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Author Topic: [Rogue Stars]  (Read 6708 times)

Offline Plus Four

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[Rogue Stars]
« on: December 16, 2016, 04:52:53 PM »
I know the game is new and we're all still trying to get to grips with it but has anyone decided to blog or produce videos of their gaming exploits??

Offline midismirnoff

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Re: [Rogue Stars]
« Reply #1 on: December 16, 2016, 05:34:32 PM »
I've just bought it on Kindle. It is a very detailed set of rules, even too much for me. The character creation is made only through special traits, the models have no characteristic of any kind (this means they end up having many special traits, which is pretty hard to manage for newcomers).  The activation system resembles SoBH but is  better. All in all it's more rpg-oriented than pick up scifi game.
Instagram profile: the_mediocre_wargamer

Offline Dentatus

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Re: [Rogue Stars]
« Reply #2 on: December 16, 2016, 10:38:28 PM »
Read through twice and I think it's trying to fill that gap between table top skirmish war game and RPG. Reminds me of what GW's 'Inquisitor' game attempted. Much less ponderous though. 

I will confess I'm a bit dismayed at all the special rules and modifiers. I'll have to game it several times to determine if it plays as fiddly as it looks. I'm hoping it doesn't.

Either way, I got a kick out of the figures -  Very cool. Loads of character. 

Offline Manchu

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Re: [Rogue Stars]
« Reply #3 on: December 17, 2016, 10:35:47 AM »
The thing that bothers so many others - the RPG-like granularity - is really exciting to me.

I just recently discovered Advanced Song of Blades of Heroes, which I like quite a bit precisely because I am gravitating more and more towards low model-count, narrative-focused miniatures gaming. (Just FYI, I never got into Revised SoBH when I bought it years back because it struck me as too bare bones for my purposes.)

I do think ASoBH has some potential weak spots that I hope don't bleed too much inot Rogue Stars:

(1) It seems to favor diversity in the warband - This is great for relatively motley groups in a Fantasy setting (e.g., the classic D&D adventuring party) but less so for the sci fi genre, where there is generally more uniformity (e.g., a squad of soldiers).

(2) you can only assign a model a rather small number of special rules (maybe 3, not counting spells) before they feel - to me at least - overburdened relative to the simplicity of the mechanics.

TBH I am hoping Rogue Stars can handle the AvP setting. If (1) above remains a problem, then running xenomorphs will be an issue. And if (2) is remains a problem, then running predators, with their extensive weaponry, innate strength and endurance, plus stalking and combat skills, will be an issue. Colonial Marines are affected by both (1) and (2).

So it's not really "complexity" generally or abstractly that concerns me but rather the possibility that Rogue Stars will be too much like ASoBH in these ways. If the game itself is a bit more detailed, I think these problems could be less of an issue.

Offline Momotaro

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Re: [Rogue Stars]
« Reply #4 on: December 17, 2016, 10:37:57 AM »
Here's the heart of the game - roll D20 and add modifiers, looking to score 10+ for a success.

Usually the modifiers are +skill Trait - penalties (including Wounds, Stress or Pins)

There's a subtlety where in some cases the target number is modified, because the margin of success is important.

For your first couple of games, don't bother with range (the board is small).  Most of the Trait (skill) modifiers will be 0, most other stuff is chrome to be added in when you move away from simple weapons and add in fancy gear and more specialised traits.  It's the "everything else" that gives it the SF flavour, of course.

A QRS and a well laid-out character sheet will help a lot, but it is at heart a far simpler system than the tables of modifiers make it look.  There's not much more to the game mechanics really.

I think you're right Dentatus, the aim is to produce a light RPG, and I love it for that.

Manchu:

The entire character is special Traits, C and Q have gone, but there's nothing to stop you building a team that are all mostly the same, with the odd unique Trait - so a bunch of grunts who all have the same armour and weapons and general Traits, but one has a couple of levels of Medic, another has Tech, another has Leadership and another has a big machine gun or a flamer.  Sound familiar...?  The game is for very small teams though, and diversity is encouraged because if the sheer range of scenarios and opponent abilities you may face - you never know when you'll need to be able to open a door or knock out a guard silently.  This isn't a squad vs squad game - you may have to fudge something for Xenomorphs.

The game is points-build, and you start with a maximum of 6 Traits, but these can range from being a robot or psionic to a bonus to a skill Trait.  So some are quite weak, some are strong - you pay the appropriate XP price.  The characters grow by experience.  As I've outlined above, the actual core game is relatively simple once you strip the chrome out.  A couple of things I missed above are that the Damage table handles hit locations, and there are critical hits and failures (a critical failure in an activation roll leaves you a Sitting Duck).  There are many, many traits and a lot of weapon and gear traits (one works against robots for example)
« Last Edit: December 17, 2016, 11:07:29 AM by Momotaro »

Offline Plus Four

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  • Posts: 127
Re: [Rogue Stars]
« Reply #5 on: December 17, 2016, 12:27:02 PM »
From what I can see xeno characters are easy to create - you have options for robots, silicon, vegetable & insectoid based species. You can modify by size from diminutive to huge and add up to 3 pairs of limbs (8 armed & 8 legged aliens anyone).

Offline Omac 247

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Re: [Rogue Stars]
« Reply #6 on: December 17, 2016, 01:12:54 PM »
I can cope with the 'shotgun' pattern to the rules distribution, but I need a bit more time to let things sink in as me old Neurons ain't what they used to be.

