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* MegaCorp: The Pan Galactic Corporation and several others — all relatively benevolent, though there have been corporate wars and the module [=SF4=] ''Mission to Alcazzar'' puts the characters between the secretive Cassidine Development Corporation and the aggressive Streel Corporation.

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* MegaCorp: The Pan Galactic Corporation and several others all relatively benevolent, though there have been corporate wars and the module [=SF4=] ''Mission to Alcazzar'' puts the characters between the secretive Cassidine Development Corporation and the aggressive Streel Corporation.



* TakeThat: A 1981 advertisement called ''Star Frontiers'' "the PLAYABLE one," taking a potshot at industry-leading sci-fi RPG ''TabletopGame/{{Traveller}}'', which had a (somewhat overblown) reputation for more complicated rules. [[note]]Ironically, the most difficult thing about ''TabletopGame/{{Traveller}}'' was the space combat, which assumed a basic knowledge of vectors and trigonometry. Yet ''Star Frontiers'' wouldn't even ''have'' space combat rules until the second release, in 1983![[/note]]

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* TakeThat: A 1981 advertisement called ''Star Frontiers'' "the PLAYABLE one," taking a potshot at industry-leading sci-fi RPG ''TabletopGame/{{Traveller}}'', which had a (somewhat overblown) reputation for more complicated rules. [[note]]Ironically, the most difficult thing about ''TabletopGame/{{Traveller}}'' was the space combat, which assumed a basic high school knowledge of vectors and trigonometry. Yet ''Star Frontiers'' wouldn't even ''have'' space combat rules until the second release, in 1983![[/note]]
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* ComputerizedJudicialSystem: In Star Frontiers module SF1 ''Volturnus, Planet of Mystery'', all of the laws of the Eorna civilization were entered into special computers. The computers control the robot police and act as judges in all civil and criminal cases.

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* ComputerizedJudicialSystem: In Star Frontiers module SF1 [=SF1=] ''Volturnus, Planet of Mystery'', all of the laws of the Eorna civilization were entered into special computers. The computers control the robot police and act as judges in all civil and criminal cases.
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Added Computerized Judicial System example from its page

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* ComputerizedJudicialSystem: In Star Frontiers module SF1 ''Volturnus, Planet of Mystery'', all of the laws of the Eorna civilization were entered into special computers. The computers control the robot police and act as judges in all civil and criminal cases.
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Probably better as a note than a paranthetical.


* TakeThat: A 1981 advertisement called ''Star Frontiers'' "the PLAYABLE one," taking a potshot at industry-leading sci-fi RPG ''TabletopGame/{{Traveller}}'', which had a (somewhat overblown) reputation for more complicated rules. (Ironically, the most difficult thing about ''TabletopGame/{{Traveller}}'' was the space combat, which assumed a basic knowledge of vectors and trigonometry. Yet ''Star Frontiers'' wouldn't even ''have'' space combat rules until the second release, in 1983!)

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* TakeThat: A 1981 advertisement called ''Star Frontiers'' "the PLAYABLE one," taking a potshot at industry-leading sci-fi RPG ''TabletopGame/{{Traveller}}'', which had a (somewhat overblown) reputation for more complicated rules. (Ironically, [[note]]Ironically, the most difficult thing about ''TabletopGame/{{Traveller}}'' was the space combat, which assumed a basic knowledge of vectors and trigonometry. Yet ''Star Frontiers'' wouldn't even ''have'' space combat rules until the second release, in 1983!)1983![[/note]]
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* TakeThat: A 1981 advertisement called ''Star Frontiers'' "the PLAYABLE one," taking a potshot at industry-leading sci-fi RPG ''TabletopGame/{{Traveller}}'', which had a (somewhat overblown) reputation for more complicated rules. (Ironically, the most difficult thing about ''TabletopGame/{{Traveller}} was the space combat, which assumed a basic knowledge of vectors and trigonometry. Yet ''Star Frontiers'' wouldn't even ''have'' space combat rules until the second release, in 1983!)

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* TakeThat: A 1981 advertisement called ''Star Frontiers'' "the PLAYABLE one," taking a potshot at industry-leading sci-fi RPG ''TabletopGame/{{Traveller}}'', which had a (somewhat overblown) reputation for more complicated rules. (Ironically, the most difficult thing about ''TabletopGame/{{Traveller}} ''TabletopGame/{{Traveller}}'' was the space combat, which assumed a basic knowledge of vectors and trigonometry. Yet ''Star Frontiers'' wouldn't even ''have'' space combat rules until the second release, in 1983!)
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* TakeThat: A 1981 advertisement called ''Star Frontiers'' "the PLAYABLE one," taking a potshot at industry-leading sci-fi RPG ''TabletopGame/{{Traveller}}'', which had generally more complicated rules.

