Stargate SG-1 Roleplaying Game Core Rulebook

The most astonishing discovery in the universe is yours!

From the explosive TV series comes the hottest role-playing game of 2003! Explore the farthest reaches of the galaxy as a member of the Stargate Command, the U.S. Government's best-kept secret. Engage in pitched battles with the evil Goa'uld, explore alien planets on the far end of the universe, and learn the ancient secrets of the Stargate. Fully compatible with the award-winning d20 System, using AEG's innovative Spycraft mechanics
 

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I am a semi-fan of the Stargate SG-1 television show. That is, I've watched the show a lot, enjoy it a lot, and try to catch the new episodes of the show, but have probably missed around half the episodes, particularly the 6th season with the new guy. The Sci-Fi channel doesn't help, with its lousy handling of it - some people are you know, busy on Fridays, and want to watch football on Monday, or at least not want to watch TV for 4 hours straight. So I've mostly seen it in syndication.

So in this review, I'm going to call characters by general phrases or old characters the actor has played, rather than their actual names, as while if I think about it, I do know their names, I can be somewhat iffy on them (this could be confusing to those not familiar with those old shows). If this bugs you, feel free to buy me the DVD collection.

It's a big book. 488 pages. A very big book, eclipsing Traveller 20 as the biggest RPG book I have (though I know there are bigger). The margins are normal sized, as is the typeface, so this book has alot of content. So I'm also going to break up this review into two main sections, the first part, being sort of a capsule review, and the second part, a playtest review.

The first 130 pages are background info. Starting off with a synopsis of the first 6 seasons of the show. It's not a complete synposis of each season, instead you just get capsules of the most important and story arc shows. While it's not complete, they do a very good job of giving you the basic story, and making it feel like well, history.

I don't really understand how the Sci-Fi channel is running the show now, so I'm not sure if the 7th season is over or not, but at any rate, the book is a season out of date - it still has Parker Lewis (aka, Jonas Quinn, aka Corin "Corky" Nemec) on the team, and Daniel Jackson still "Ascended".

Next comes some info on Stargate command, including a general overview of the base (ie, no maps). The most interesting is a list of the 20 SG teams. Though after some comparing to fan sites, I'm not sure if the list is correct or up to date, at least when it comes to the names of the team members. (It doesn't seem fixed at any one point in time, it has some characters from the early days, but also has the Russian unit, which didn't show up until very recently)

Chapter 3 provides info on some selected worlds. 5 are called "primary worlds", and get a couple pages each of description (but again, nothing like a map or anything). Abydos (where the movie took place, and which is now destroyed), Cimmeria, which was featured on a couple of early episodes and where they met Thor; Chulak (where the Jaffa come from); Tollan (whose episodes I haven't seen), but apparently they are human, but somewhat snooty and are very high tech; and Kelowna (where Parker Lewis is from). 5 more get about a page each (little less).

Apparently they visit around 20 planets a year on the show, and around 120 total (through 6 seasons), so the selection is a bit, er sparse, all things considered. Especially since two of them are now destroyed. There is a list of planets they've visted, on two pages, but little details are provided.

Much more detailed is the info on alien races available for PCs. The Asgard come first. They are essentially "Greys" from UFO Lore. (I suspect this is because they used the props from "Roswell" the made for Showtime movie, SG-1 was originally made for Showtime, too. Just a guess, Roswell is pretty much a standard bit of folklore these days, so maybe that was the reason, but both the Asgard and the Roswell movie alien differ slightly from how the traditional "Grey" looks. Though they've later incorporated some more UFO folklore regarding the Greys, in that they are a dying race that has to clone itself, and occasionally abduct people looking for ways to borrow our DNA to help fix their cloning problems. Side note - I think I used to vaguely know a producer of SG-1 from my UFO days. Back then he worked on the Outer Limits for Showtime, but I think he moved on to SG-1. His interest in UFOs could explain the connection.)

Then come the Jaffa (what Teal'c is), the Tok'ra (they are like the Goa'uld, but good), and most interestingly (IMHO), Near Humans. Basically humans that have evolved for a while on planets other than Earth. Though evolution seems to have been speeded up a bit, as it probably takes millions of years to really work, while these people have been gone from Earth for only a few thousand. Lastly, is the Reol, which are apparently a species of shapeshifters who are born infiltrators. No picture of one is provided, so I guess they really are pretty sneaky.

