion. Gaming with the Cooler and Guerrilla Miniatures Games seem to be pretty closely related. Their production values are good and the players are personable, so they're both entertaining to watch. But, for instance, they haven't been counting all wound, stress, and pin counters as modifiers to the roll for taking over initiative, which really messes with the game. The result is that I can't infer a decent set of tactics from their examples, since they're playing a completely different game.

 

26 minutes ago, Froggy the Great said:

I was able to make a RS squad in 15 minutes after some practice and a couple failed runs.  More than once I've shown up to games with unstatted figures and the game was only delayed 5min.

 

I think if I were to play a few games I could get a basic set of equipment and abilities from which to build each of several basic types of characters quickly. But getting to that basic set is non-trivial and I'm not there yet. I suspect that there are many traps into which I could fall and until I know at least a few of them, building a group is going to be much slower for me.

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I spoke with guys over at Battle Systems and they say they are working on a squad based skirmish system. They claim it will be fast and easy to use. I don't have any idea of the time frame but the way he described it sounded promising.

 

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You could always try Two Hour Wargame's 5150 series. I highly enjoy them. All of them. Plus, Ed, the guy that produces the games, is amazingly awesome.

 

I think I'll check out this Rogue Stars for myself. For science, of course.

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15 hours ago, Mehman said:

You could always try Two Hour Wargame's 5150 series. I highly enjoy them. All of them. Plus, Ed, the guy that produces the games, is amazingly awesome.

 

I think I'll check out this Rogue Stars for myself. For science, of course.

 

Interesting. So, tell me what about Two Hour Wargame's 5150 series do you like the most?

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4 hours ago, Arc 724 said:

 

Interesting. So, tell me what about Two Hour Wargame's 5150 series do you like the most?

 

I fear you've opened Pandora's Box with this question. Welcome to the jungle.

  • You can port any Sci-Fi setting into it with minimal effort.
  • You like space battles? Space battles.
  • As with all Two Hour Wargames' titles, you can merge any of their titles' rules together, creating the game you want to play.
  • Once you learn the core mechanics, you can play any of their games.
  • You have complete freedom to do whatever you want to do.
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