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* TakeThat: A 1981 advertisement called ''Star Frontiers'' "the PLAYABLE one," taking a potshot at industry-leading sci-fi RPG ''TabletopGame/{{Traveller}}'', which had generally a (somewhat overblown) reputation for more complicated rules.rules. (Ironically, the most difficult thing about ''TabletopGame/{{Traveller}} was the space combat, which assumed a basic knowledge of vectors and trigonometry. Yet ''Star Frontiers'' wouldn't even ''have'' space combat rules until the second release, in 1983!)

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Added detail to allow these tropes to be restored to the page.


%%* ProudScholarRace: The Vrusk.

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%%* * ProudScholarRace: The Vrusk.Vrusk value scientific inquiry and are also masters of social interaction, with a racial ability to understand social structures within a few moments of having encountered one.



%%* SpaceBattle: Half of the ''Knight Hawks'' set was all about this.
%%* SpaceFighter: Yep. Armed with three "assault rockets" each.
%%* SpaceMines: These are present too.
%%* SpaceNavy: Both the UPF and the Sathar.

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%%* * SpaceBattle: Half of the ''Knight Hawks'' set was all about this.
%%*
the rules for battles between starships, using counters and a large space map. It can be played as a space combat game in its own right using the scenarios provided, including a scenario depicting a Sathar-UPF war.
*
SpaceFighter: Yep. Armed with Fighters in ''Knight Hawks'' can only carry three "assault rockets" each.
%%* SpaceMines: These are present too.
%%*
rocket" missiles each. This makes them dangerous to larger ships when deployed in large numbers, but they have to return to their carriers to reload often. They also cannot travel to other systems without a carrier.
*
SpaceNavy: Both the UPF and the Sathar.Sathar have fairly standard space navies, with cruisers, carriers, destroyers, frigates, etc. The ''Knight Hawks'' set has a series of scenarios and rules for fighting out wars between the two navies.
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** The S'sessu introduced into Dragon 96 were a "friendlier" version of the Sathar, even though they were predatory capitalistic sharks...er...worms.

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** The S'sessu introduced into Dragon 96 were a "friendlier" version of the Sathar, even though they were predatory capitalistic sharks...er... er... worms.



* BarbarianTribe: The natives in all of the published adventures had less developed technology than the player races - often much less.

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* BarbarianTribe: The natives in all of the published adventures had less developed technology than the player races - -- often much less.



* ProudScholarRace: The Vrusk.

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* %%* ProudScholarRace: The Vrusk.



* SpaceBattle: Half of the ''Knight Hawks'' set was all about this.
* SpaceFighter: Yep. Armed with three "assault rockets" each.
* SpaceMines: These are present too.
* SpaceNavy: Both the UPF and the Sathar.

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* %%* SpaceBattle: Half of the ''Knight Hawks'' set was all about this.
* %%* SpaceFighter: Yep. Armed with three "assault rockets" each.
* %%* SpaceMines: These are present too.
* %%* SpaceNavy: Both the UPF and the Sathar.
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* HonestRollsCharacter: The only character generation method in the rules is to roll d100 for each of the ability score pairs in order, but the roll is on a table with values from 30 to 70 in an uneven distribution. There is a 10% chance of rolling a 30, the lowest result, and a 5% chance of rolling a 70, the highest result. The rules also allow up to 10 points to be shifted between the two attributes in a pair. After racial modifiers and shifting points around a starting player might have a single score in a pair as low as 10 or one as high as 85.
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Tweaked a bit


** ''Crash on Volturnis'' has the Volturnian Cave Bear, which is large, strong, hairless bear and "attempts to eat any organic substance it finds, including player characters".

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** ''Crash on Volturnis'' has the Volturnian Cave Bear, [[ExactlyWhatItSaysOnTheTin which is a large, strong, hairless bear and that lives in the caves of Volturnis]] that "attempts to eat any organic substance it finds, including player characters".

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* BearsAreBadNews: ''Crash on Volturnis'' has the Volturnian Cave Bear, which is large, strong, hairless and "attempts to eat any organic substance it finds, including player characters".

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* BearsAreBadNews: BearsAreBadNews:
**
''Crash on Volturnis'' has the Volturnian Cave Bear, which is large, strong, hairless bear and "attempts to eat any organic substance it finds, including player characters".characters".
** ''Mission to Alcazzar'' has the Gwerrah, a giant (10m long) hairy omnivore with short legs and impressive claws and fangs. It hibernates in the winter but during its active time is "incredibly voracious, eating any form of meat available."

