Now, we're lucky enough to have watched this product gradually evolve over the course of the last year, and even teased the release right here a few months ago, and at the risk of repeating things, here's a breakdown of its premise:
Sometime in our future, humanity (some, at least) flee a dying planet for greener pastures. The new world they select is inhabited already (who knew), and just when things start to settle down, invaders arrive and blow things up. These are repelled, and those left behind assimilate just in time for yet another invasion, and if that isn't enough, the planet is slowly dying!
Red Skies is set in a fading world, where adventurers explore forgotten, ancient cities, fight terrifying flora and fauna, and get rich on the treasures of the past. Familiar territory, but with a massive twist. Old tech and so-called magic both exist by side, but in a whole new and exciting way. This isn't the cyberpunk of the Shadowrun game or the advanced orcs of Warhammer...
Pollard's gorgeous and evocative cover art captures the spirit of the whole setting! |
Hokein, the world setting, a mishmash of native and alien cultures who co-inhabit a planet teeming with possibilities. A place of ancient magic and futuristic technology. Ride the train, a rifle on your lap, and scan the horizon. Chances are, you'll notice some wizard's tower rising in the distance while, much closer, the alien flora and fauna of another place...
Traditional fantasy races are re-imagined with alien (although although not necessarily futuristic) sensibilities. Thus, we have the subterranean and machine-loving Draeger and the hive-minded, strangely aloof Rigelian "elves", both of which cleverly rise above their fantasy inspirations. For instance, the Rigelians employ a plant/vegetable-based technology that artfully steers clear of prior attempts at re-imagining these classic types.
It's not Shadowrun or Warhammer! Indeed, the feeling falls somewhere between O/AD&D, Gamma World, and Thundarr the Barbarian, which is an incredible fusion of genre-busting ideas!
Now, something Red Skies does wonderfully is convey the unique psychology of the different races, which provides many role-playing opportunities. Moreover, all of this is deftly told through the numerous and detailed "range reports" that present the world through the eyes of "Red", a grizzled traveler who's been there...
Steward's art (and writing style) captures the fun of early Judge's Guild, when gaming was still low on pretensions and high on simple fun... |
Indeed, Red Skies presents much of its subject-matter through scholarly treatises and range reports, giving the world a sense of realness welded to its own history. This is fertile ground for adventuring, and very easy for players of P&P to convert for use in their own games. Most of what the original rules have to offer is available on Hokein, but with additional spells and lots of new equipment (and vehicles no less), to explore with:
Bombs, guns, and Rigelian technology...
Cycles, tanks, and trains (all with a rugged sensibility)...
Boats and vessels to chart Hokein's perilous oceans and skies, of perhaps bear down upon the hapless characters!
And those who aren't necessarily keen on adopting the setting wholesale get something else; a complete (but still simple) system of technology rules for P&P. Good for time travel or perhaps an alien invasion. Maybe some strange portal transports the characters to Hokein, or perhaps the ancestral Rigelians visit a traditional setting to colonize and/or terraform...
There's also several new spells (and enemies) that are easily introduced into any existing campaign. Burn your enemies or mind mend with your friends. And as a special twist, magical spells operate by tapping "cosmic energies" such that these cannot function underground or shut up indoors. On the other hand, their mighty towers are built of power enhancing Hoekin stones that make raiding extraordinarily dangerous, but worthwhile for survivors!
And, of course, danger abounds! As previously stated, Hoekin has been invaded several times, although the relatively human-like Rigelians have long since assimilated. Not so for the utterly alien and parasitic Troy, the latest in a long line of invaders to visit utter ruin upon the world, and unlike the Rigelians, there's nothing remotely relatable about their alien psychology. No doubt, these will be the primary antagonists for many a campaign, and can easily appear in a traditional setting as well...
And these parasites have technology for added danger!
Much of the world wants to eat you alive and spit out the bones - but these guys are nothing at all compared to the parasitic Troy. It's a wild, wild world... |
Otherwise, there's hungry dinosaurian beasts eager for a meal and exotic local flora and fauna. Watch out for infectious Blister Back Frogs and the parasitic Crimson Lotus plant. Indeed, much of the setting is aggressive, hungry, and/or poisonous...
Ghouls (now a contagious condition)...
Hooded Dragons (like the cobra, need we say more)...
Lottner (radioactive)Vampires...
Plus all manner of unusual creatures. Some colorful features of the landscape, others vicious predators on the hunt!
Not surprisingly, radiation is also a threat, with detailed rules governing it (and the mutations that may result thereof). The very landscape of Hokein is a deadly place indeed.
The impressive (202 page) booklet is nicely laid out, with some beautiful and full color cover art by Pollard Studios and interior art by Pollard and Steward. The lettering is an easy-to-read typewriter font balanced with a more modern type, mixing old-school fantasy with sci-fi sensibility as befits a merging of disparate genres (both form AND function)...
Range reports are set apart in orange boxes, adding flavor to an already intriguing setting, while more specific rules and/or mechanics are put in black boxes for quick use. The range reports provide much of the flavor and make good use of Steward's clever and conversational writing style. Good stuff!
In short, the book is well laid out, easily accessible, but also extremely colorful, with many illustrations, and quite a few in full color. Some of these are taken from the public domain and convey nicely its range of subject matter...
VERDICT: Red Skies Under Betelgeuse is (1) an expansion to any traditional Pits & Perils game or (2) a clever TOTAL CONVERSION into something new and different. Fantasy/sci-fi mashups were very commonplace in the early days of the hobby (think: Temple of the Frog or White Plume Mountain), and even those wishing to stick with conventional game play can import lots of good stuff.
And for those wishing to explore yet another side of fantasy, this book nails old-school gaming of another style - and succeeds in capturing something special. This fantasy game setting is available in PDF form now, but we're told softcover is coming very soon!
Sounds interesting.
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