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Observations on the Setting

I hadnt really thought about this game for a long time, but as a long time Traveller fan and GDW groupie I decided to check it out again.

The pro's

Its an interesting setting with a better use of art than many other GDW games from the time.

The use of an Imperial France as a dominant nation is interesting, almost jarring from an American dominated 20th Century perspective like mine. The game seems to use better science than others and the Arms of Space offer some great ideas for adventuring.

I like how the mechanics work, when I can figure them out. They are simple beyond belief and I like that. I also like how a GM can easily make a task and implement it on the fly. It makes the GM's job much more fun.

Also the art in the game is very evocative, giving me the impression of high tech and frontier life at the same time.

Finally I love how world creation is set up and I really love building the food chain pyramid on worlds with life. Honestly its one of the best systems I've seen.

The bad
There is a lack of organization, a horrrible lack of organization, and while the game succeeds in getting its concept across the rules are another thing all together.

Lack of systems to make ships (not a huge deal as I dont see the game being like Traveller) and weapons and equipment (a bigger problem but not horrible).


Lots of semi useless stuff...

Pages of near star charts? Ok, thats filler I didnt need.


But overall I like the game.
 
The ship design system can be found in the companion ship combat game, Star Cruiser, and it's quite a neat little system.

I'd have to agree with your comment about its organization :eek:
 
I bought star cruiser, the other day and havent had a chance to crack it open. Needless to say I hope its 1/2 as good as the very very excellent Aurore book.

By the by, Aurore is possibly the best world book I have ever seen, even without the Kafers. Its an entirely engrossing place ultimately alien and dangerous, while still being relatively safe for humanity. The only other setting book for any game that even comes close is the wonderful life on Terra Nova book for Heavy Gear 1st edition.

And TANSTAFL is such a cool idea for a colony, I can picture the colonists character already from their nameing conventions.

Kafers as introduced in Aurore are cool. Yeah they're the big baddies from beyond the stars, but what baddies! Id probaby end up playing in the Chinese or American Arms or one of the fingers, but the Kafers make the french arm quite interesting for my military friends.
 
Aurore is a gem of the 2300 system. It's far removed from the Elementary School Social Studies feeling of the Earth/Cybertech Sourcebook, and better even than the Colonial Atlas (whose entries really do feel like people were struggling to find something interesting to write about with each colony).

I wouldn't totally discount the Kafers, even if your game isn't a military campaign. Especially in space, as merchants or explorers, it always gives a certain nervous edge to travel that most explorers and merchants enjoy. After all what exactly is that sensor blip? It's probably just some French customs ship, space debris, or another merchanteer. But even at Henry's Star, it -might- be a Kafer ship...
 
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