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* BearsAreBadNews: ''Crash on Volturnis'' has the Volturnian Cave Bear, which is large, strong, hairless and "attempts to eat any organic substance it finds, including player characters".



* BlobMonster: The Dralasites are player-character blob monsters. There are a few more traditional non-intelligent blob monsters in the adventure modules as well.

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* BlobMonster: BlobMonster:
**
The Dralasites are player-character blob monsters. There are a few more traditional non-intelligent blob monsters in monsters.
** The intro module ''Crash on Volturnis'' has
the adventure modules as well.Magma Monster and the Mutating Fungus.
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* AlienSky: The ''Alpha Dawn'' main ruleset cover features a sky with two moons. Also on the cover of ''Sundown on Starmist''.
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* CriticalExistenceFailure: There are no wound penalties in the system, so a character with 1 Stamina left is just as capable as one with 100.
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* BlobMonster: The Dralasites are player-character blob monsters. There are a few more traditional non-intelligent blob monsters in the adventure modules as well.
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Fixed punctuation in this example


* TakeThat: A 1981 advertisement called ''Star Frontiers'' "the PLAYABLE one," taking a potshot at industry-leading sci-fi RPG, ''TabletopGame/{{Traveller}}'' which had generally more complicated rules.

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* TakeThat: A 1981 advertisement called ''Star Frontiers'' "the PLAYABLE one," taking a potshot at industry-leading sci-fi RPG, ''TabletopGame/{{Traveller}}'' RPG ''TabletopGame/{{Traveller}}'', which had generally more complicated rules.

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A few small corrections.


The system is skill rather than class-based. There were only 13 skills in the ''Alpha Dawn'' set, rated from level 1-6, but each included a number of sub-skills. Technician, for example, included "Operating Machinery", "Repairing Machinery", "Detecting Alarms/Defenses", "Defeating Alarms/Defenses", and "Opening Locks". Each of the subskills had a base percentage level of success modified by 10% times the character's skill level. Characters chose a Primary Skill Area (Military, Technological, or Biosocial) which gave them a discount for purchasing skills in that PSA with experience points. A character's attributes had no effect on their skill success rates, but the Referee could also call for percentile rolls against attributes to succeed at tasks that no skill covered. Experience points could also be spent to improve attributes, on a one-to-one basis.

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The system is skill rather than class-based. There were only 13 skills in the ''Alpha Dawn'' set, rated from level 1-6, but each included a number of sub-skills. Technician, for example, included "Operating Machinery", "Repairing Machinery", "Detecting Alarms/Defenses", "Defeating Alarms/Defenses", and "Opening Locks". Each of the subskills had a base percentage level of success modified by 10% times the character's skill level. Combat skills used half of the character's Dexterity or Strength as their base success level and didn't have much in the way of subskills.

Characters chose a Primary Skill Area (Military, Technological, or Biosocial) which gave them a discount for purchasing skills in that PSA with experience points. A character's attributes had no effect on their non-combat skill success rates, but the Referee could also call for percentile rolls against attributes to succeed at tasks that no skill covered. Experience points could also be spent to improve attributes, on a one-to-one basis.

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Added some information on the game mechanics


The game used only 10-sided dice. Game mechanics were percentile-based, with attributes rated 1-100 (with starting characters rated from 20-75). Player characters had eight attributes, which were paired together in four groups that started with the same score for each attribute of the pair: Strength/Stamina, Dexterity/Reaction Speed, Intuition/Logic, and Personality/Leadership.
The system is skill rather than class-based. There were only 13 skills in the ''Alpha Dawn'' set, rated from level 1-6, but each included a number of sub-skills. Technician, for example, included "Operating Machinery", "Repairing Machinery", "Detecting Alarms/Defenses", "Defeating Alarms/Defenses", and "Opening Locks". Each of the subskills had a base percentage level of success modified by 10% times the character's skill level. Characters chose a Primary Skill Area (Military, Technological, or Biosocial) which gave them a discount for purchasing skills in that PSA with experience points. A character's attributes had no effect on their skill success rates, but the Referee could also call for percentile rolls against attributes to succeed at tasks that no skill covered. Experience points could also be spent to improve attributes, on a one-to-one basis.

The ''Knight Hawks'' set introduced five new spacecraft skills, each of which required high levels of the skills from ''Alpha Dawn'' before they could be taken. The spacecraft Piloting skill, for example, required that the character already have Technician 6 and Computer 2. They were also much more expensive to purchase through experience points.



Another boxed set called ''Knight Hawks'' presented a starship combat system and starship-related skills and rules for the regular rpg. It also included a fold-out poster map with empty space on one side and a space station and ship deckplan on the other, along with another set of spacecraft counters, [=SFKH0=] ''Warriors of White Light'', and another pair of 10-sided dice[[note]]And another white crayon to fill in the numbers on the dice[[/note]].

