Space Opera (role-playing game)
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Space Opera | |
Designer | Edward E. Simbalist, A. Mark Ratner, Phil McGregor |
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Publisher | Fantasy Games Unlimited |
Publication date | 1980 |
Genre(s) | Space opera |
System | Custom |
Space Opera is a role-playing game created by Edward E. Simbalist, A. Mark Ratner, and Phil McGregor for Fantasy Games Unlimited in 1980. It was one of the first futuristic space adventure role-playing games[citation needed], offering systems for creating space opera themed characters, starships and various types of combat. Though it gained a dedicated following, it is generally considered to be one of the most overcomplex and unwieldy rules sets ever written, often remembered more for being math-heavy (creating a character generally involved several hours spent resolving formulas) than anything else.[citation needed] Though it enjoyed a great deal of support from FGU, who considered it their flagship science fiction title, the game never achieved the popularity enjoyed by Traveller. However, it maintained enough of a following to lead to a reprint of the main rules in 1997.
Like Traveller, Space Opera had a default setting, though also like Traveller it was also intended to be used as generic science fiction role-playing game rules. Space Opera resolved to give gamers a system and universe which they could mold into any popular science fiction milieu, be it Star Wars, Larry Niven's Known Space, Dune, E.E. "Doc" Smith's Lensman, Battlestar Galactica, Galactica 1980, etc. Unlike (original) Traveller, it provided a system D&D players were familiar with: different races, experience levels, character classes, psionics, and the like. As well, it would be a "complete" system (insofar as any role-playing system is ever complete). With the basic rules one got most everything one would need: character construction, aliens, monsters, droids, and large starship construction/combat.
Contents |
[edit] Development
According to the Scott Bizar, the founder of FGU, "I wanted a SFrpg and I gave the job to Ed Simbalist. During the process I’ve never met Ed, nor Phil McGreggor and Mark Ratner, who lived in the Canadian west, Australia and the east of the USA, respectively. The project was completed over more than two years entirely by correspondence."[1] Ed was responsible for all the editing and coordination. [2] Phil McGregor sent some technology and space ship related stuff, which Ed liked so much that he incorporated it in the finished product.[3] While the background universe was based on Mark Ratner's Space Marines, Mark had little input into Space Opera itself.[4]
[edit] Character creation
Character creation began by determining a character's attributes. Attributes ranged from 1-19, and included Physique (body size/mass), Strength, Constitution, Agility, Dexterity, Empathy, Intelligence, Psionic, Bravery, and Leadership. In addition three technical aptitudes were also generated: General Technical Aptitude, Mechanical Aptitude, and Electronic Aptitude.
[edit] Races
In Space Opera races are treated very generally. Instead of assigning a unique name to a particular specific race, the races were named as their general, anthropomorphic stock. This allowed any race seen in fiction before or since to be simulated.
Humanoids: These include current Earth homo sapiens as well as well known Science Fiction races. Example: Fremen
Transhumans: Any kind of humanoid race which has achieved a greater level of evolution. Example: Vulcan
Pithecine: Anthropomorphic primate races resembling monkeys, gorillas and the like. Example: Planet of the Apes
Canine: Anthropomorphic canine races.
Feline: Anthropomorphic felines come in two general strains: Mekpurr, the smaller and more technically adept and Avatar, larger, hunting cat varieties. Example: Kzinti
Ursoids: Anthropomorphic bear races. Example: Wookie
Avian: Anthropomorphic bird races.
Saurian: Anthropomorphic reptilian races. Example: Gorn
Irsol: Low gravity, fragile humanoids which have been raised on space stations or other orbital installations. They are treated as the librarians of the universe.
[edit] Combat
Combat was generally a four step process. One first determines if a character scores a hit with his chosen weapon. Things like range, size of the target, movement, and amount of cover come into play. If one scores a hit, then one rolls to determine hit location. After hit location, one then determines if the attack penetrated the armor. Finally, damage is determined.
[edit] Books
Title | Type | Year |
---|---|---|
Space Marines | related wargame | 1979 |
Space Opera | core rules (3 books) | 1980 |
Ground & Air Equipment | supplement | 1981 |
Seldon's Compendium of Star Craft 1 - Ship's Boats, Traders, Liners and Patrol Vessels | supplement | 1981 |
Seldon's Compendium of Star Craft 2 - Starships of War Azuriach, GPR, Mercantile League and Terran | supplement | 1984 |
Seldon's Compendium of Star Craft 3 - Starships of War Blarad, Mekpurr, Ranan and Hissss'ist | supplement | 1988 |
The Outworlds | supplement | 1981 |
Star Sector Atlas 1 - The Terran Sector | supplement | 1981 |
Star Sector Atlas 2 - The Mercantile League | supplement | 1983 |
Star Sector Atlas 3 - The Azuriach Imperium | supplement | 1984 |
Star Sector Atlas 5 - The United Ranan Worlds | supplement | 1985 |
Star Sector Atlas 11 - The Confederate Systems Alliance | supplement | 1982 |
Star Sector Atlas 12 - Korellian Empire | supplement | 1984 |
Alien base | module | 1980 |
Martigan Belt - An Adventure in the Asteroids | module | 1981 |
Probe NGC 8436 | module | 1981 |
Fasolt in Peril - An Anti-Terrorist Adventure | module | 1982 |
Rowison II - A Merchant Service Adventure | module | 1982 |
Vault of the Ni'er Queyon | module | 1982 |
Incedus III | module | 1982 |
Agents of Rebellion | module | 1983 |
Casino Galactica - Adventure Setting and Scenarios | module | 1983 |
Operation Peregrine - The Quanchiovt Conspiracy | module | 1983 |
Clash of Empires | supplement | not published |
Star Sector Atlas 4 - The GPR | supplement | not published |
Star Sector Atlas 6 - The Hiss'isst | supplement | not published |
[edit] Reprints
Some components of Space Opera are in print again after a long absence and are available via FGU's online store and the RPG download sites DriveThruRPG and RPGNow.
The rights are jointly held by the authors and Fantasy Games Unlimited. The rights to the game were to revert to the authors if the company went out of business. However, FGU continues to operate as a paper company. The authors have sought to buy the rights from the publisher Scott Bizar, however Bizar's asking price was judged too high.[citation needed]
From a December 2000 interview with Ed Simbalist [5]: "I won't write another version of Space Opera. Scott Bizar owns that property, hasn't done anything much to promote it, hasn't paid royalties that offer any hope that an author will be compensated for his considerable effort, and won't release it back to the authors. I know of the many persona; reverses he's experienced, and I doubt that FGU would ever become a viable publishing company in the future. Any revision work on my part would be a waste of time. Similarly, the expense of legally recovering the right to publish Space Opera isn't worth it. Apart from a highly inflated value placed by FGU on the game (actually on the NAME), why would I wish to purchase several thousand copies of a recent reprint that just won't sell in the curent market? It makes no sense."
[edit] References
- ^ http://www.space-opera.net/GB/interviews/scott.htm Interview with Scott Bizar
- ^ http://www.space-opera.net/GB/interviews/phil.htm Interview with Phil McGregor
- ^ http://www.space-opera.net/GB/interviews/phil.htm Interview with Phil McGregor
- ^ http://www.space-opera.net/GB/interviews/mark.htm Interview with Mark Ratner
- ^ http://www.sden.org/jdr/spaceopera/GB/interviews/ed.htm Interview with Ed Simbalist