Then there is a section on the Goa'uld. The biggest revelation for me is just how to spell it. I've seen the show but I've never seen that word written down, much like Teal'c's name, so I was never quite sure what they were saying. But also very interesting is the list of the various System Lords.

The rest of the book is more or less the rules of the game itself. As it uses the d20 system, much of it will be familiar to those who know d20, but there are a decent number of changes. There's also quite a bit of stuff repeated, like descriptions of skills, attributes, feats, etc. You still need an official WOTC d20 product for the xp chart and how to roll up stats, but that's all you need it for (which makes me wish this book could have been released without the d20 logo. BTW, If you actually need a d20 product for this, I'd suggest getting Star Wars d20 - beyond the basics you need, you can also rip off the aliens and some of the gear).


As mentioned, there are a lot of differences. Different classes, no "hit" points (it uses the wound point/vitality point system from Star Wars d20). Combat is also quite a bit different.

There are 6 core classes, 5 of which are suitable for everyone, one is for Jaffa only.

Due to layout problems, most of the description of the class is on one page, but the chart for the class is on the page below. So you have to do a lot of flipping back and forth.

Soldier, Scout, Pointman, Scientist, Explorer, and "Guardian" for the Jaffa. The classes are not really balanced compared to each other (nor to regular d20, which I mention, simply as there is a section on crossovers with regular d20 in the back of the book). For instance, as one might expect, the Soldier is very good in combat. They get the best attack bonus, a d12 for vitality points, lots of bonus combat feats and combat related abilities. But they also get 4 skill points per level. (The Guardian is more or less the same as Soldier)

The Scout, Pointman, and Explorer all get average attack bonuses, a d10 for vitality points, and 6 skill points per level.

The Scientist gets poor attack bonus, a d8 for vitality points, and 8 skill points per level.

Generally speaking, there is a decent amount of customization in half the classes. The Soldier and Explorer gets a lot of bonus feats. The Pointman can take abilities from other classes. The Guardian, Scientist and Scout are fairly rigid. I think I would have liked to have seen more differentiation between the types of Scientists. You have basically 3 scientists on the show - a medical doctor, a astrophysicist/techie, and an archaeologist/anthropologist. But only 1 class to represent all three.

Basically, I probably would have given all of the military classes (Scout and Pointman) the best attack bonus, and given the Scientist 2 more skill points. It evens things out more.

There are a handful of prestige classes. Sure to be the favorite among players is the Sniper.

While there are different races, most players will probably be human. In that case, there are specialties that are picked instead of race, that will modify the attributes and determine what bonus skills and what special abilities the character gets. It works just like race.

Though you can also play other races. Besides human, there is Asgard, which as mentioned are the Grey aliens (though I really don't think they are suitable for PCs, IMHO), Jaffa, To'kra, and Reol. The last one I hadn't heard of, presumably showing up in an episode I haven't seen, and there is no picture provided, so I have no clue what they actually look like. But they also seem a mite powerful - they are super-infiltrators, and can even alter people's memories through secretions (there's a political joke in there, somewhere)

As mentioned, combat is fairly different. Simplified in some areas, more complicated in others, like initiative.

Gone are "Attacks of Opportunity" (not surprising, as many d20 variations seem to do away with it, at least ones featuring ranged weapons as the most common sort of weapon)

Also gone are "Full Attacks", in which high level characters could make multiple attacks per round. Instead, one attack takes a half-action. So a character can make two attacks per round if they want, or one attack and one other half action. (Somewhat similar to regular d20 in which you can attack once and move)

Initiative changes the most. While its basically the same at its core, you roll a d20, add modifiers to get your initiative score, and then in each round, each combatant moves according to the highest roll, the initiative score is now "fluid". That is, it can change, depending on the action the character takes. This takes some getting used to, and it takes some effort to keep track of, from round to round.

Armor is also handled somewhat different. Each class gets a "defense bonus" to armor class, based on level. But if they use armor, this bonus is forfeited. Armor instead provides damage reduction, and in some cases, a bonus to defense (but usually a small one).

For instance, the Kevlar Vest has a Damage Reduction of 4, but a Defensive Bonus of just +1. (Most armors don't have a defensive bonus to ac at all, and some heavier armors have negative ones).

Another interesting addition is "Action Dice". These are basically additional dice that the player (or gm) can use to improve any skill or combat roll. They are generally small dice (d4s), and most characters get 3 per session to spend (you can buy more using feats and such).

