Back at home and I just discovered that James Spahn from Barrel Rider
Games released White Star, his OSR sci-fi game. The G+ OSR
community is buzzing with excitement. The products I bought from Barrel
Rider Games so far were always top-notch (take a look at my review of
White Box Omnibus), so I was
definitely in.
The game was released on May the 4th, how fitting!
I skimmed through the PDF and I’m sold. Fans of old school role-playing
games and space opera sci-fi should take a look at White Star. You can
buy the PDF RIGHT
HERE
(aff) for USD $9.99.
A print option will be available soon (at the end of the month?) and if
you already bought the PDF you’ll get a discount for the print version.
I’m not writing a full review here as I normally do but I’ll tell you a
bit more than “it’s awesome”.
Why White Star?
The book comes with 132 pages total (including cover and OGL) and is
100% compatible with Swords & Wizardry WhiteBox. That in itself will
tell you a lot about the rules mechanics. Basically, White Star is
WhiteBox in space. And I could leave it like that.
The ruleset is totally old school D&D, based on the 1974’s original
system.
The game captures the feel of space opera science fiction and some of
the gonzo parts of the 70s. Inspiration comes from movies and books
like Flash Gordon, Star Trek, Star Wars and Guardians of the Galaxy. In
fact, everything (classes, alien races etc.) feel very much like a mix
of Star Trek and Star Wars to me. For instance, the Star Knight is a
Jedi, the alien race Quinlon are Klingons and Procyons are a raccoon
race inspired by Guardians of the Galaxy.
If you want to play in one of these settings and are willing to go with
D&D, White Star has you set right from the start without a need to
adjust things. The classes easily model the typical tropes. You have
the charming Aristocrat, a Politico, the martial Mercenary, the
dashing Pilot and the afore-mentioned Star Knight. Alien classes are
generalized into Alien Brute, Alien Mystic and Robot.
Although I’m not too fond of the race-as-class-mentality I must say that
White Star’s approach works fine for most character concepts.
The game comes without psionics but Star Knights and Alien Mystics
still have access to “magic powers”. They both have a fixed set of
“spells” available to them and must prepare them in advance. Star
Knights use Meditations like Charm Person, Detect Invisible, Heal
Other or Expand Senses. Alien Mystics have Gifts like Light, Hold
Person or Alter Time. Folks who have played D&D will feel at home. In
addition to the normal combat system (again, it’s S&W WhiteBox) there
are also rules for space combat. The mechanics are mostly the same
but scaled up to starships. I like how easy it feels to learn the system
as it is basically the same you already know. Equipment and starships
look adequate to me. The GM also has access to a small bestiary of
alien lifeforms. Advanced Equipment is only available later in a
campaign (i.e. Cybernetics) so there’s definitely something to look
forward to in a longer campaign. White Star also comes with setting
ideas and a fleshed out sector to play in. Moreover, there is a sample
adventure. Besides these, the game doesn’t have a pre-generated setting
but asks you to create a sandbox. In contrast to Stars Without
Number
(SWN) by Kevin Crawford there is no exhaustive system for building your
sci-fi sandbox. That means you need to come up with your planets, alien
cultures and societies yourself. Also, there are no random tables or
other generators for different encounters (starship encounters, hooks
for adventures or similar). So while White Box is a sandbox it isn’t the
swiss army knife of old school space opera. If you’re looking for a more
“complete” toolkit, SWN is the way to go. However, White Box stays in
the spirit of its parent WhiteBox: Matt Finch’s rules-lite game is also
quite bare-bones but still sufficient. There just isn’t much support
when it comes to adventure/sandbox-building.
The design and layout job are well done and convey the tone of the
space opera genre very well. Everything is good to read, the font and
the border are very appropriate for a sci-fi book. I like how the boxes
and chapter headings look. The artwork is nice but not spectacular. The
book is completely done in black and white (except the cover).
And the cover somehow reminds me of Firefly’s Nathan Fillion! The price
point may be a bit steep considering you can get similar products for
fewer bucks (Stars Without Number Free
Edition
or Hulks and
Horrors,
to name a few). That said, White Star is its own distinctive game. It’s
one of the games where I don’t feel intimidated by the rules and where I
really want to start playing.
TL;DR
White Star is a well-written space opera game with OSR rules. It’s totally compatible with Swords & Wizardry WhiteBox and thus with a range of old school D&D systems. The strength of the game is that it can be played as-is with a wide range of well-known settings. The toolkit part of the sandbox approach falls a bit flat. Nonetheless, White Star is an interesting ruleset if you want to play D&D in spaaaace! Actually, I’m really tempted to pair this one with Trey Causey’s Strange Stars (aff), review here. (Strange Stars is on sale in May, along with other sci-fi products.) And if old school D&D is not heroic enough for my taste (remember that 1st level characters in S&W WhiteBox are a bit squishy), I’m taking a page or two out from Scarlet Heroes (aff) to fix that.