
Rating:
  
Reviewed by: Terren
Bruce |
MechWarrior's Guide to Solaris VII
It took me awhile to give this sourcebook
a rating. I very much wanted this sourcebook to be something
that it wasn't. I really, really, wanted a sourcebook filled
with background and info for running campaigns on Solaris VII.
That's not what I got, and I was, to say the least,
disappointed. That made me want to give it a low rating, but
what WAS in the book wasn't too bad. As a guide to Solaris VII
I'd give this book a rating of one Timber Wolf. As a book that
covers a wide range of topics instead of concentrating on a single
subject, adding lot's of stuff to the game, it deserves a higher
rating.
War is a
sport--the stakes are our life!
Ok, so I
wanted and expected this book to provide a campaign setting.
It didn't. So what does it provide? Basically, it's an
all-in one book. It covers a lot of things that were missing
from the main rulebook. It gives you a specific place to set
games in, it gives you an adventure that can serve to introduce
newbies to the game (or as an introduction to Solaris VII for those
who have played before), new affiliations, six new life-paths, and
rules for integrating 'Mech combat into your role-playing games.
With the release of this book the MechWarrior Role-Playing game is
much more filled out and complete.
The
Good:
When the
main rulebook came out, there was a few things people thought were
missing. Major factions like Comstar and Word of Blake were
left out, there was no rules for fighting in mechs, there wasn't
enough equipment to everyone's tastes, no adventure to ease people
into the game, ect. This book fills most of that in, except
for the equipment which you can now find in the Lostech:
MechWarriors Equipment Guide. Still no conversion rules for
2nd edition characters, maybe in the upcoming MechWarrior's
Companion?
Besides all
the rule add-ons you'll also get the basic background on Solaris
VII. It's a good start, but there's not enough here to base an
entire campaign on or anything. What's in here is well
written, there's just not enough of it. The starting adventure
is designed to introduce newbies to the game, and does it's job
well, it starts things off slowly, allowing newbies to get used to
everything. Plenty of help for the Games Master, although it
only gives him the basic adventure and requires him to fill some
stuff in himself, strange in something designed for new
players. The adventure also gives many hooks for future
adventures, giving the Games Master plenty of options on where to go
next.
More sample
characters are given in this book, perfect for people who just want
to start playing, and even more useful as major NPC's. You can
find a Field Scientist, Young Gun, Word of Blake MechWarrior, and a
Solaris Mechwarrior included here.
You'll also
find some useful rules for running campaigns on Solaris VII, and
some NPC types the Player Characters might run into. At the
very end of the book is a section that lists major sites in Solaris
City with a very brief description and the street it's located
on. Oh, and Loren Coleman gives us another short story which
continues on from the story he wrote for the main rulebook which
helps give Solaris VII more atmosphere.
The Bad:
The worst
thing about this book is the map of Solaris City. It's not
very detailed and it isn't very big. The map of the center of
the Inner Sphere is given an entire page, but Solaris City is given
a small box. WTF? All it really shows is the sectors the
city is divided into and the river. It doesn't bother to name
the streets or show the locations of any of the sites listed at the
end of the book. So what use is it? Even the map in
Illusions of Victory showed where the 5 major arena's were!
It's inexcusable that they didn't make the map a full page with
major locations marked.
I haven't
yet played a game using the new Mech combat rules, so I can't
comment on them, but I do think they belonged in the MechWarrior
Companion, not in this book. This would have freed A LOT of
room which could have been dedicated to the Solaris VII
setting.
Final
Thoughts:
Though it
didn't provide the complete campaign setting I was hoping for, it
does fill a lot of holes in the game and because of that it is well
worth the money for MW RPG players. It gives you a little bit
of everything, and so should have something of use for everyone.
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