Besides helping improve rolls, action dice change combat dramatically, because they are integral into how critical hits are handled. While a critical "threat" works the same, critical hits happen only when a player uses an action die. This does add to the flavor of combat, but also adds more record keeping. The GM also gets action dice, to use against players whenever he wants, and also has to use it to score critical hits. I don't think I like that idea. It makes the GM too much of an adversary, and I also think it takes away some of the GMs power

All in all, if standard D&D 3.5 combat feels like a miniatures game, Stargate SG-1 combat feels like a tactical combat game like X-com or Jagged Alliance.

The last part of the book is for GMs. Tips, charts, including all sorts of tables, including fairly decent world generation and a random mission generator. These are pretty comprehensive, though you might have to look up some of the cultures mentioned in an encyclopedia. "Clovis" for instance, is not nearly as close to the "Cletus" culture as you might guess. I've never heard of "Kabyl". And some are perhaps overly too broad, like "Muslim", "Christian", or "African", or over-represented ("Easter Island" has larger chances of showing up than some continent spanning cultures).

Also handy is the section on NPCs. It uses NPC classes (too many to mention, really, very specialized, from Academic to Goa'uld Guard), and has charts for generic stats for each class going up to 10th level.

Also two appendices, one on crossovers with other d20 settings (all D&D), including non-AEG ones like Dragonstar, Nyambe, and Mindshadows, as well as AEG's own Spycraft and 7th Sea (aka Swashbuckling Adventures), and one with stats for the shows main characters.

While it's a pretty good book, it has a number of flaws.

Call of Cthulhu, a game in which firearms are generally not the answer to defeat a foe, has more weapons described than this, a game in which most PCs are members of the armed forces, and often resolve situations by shooting their opponents.

While the guns most often featured on the show are in the game, the M16, the MP5, the P90, there are some glaring omissions. Most notably the SAW, which I'm pretty sure I've seen on the show. While it has the infamous Barrett sniper rifle, it lacks the more likely to be used M-21 or the HK MSG-90A1, which I'm pretty sure I just saw being used as a sniper rifle on an episode (the one with Teal'c getting shot with a staff weapon)

Damages are also a bit weird. For instance, the .357 Magnum version of the Desert Eagle does exactly the same amount of damage as the .44 Magnum version, though the .44 Magnum also gets the "Takedown ability" which is handy (and in general, I like how various weapons and ammunition types can have differing effects, like the "takedown" ability). Shotguns seem a bit underpowered.

Furthermore, I'm not sure the stats reflect the show.

For instance, on one episode, trying to convince some rogue Jaffa to use guns, MacGuyver brags about how the P90 is so much more accurate than a staff weapon. Yet in the game, the Staff Weapon is -2 to hit, while the P90 is -1. The P90 is a submachinegun, and submachineguns do tend to be inaccurate, but because of it's bullpup design, has a longer barrel than most SMGs. It also has a high powered round, which should make it more accurate (flatter trajectory).

Furthermore, the Ingram Mac 10/11 gets a -2 to hit penalty, while a Czeska Skorpion gets only a -1. Both are very tiny, so I'm not sure why one gets a bigger penalty (especially as the Skorpion is really more of a machine pistol than proper SMG)

Also speaking of SMGs, according to the rules, they cannot be used 1 handed, which I found odd. I can see a large penalty, especially for automatic fire, but not being able to use them 1 handed at all? Also odd because the Skorpion was meant to be fired one handed, not ideally, but at least have it be possible)

The Staff Weapon also does far more damage than than anything else - 6d6. By comparison, the Barrett M82A1 sniper rifle does only 2d12+2. A 10 gauge shotgun does only 5d4. I'm not sure if this is accurate. For instance, I just watched the episode in which Teal'c was shot right in the belly with a staff weapon. Was he seriously hurt? Very much so. But a 10 gauge would have torn him in half.

I know, I might sound like an NRA member, but bear in mind, the show does tend to feature a gunfight every other episode or so. Like I said, Call of Cthulhu takes guns more seriously than this game does, and guns are not the focus of that. And I really shouldn't have to go out and buy the Spycraft gun book to get guns that have been used on the show, sometimes very prominently.

This is really a nitpick (and I didn't count it for the final grade), but I think the stats for the show characters are possibly too low (and wrong).

