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Golden Age 1 ?

The Golden Age 1 and EPIC Adventure 6 PDFs will likely post in the next week. I have the print versions from Michael, just have to find a few free hours to whip up the screen versions and put them online. It's been a REALLY hectic month around here (personal-wise).

Hunter
 
Originally posted by Fu:
Seems to me that the week is over.

I don't need the screen versions you know ;)

*Jumps up and down in expectations.*

Francois
I spoke prematurely, my apologies for that!

A couple of pieces from Bryan and a deckplan from Tanuki are what I am waiting on (not their fault on the delays, totally mine!)

Hunter
 
Not to be a pain, but are there any further indications as to when the new releases will be on the site? All the replies above seem to indicate that it is imminent, but its been a further 5 days now! I WANT my Merc cruiser, dammit! :D
 
GA EPIC #1 should post this weekend. Merc Cruiser should follow in the next week or so.

Hunter
 
Originally posted by daibaka:
GA Epic #1 should post which weekend? :D :D :D

(Sorry - just couldn't resist the temptation :D )
The delay is partly my fault. I sent Hunter the wrong tiff for my deckplans -- things weren't labeled properly -- and I sent him a list of typos my wife and I found in the manuscript.

So he had to replace the old tiff with the final one and go through and fix typos. I expect it will be showing up soon.
 
Originally posted by Tanuki:
</font><blockquote>quote:</font><hr />Originally posted by Falkayn:
Got it!
And...? </font>[/QUOTE]Well ... I am at work so I can't do much more than print it out.

It does look good, the deckplans are OK (I've seen better online), the loads of starship stats are very nice (ooh, cool cutting edge stuff). It's 8 pages of starships and 3 pages of characters on top of 18 pages of adventure.
 
Originally posted by Falkayn:
It does look good, the deckplans are OK (I've seen better online), the loads of starship stats are very nice (ooh, cool cutting edge stuff). It's 8 pages of starships and 3 pages of characters on top of 18 pages of adventure.
[sniff] He didn't like my deckplans. [scuffs feet and wanders away]
 
OK, a more detailed review based on reading this on the way home tonight.

The deckplans are well done, I just don't like the layout of the Far Trader ... well, actually it's well laid out for its work, but it just doesn't look real to me. Too much surface area for holes to be made in - and it doesn't help that it doesn't match the drawing (no joining corridor between central cargo area and forward passenger cabins). The blockade runner has a nice, simple design and picture. Of the 2 deckplans I like the Far Trader one better, Tanuki's has more useful detail (although I don't like that blue/green fuel color).

The starship designs look OK, the usual case of lowest bidder in most of them ;) , although the Black Prince is refreshingly decadent and does not hold anything back designwise ... I can see myself dreaming up reasons to use it in other adventures.

The adventure itself is distressingly linear. In most places the PCs don't have any choice but to move to the next scene. Most of the scenes depend upon the PCs having a J2 ship, but the beginning blurb suggests:
If the existing campaign is centered around a mercenary cruiser the unit could be hired to transport the marines to Singer –this would work just as well as the existing premise of a “drafted ”far trader.
Well it might, except a standard Merc Cruiser has J3, and would thus jumpt right past most of the adventure scenes, and certainly would not hit them in the order required for the plot to unfold.

In my experience, not giving PCs a choice is a recipe for disaster. They will look for the way out, any way out, as their desire to suspend disbelief wars with the unpalatable nature of the adventure's "do this, or else" attitude. I expect most PCs to either evacuate the air from the marine cabins, and escape over the frontier with a cargo of nice weapons and vehicles, or at least end up in an armed standoff with them. The eventual conclusion, whereby the marines and PCs are expected to bond together because of being jointly shafted, is also unlikely to happen - far more likely that the PCs give up easily and walk away from it all.

The adventure does smack of realism, in war people do get shafted exactly as these guys will be, and it has some nice plot twists, but they don't make this a good EPIC adventure. It is an adventure I would run with some groups, but not most, and I'm not sure how much I like the plot premise anyway.

OTOH, there are lots of crunchy bits here that are re-usable in other adventures and games. T20 stats for the Gazelle close escort (and gig), 15-ton fighter, 2 different 400-ton SDBs, Zhodani patrol corvette and 8-ton fighter and Vargr corsair are all great. The new items like the pirate base, research station, blockade runner and destroyer are all great too.

In terms of layout I really appreciate the landscape layout of the screen version, and 3 ship pictures, 2 deck layouts and a subsector map do a decent job of giving us some pretty bits. I would appreciate a low-ink version of the front cover for the printed version as I currently can't afford to print the cover on my work laser printer (it comes out all streaky and dirties the next page printed).
 
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