I will run a game soonish, I have in mind a Guardians of the Galaxy type heist

Offline eilif

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Re: [Rogue Stars]
« Reply #7 on: December 17, 2016, 04:41:48 PM »
The thing that bothers so many others - the RPG-like granularity - is really exciting to me.

I just recently discovered Advanced Song of Blades of Heroes, which I like quite a bit precisely because I am gravitating more and more towards low model-count, narrative-focused miniatures gaming. (Just FYI, I never got into Revised SoBH when I bought it years back because it struck me as too bare bones for my purposes.)

I do think ASoBH has some potential weak spots that I hope don't bleed too much inot Rogue Stars:

(1) It seems to favor diversity in the warband - This is great for relatively motley groups in a Fantasy setting (e.g., the classic D&D adventuring party) but less so for the sci fi genre, where there is generally more uniformity (e.g., a squad of soldiers).

(2) you can only assign a model a rather small number of special rules (maybe 3, not counting spells) before they feel - to me at least - overburdened relative to the simplicity of the mechanics.

TBH I am hoping Rogue Stars can handle the AvP setting. If (1) above remains a problem, then running xenomorphs will be an issue. And if (2) is remains a problem, then running predators, with their extensive weaponry, innate strength and endurance, plus stalking and combat skills, will be an issue. Colonial Marines are affected by both (1) and (2).

So it's not really "complexity" generally or abstractly that concerns me but rather the possibility that Rogue Stars will be too much like ASoBH in these ways. If the game itself is a bit more detailed, I think these problems could be less of an issue.

If you like RPG-ish experience, I'd recommend checking out Tales of Blades and Heroes.  We've been playing it instead of SBH for our annual SBH campagin.  It's cool to be able to play a cooperative game that is a bit more granular where each player only controls 2 minis.

Gabbi

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Re: [Rogue Stars]
« Reply #8 on: December 18, 2016, 07:07:54 PM »
Anyone got the official minis? Not overenthusiast of the whole range, tbh, but I do like a few models here and there. Among these, the alien "muscle" with the tiny creature on its shoulder. In how many parts does it come? Is it single piece? I hope not as the strongly leaning position of the small creature is an issue to me, and I hope that I would have some room on positioning it.

Regarding character sheets, Ganesha website offers a free PSD card:
http://www.ganeshagames.net/product_info.php?cPath=1_58&products_id=311
I'm not home atm so can't say anything more as I'm unable to open the file on mobile device.
« Last Edit: December 18, 2016, 07:29:27 PM by Gabbi »

Offline Omac 247

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Re: [Rogue Stars]
« Reply #9 on: December 19, 2016, 04:55:56 AM »
I'm in the same boat, I like some of the droids and aliens, but the bulk of the range is a little 'meh', it's a real shame as I absolutely love the art in the rulebook that the figures are based on  :'(

Offline axiom

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Re: [Rogue Stars]
« Reply #10 on: December 19, 2016, 08:29:03 AM »
@Gabbi - I have all the models. Some are delightful, some are fine, if a little uninspired. Overall, I like the range. The little alien on 'Muscles' shoulder is indeed separate to the larger mini, although doesn't seem to have been sculpted as if he's sitting anywhere on the big guy's shoulder - he's got a flat base, but there is no flat area on the pad to sit him.

Gabbi

  • Guest
Re: [Rogue Stars]
« Reply #11 on: December 19, 2016, 09:28:36 AM »
Thank you for reply and infos. Good to hear, I'm confident that with some greenstuff and patience (or, lacking the latter, some curses :P) I'll be able to properly position it on the muscle's shoulder :)

Offline Hobgoblin

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Re: [Rogue Stars]
« Reply #12 on: December 19, 2016, 09:29:39 AM »
I'm in the same boat, I like some of the droids and aliens, but the bulk of the range is a little 'meh', it's a real shame as I absolutely love the art in the rulebook that the figures are based on  :'(

Does everyone know the illustrator's miniatures website? It's an astonishing collection of superb conversions and painting.

Offline Jiron

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Re: [Rogue Stars]
« Reply #13 on: December 19, 2016, 09:43:14 AM »
I bought it, read it. Still waiting to try a game. I like it very much! For me this is how Infinity should look like and will probably play some games in this setting!

Edit: I now finished my review in Czech. I will try to make one in English too.
http://wargamingasp.blogspot.cz/ - Not entirely serious gaming blog

Offline zemjw

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Re: [Rogue Stars]
« Reply #14 on: December 19, 2016, 10:42:09 AM »
I've had a read of the rules, but that's about all.

I play solo, so trying to track any number of figures causes my brain to hurt. The thought of tracking 10 or 12 figures, each with multiple traits is causing me to develop a severe twitch at the moment :'(

A lot of the traits confer constant modifers, and I am wondering if it will be possible to pull out some underlying stats and modify their target number. So, for example, stats could be: movement, weapon skill, melee skill, morale

The basic target number starts at ten. So a marksman, eg, would have a base target number of 7 (get +3 to his dice roll, which is equivalent to -3TN). I'm not sure if it would help much, I suppose I'll have to actually play a game or two to find out ;D

Overall, though, these rules do seem to be geared towards the sorts of games I want to play. I agree that military units may struggle a bit (there was nothing more military than "Star Cops" mentioned in the character creation section), and generic alien hordes (I'm thinking of GW Kroot here) could also be tricky to slot in, but hopefully they'll work.


 

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