For instance, MacGuyver has an Intelligence of 10. While he's not as smart as on MacGuyver, he's clearly smarter than the average bear (or person). The blonde haired lady (Dr. Samantha Carter) has a PHD in Astrophysics, yet only has an Intelligence of 15. While it's true, at first I thought Teal'c was a bit odd because he wears makeup, he's probably the shows most amusing character - a 9 Charisma seems pretty low (especially as he also seems to be something of a ladies man). And the Doctor is definitely more than a 14 Charisma. Wow! Does that look like a 14 Charisma to you? 24, more like it)

They kind of munged up the OGL a bit. In section 15, they put in every Spycraft product, which they didn't have to. The OGL is a license to use "Open Content". If you already own the content in question, you don't need to use "Open Content", its already yours. (This is why WOTC doesn't have to put the OGL in their products - they own the stuff in the SRD, so they don't have to use the OGL to license it). They put in just about every Spycraft product, but they didn't put in this product, Stargate SG-1.

They also put in a non-OGL book, WOTC's Star Wars. And they used the term "Core Rulebook", to describe the SG-1 book, which is also a no-no, I think.

Also, while the chapter on crossovers with fantasy settings was interesting, I think it would have been more interesting to have a section on alternate campaign types, rather than just emulating SG-1. For instance, SG-13, where you have a team of investigators solving interplanetary paranormal problems. SG-007, an espionage/super spy team (there is some talk about a spycraft crossover in the book, but very little, 6 paragraphs, mostly on rules). SG-0, a black ops team (to borrow from someone's idea on RPG.net).



So that's the book itself. How does it play?

Well, not bad. If you're familiar with d20, character creation is easy enough. Though it seems to imply characters should start at 1st level, I thought it made more sense for them to start at a higher one (I mean, why would 1st level characters be picked for a top secret program like this, that would attract the best of the best), so I started them at 6th (that is the what the "Low Level" versions of the SG-1 members are). I also used the point buy method, only giving the players 30 points instead of 25 (again, thinking that they should be better than average).
The book has a lot of new feats, including a lot of feat trees, so it can take a while for players to figure out what they want. Especially as they'll probably be fighting over the book. (Pull out versions of the graphical feat trees would have been very helpful).

The most confusing part was trying to figure out everyone's military rank. Especially as I had a smart ass player who wanted to play a member of the Coast Guard (I just used "Naval Technician" but it doesn't have Navy ranks in the book, much less Coast Guard, just Air Force rank). Quite frankly, there is no excuse (IMHO) for not having the military tranks for the 3 other military branches. It could have fit on a single chart, since they all use the same pay grade scale, you can convert easy enough.

I also think you start off at too high a rank - Officers start at "Major", despite the Blond Haired lady and the doctor being a "Captain" for much of the show's run, and the listing of SG teams having a lot of people less than that.

Coming up with an adventure on short notice was also a bit of a problem. I ended up altering "The Hamlet of Thumble", changing the Halflings of Thumble into Near-Humans (I rolled on the culture chart and got "Samoan", which was somewhat tricky coming up with names for) and the Kobolds into rogue Jaffa. It would have been nice to have a scenario included in the book, but I guess its big enough as it is.

Starting the adventure was a bit of a problem, too - at least trying to figure out what gear is available. While the Gear Points and Resource points were easy enough to figure out, "Bundles" were confusing, at least the type/number of extra picks they get. It goes immediately into the least important aspect of equipment (for duplicating the show, anyway), personal belongings. Like I need to know if they own a gameboy or not.

But you have to look on the section describing the benefits of each rank, then look it up to see how and what sort of extra bundles they get. Not too intuitive, at least at first. And in some cases, it seems extreme - should someone always get any weapons bundle they want? (Enlisted troops always get the option of taking any weapons bundle they want, according to the rules).

I mean, all the weapon bundles are weighted evenly when it comes to picking them, but they vary greatly in power. For instance, one bundle gives you a missile launcher. Another bundle gives you two .45 pistols. Another bundle gives you a police revolver and a pair of handcuffs. Are they really even? Won't players tend to always take the most damaging stuff? Obviously, good players won't abuse the system, and there are occasions where you'd want a pair of handcuffs instead of a missile launcher, but I'm just pointing out there is the potential for abuse.

