This book is interesting. It basically has about two uses, one is used more than the other. The first use is if you are running a scout campaign, as it offers a decent amount information regarding things way out in the “unexplored areas”. The book even offers a really interesting array of ships that can be used by a scout. Unfortunately, the ships that if offers do not have price listings, which is the downfall of the ship listing.
The second use, which is how I use the book, is to create new planets or creatures for the Star Wars game. There is a fairly extensive list of ideas (and charts) that can be used to create strange and interesting aliens. The same holds true for the planets and systems. There’s things listed that I wouldn’t normally think of, which makes it interesting. The biggest problem is that you have to spend a fair amount of time figuring out how to create things in the proper order. Oh, sure, you can hop all over and eventually get it done. If you like doing things in an orderly manner, though, you’ll need to create your own step-by-step list of which charts to roll when.
Now on to the negatives of this one….yes, there is some negatives. Other than the poor layout of the charts that I mentioned above, the overall biggest negative is that you may not find a great use for this book. Some GMs already have worlds thought out in their head, and won’t use this book. If you ever get in a rut, this works in a pinch. You’ll probably also never have a player want to play a scout campaign. Most people are more interested in action and excitement, and while scouting might have some action, it’ll probably be few and far between.
Generally this book is helpful, but you may find it eventually nestled away in the back of your collection.
My rating:
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