Once it got started, it went pretty well. Combat is actually not that bad, though you'll probably want to use minis (I can only hope for Stargate-Clix, but I won't hold my breath). You'll also probably want to use official character sheets - it has a nice summary of combat actions on back. The damage dice are sometimes weird, you might have to use a lot more d4s than you normally do in most games. At least at low levels, characters tend to get hit a lot more than in regular d20/D&D, since everyone is wearing armor (which doesn't provide a defensive bonus, but damage reduction). So its a bit weird at times, like watching American TV shows dubbed into Spanish. But fun. Which is the main thing.

So, is it worth $50? Or worth buying (it seems to be going for around $35 on ebay)?

Personally, I have a lot of mixed thoughts about the SG-1 rpg. It's actually a fairly good game, but it seems a bit slower paced than I was hoping for. Removing the Attack of Opportunity from combat was a good thing, but didn't simplify combat all that much (as those are mostly used in melee combat), and conversely, many of the added options, especially the fluid initiative, made combat more complex.

It's definitely not for those new to RPGs - I would have to suspect newcomers would be very confused. And if you're familiar with d20, it's also confusing, as there really isn't a listing of the changes (again, mostly in combat, but also feats and some other stuff), you have to read the entire book and see what is different. Presumably it should be quick to pick up if you are familiar with Spycraft, but I don't have it.

And as mentioned, for all it's bulk, it's somewhat lacking in the amount of equipment. There is some wasted space - did we really need bundles for console gamers or internet fans, but not much. Frankly, I probably could have done without the appendix on crossovers in exchange for more equipment.

It's also kind of an ugly book. There's a small (often very small) photo about every other page or so, but the borders of the photos are weird, often having notches or hunks cut out of them. In some cases this is to fit the text in, but in many, there is no real reason for it. So it gives the impression there is much more white space than there probably is. Especially the larger photos, which have huge chunks missing from them. This is also very subjective, but I think there should be a lot more photos of the Doctor, who I think is very very cute (14 Charisma - hrrmph).

There are real layout problems. As mentioned, the class charts are often on a different page than the abilities, requiring you to flip back and forth. Not uncommon, but always very annoying in use. Similarly, it's hard to find things, being a large book, and there are no chapter numbers in the margins or anything to help you. There is an index, but it could be better - the two times I've tried to use it, I didn't have what I was looking for (Most notably, I had to stop combat to figure out what a laser sight did. For some reason "Laser sight" is not in the index. Though it's better when it comes to things like feats and SG related info).

So, yes, it's worth buying. I bought mine new for $45 and don't regret it. But it could have been done better. B-

Also, looking at the Product Identity section of the book, there looks like there will be at least 9 more books coming in the line (1 for each season, plus one on System Lords, and one on newly discovered worlds), plus you'll probably need to get the Spycraft gun book (though I hear a couple more guns will be added in the errata for the book), so this game line will likely be a serious cash drain. Just a mention.
 


Once it got started, it went pretty well. Combat is actually not that bad, though you'll probably want to use minis (I can only hope for Stargate-Clix, but I won't hold my breath).

This game looks like a promising source for plastic miniatures: http://www.stargatesg1.us/game.asp
 

Hmmmm, thanks. Their website is a bit odd.

http://www.stargatesg1.us/nonflash.asp

Might work better.

Doesn't show what the game pieces look like. Just a box and the gameboard.

Looks kind of er, low budget.
 

This may be of interest just to me, but there is also

janetfraiser.com

and

totallyteryl.com

So it's not just me that thinks she's more than a 14 charisma. Hrrrmph.
 

Stargate SG-1 Rulebook

The Stargate SG-1 RPG is a D20 System RPG based on the SF TV series of the same name. The system is published by AEG as a "powered by Spycraft" title. This essentially means that the game uses many of the same alterations to the D20 System SRD as the Spycraft game does. The game does not require Spycraft to play, but may require the PHB for basic concepts like character advancement.

The Stargate SG1 RPG is written by Robert Defendi, Scott Gearin, Patrick Kapera, Don Mappin, Christina Kamnikar, Rodney Thompson, and Kevin Wilson, with addition writing by Greg Benage, Chris Dolunt, James Malisewski, Rob Vaux, and Rob Wieland.

Disclaimer: Though I am familiar with the movie that started it all and will catch an episode every once in a while, I am not a follower of the TV series and cannot make any judgements on faithfulness of representation of characters, equipment, races, or events in the series.

A First Look

Format: 488 page hardcover book; $50.00.

Art/Graphics: The book is almost entirely illustrated (cover and interior) with full color stills from the show. Some stills are small, but they are frequent and appropriate to nearby topics. The stills are nicely selected and the book has a very handsome look. However, there are a few dry stretches and a few concepts that I felt needed illustrated that were not.

Layout: As with most of AEG's big ticket d20 productions, the book uses a conservative body text font with close line and paragraph spacing. Most of the books uses a two-column format. The tables are nicely laid out with convenient shading, but some tables have text a bit small for reading purposes. Overall, the content density of this book seems very high to me.

A Deeper Look

The Stargate SG-1 rulebook is organized into eleven chapters, plus two appendices, an index, and a character sheet.

The first chapter is History of the Stargate. It consumes 28 pages and in addition to a brief introduction to the setting and the game, it provides an overview of the major events of the movie and the first six seasons of the series. This is all exposition; there are no game mechanics in the first chapter. This is a nice reference is you, like me, haven't caught all (nor many) of the episodes of what is now, from what I understand, the longest running SF show.

The second chapter is entitled The Stargate Program. This section provides extensive information on the military organization of the Stargate Program, with procedures, organizational details, the base of operations (the Cheyenne Mountain Complex), the operation of the stargate itself, mission profiles and procedures for typical missions. Again, the chapter is primarily exposition, but there is some game speak here, including a number of plot hooks for each of a number of sample mission types.

The third chapter, Through the Gate, describes the universe on the other side of the gate. Extensive details (with history) are provided for a number of worlds designated primary worlds, though there are short (1-2 page) descriptions of a number of secondary worlds and a table calling out major details of other worlds.

The fourth chapter covers the Goa'uld. The Goa'uld are essentially riffs on Heinlein's puppeteers, small creatures that can dominate a larger host. In the Stargate SG-1 series/setting, these creatures are the major antagonists of the show, and a major dominating force in space. And it just so happens that humans are perfect hosts for these creatures.

One major flavor element of these creatures is that the series names them after gods. The history goes that they spent some time on earth and were mistaken for deities. The chapter covers the methods and history of the Goa'uld, with several prominent Goa'uld/gods from the series.

The fifth though eleventh chapters start the mechanics of the game a full 133 pages into the book. As already mentioned, Stargate SG-1 is built on AEG's Spycraft variant of the d20 System. As players of Spycraft know, some of the major innovations of that system are action dice, inspiration and education checks, vitality and wound points, and equipment acquisition governed by points derived from class and level. Further, armor is represented as damage reduction, and characters have initiative modifiers and defense class value are derived from class and level.

Briefly, action dice are allotted to each player at the beginning of a session, and they can earn more during play. An action dice is the roll of one dice of a size determined by the character's level. An action dice can be invoked by the player to add to the result of many rolls, a character's defense for 1 round, heal, or activate critical threats or errors, or make inspiration checks. The GM also receives an allotment of action dice, which can be used on behalf of the NPCs.

One aspect of the Spycraft system that I wondered what they were going to do with here is that of the department. In Spycraft department replaces race, representing a character's background training. I expected AEG to ditch it for race. In actuality, they split the difference by redefining this aspect as "specialty/species." Each character chooses a species and a specialty within the species. Some specialties and species have macro-specialties or species that define characteristics common to all specialties or species that fall under it. These characteristics include ability score modifiers, skill modifiers, and bonus feats.

Base classes in Stargate include the explorer, guardian (warriors that were trained to follow the Goa'uld), pointman (a leader and team-builder type character that should be familiar to Spycraft veterans), scientist, scout and soldier. Prestige classes include the bodyguard, field analyst, field medic, officer, prime (trusted servants and honor guards of a Goa'uld system lord), and sniper. All base classes are 20 levels and all prestige classes are 10 levels.

Much like Spycraft, Stargate SG-1 uses a modified selection of skills suitable for modern action. As mentioned earlier, one of the major differences is that most skills have the possibility of critical successes and failures on extremely high and low rolls, though it takes action dice to activate these (the equivalent of a threat for a critical failure is an "error".) Each skill entry has a description of the possible effects of each.

Feats follow the pattern of Spycraft, with some tweaks for the differences in genre and setting. Feats are divided into combat feats, covert feats, gear feats (grant more options for equipment), skill feats (provides bonuses and a wider critical threat range for a cluster of skills, or other benefits with skills you already have the basic skill feat for), species feats, style feats, and terrain feats (provides survival benefits in certain types of terrain.)

Gear in Stargate SG-1 is provided to characters on a team by three methods. First, characters receive a standard bundle and a bundle corresponding to their mission type (bundles are pre-package selections of useful equipment.) Second, each character gets a number of gear picks for basic equipment, armor, and weapons. Finally, characters get a pool of resource points for experimental and alien devices (this roughly corresponds to Spycraft's gadget points.

One new aspect of handling character toys is rank. Rank determines a characters pay, personal belongings, and possibly can provide additional gear picks.

The combat mechanics are essentially similar to the Spycraft version of the d20 combat mechanics. The major differences between Spycraft and the SRD combat mechanics are the lack of iterative attacks or standard actions, which streamline the game significantly, and the fact that flatfootedness ends when you are successfully attacked.

One aspect of the system that is a departure from Spycraft is fluid initiative, which was an optional rule introduced in the Spycraft Modern Arms Guide. Essentially, certain actions or events modify a character's initiative count, such as aiming a weapon or suffering a critical hit. I can see advantages and drawbacks to the fluid initiative system. On the bright side, it adds a little grit and depth of realism to the game. On the other hand, it does seem to complicate the combat mechanics, which runs counter to the streamlining of the system that we see elsewhere. Ultimately, I am not sure it was a good idea to make this a default instead of an option.

The last chapter of the book is the obligatory gamemastering chapter. In addition to defining the GM side of a number of common tasks and mechanics such as action dice, handling encounters and hazards, it includes many setting specific tasks such as using the stargate, creating destination worlds for the PCs to visit.

Another aspect borrowed from later Spycraft books is that of NPC classes such as academics, diplomats, and guards. NPC classes in Spycraft are structured differently from PC classes in this or any other d20 System game. They have 10 levels and have pre-defined vitality points. Instead of class skills and skill points, each NPC class has a listing of "full skills" and "half skills." The character has the full skills at the character's class level, and the half skill at half the class levels. This helps make creating quick NPC challenges easy.

An NPC exclusive prestige classes included in the chapter is the Ashrak. These are Goa'uld trained as assassins.

A collection of tables in the back summarize many details from planet creation and hazards to mission creation. The random missions remind me of a table out of the old ICE Spacemaster book; nonetheless, it's a useful way to generate quick missions.

The first appendix is an interesting twist. As the name Crossovers implies, it provides ideas for mixing Stargate SG-1 with other d20 System games and settings by both AEG and other publishers. The most obvious of these is AEG's Spycraft. However, it discusses using a number of other settings such as (yes) FFG's Dragonstar, Green Ronin's Naranjan (Mindshadows), Atlas Games' Nyambe, and AEG's Theah.

The second appendix includes major characters from the series. As with NPCs in many Spycraft books, the characters are presented in low, mid, and high level versions. There is also a small selection of alien creatures.

Conclusion

This certainly is an impressive chunk of a book. Although I am not into the setting and can't say that the book made me want to play it, I can say that the mechanics were generally solidly done and well presented, and it made me wish that AEG did as good a job on Farscape.

Overall Grade: B+

-Alan D. Kohler
 


Nice review.

Your wrote “The Goa'uld are essentially riffs on Heinlein's puppeteers, small creatures that can dominate a larger host.”

This is inacurate. The Puppeteers are like two headed bald ostrich with a pathological and compulsive need to be safe. They are master manipulators and traders. They are not 1) small symbiotic parasitic lifeforms like say the Goa'uld or even the Trill from STDS9 . 2) Capable of mind controlling a host like the Slavers, to who I think you are really referring. However the slavers where humanoids (1 to 1.5 meters tall I think) who could psionicaly dominate a very large number of “slaves”. Only they where not “small creatures that can dominate a larger host”

Read some Known worlds books I’m sure you will enjoy them. Then read the Man/Kzint anthologies which are superb too.
 

Minor nit noted here: Actually, the reviewer used the wrong SF name, "Puppeteers", which caused Hotshot's confusion. Goa'uld are similar in some ways to Heinlein's <i>Puppet Masters<i> (not Niven's <i>Puppeteers<i>). (By the way, Heinlein's Puppet Masters book was given a better movie treatment than his Starship Troopers book. The former starred Donald Sutherland (check it out on IMDB if so inclined)). Anyway, the puppet masters are more similar to the mind parasites from an Original Star Trek episode than they are to the Goa'uld.

--Howard
 

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