A late addition to the game was ''Zebulon's Guide to Frontier Space'', which introduced several new races and an entirely different basic rule system. It was, however, the last book produced for the line by Creator/{{TSR}}.

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Another boxed set called ''Knight Hawks'' presented a starship combat system and starship-related skills and rules for the regular rpg.[=RPG=]. It also included a fold-out poster map with empty space on one side and a space station and ship deckplan on the other, along with another set of spacecraft counters, [=SFKH0=] ''Warriors of White Light'', and another pair of 10-sided dice[[note]]And another white crayon to fill in the numbers on the dice[[/note]].

A late addition to the game was ''Zebulon's Guide to Frontier Space'', which introduced several new races and an entirely different basic rule system.system (similar to [=TSR's=] ''TabletopGame/MarvelSuperHeroes'' FASERIP system). It was, however, the last book produced for the line by Creator/{{TSR}}.
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It's funnier


* CyberneticMythicalBeast: The Sathar like to create cybernetic attack monsters. ''Starspawn of Volturnis'' features the Cybodragon, which is a giant lizard with a flamethrower installed in its mouth and ''laser rifles'' for eyes.

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* CyberneticMythicalBeast: The Sathar like to create cybernetic attack monsters. ''Starspawn of Volturnis'' features the Cybodragon, which is a giant lizard with a flamethrower installed in its mouth and ''laser ''frickin' laser rifles'' for eyes.
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* PocketRocketLauncher: Gyrojet weapons come in pistol and rifle sizes and fire small explosive rockets. When compared to guns that fire regular bullets they do twice as much damage, but they carry half as many shots, can't be used to make fully-automatic burst attacks, and have no point blank range category (as the rockets are still gaining speed at less than 5 meters).
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Everythings Better With Monkeys has been turned into a disambiguation. Zero Context Examples and examples that don’t fit existing tropes will be removed.


* EverythingsBetterWithMonkeys: The Yazirians are intelligent ''flying'' (well, gliding) monkeys!
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Traveller didn't have lots of acronyms and was still space opera, if a little harder sci-fi than Star Frontiers. It was more complicated, though.


* TakeThat: A 1981 advertisement called ''Star Frontiers'' "the PLAYABLE one," taking a potshot at industry-leading sci-fi RPG, ''TabletopGame/{{Traveller}}'' which had extremely detailed hard-SF rules that were difficult to get into and required memorizing mouthfuls of acronyms.

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* TakeThat: A 1981 advertisement called ''Star Frontiers'' "the PLAYABLE one," taking a potshot at industry-leading sci-fi RPG, ''TabletopGame/{{Traveller}}'' which had extremely detailed hard-SF rules that were difficult to get into and required memorizing mouthfuls of acronyms.generally more complicated rules.
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* TakeThat: A 1981 advertisement called ''Star Frontiers'' "the PLAYABLE one," taking a potshot at industry-leading sci-fi RPG, ''[[Traveller]],'' which had extremely detailed hard-SF rules that were difficult to get into and required memorizing mouthfuls of acronyms.

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* TakeThat: A 1981 advertisement called ''Star Frontiers'' "the PLAYABLE one," taking a potshot at industry-leading sci-fi RPG, ''[[Traveller]],'' ''TabletopGame/{{Traveller}}'' which had extremely detailed hard-SF rules that were difficult to get into and required memorizing mouthfuls of acronyms.
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* TakeThat: A 1981 advertisement called ''Star Frontiers'' "the PLAYABLE one," taking a potshot at industry-leading sci-fi RPG, ''[[Traveller]],'' which had extremely detailed hard-SF rules that were difficult to get into and required memorizing mouthfuls of acronyms.
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YMMV


* TooGoodToLast: Cancelled in 1986 after Lorraine Williams, new CEO of TSR and manager of the Dille Family Trust, which also made her the owner of the Buck Rogers property, decided the company would develop a Buck Rogers RPG based on the Advanced Dungeons & Dragons system.
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Put back the Ul-Mor, now under Funny Octopus

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* FunnyOctopus: ''Crash on Volturnus'' features a race of land-dwelling, intelligent, telepathic, purple octopuses (technically they have nine tentacles, but still). For extra awesomeness they ride DINOSAURS!
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* SpiritualSequel: The 2017 release ''FrontierSpace'' featured an updated version of the setting (with the SerialNumbersFiledOff) with considerably greater detail and modernized game mechanics.

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* SpiritualSequel: The 2017 release ''FrontierSpace'' ''TabletopGame/FrontierSpace'' featured an updated version of the setting (with the SerialNumbersFiledOff) with considerably greater detail and modernized game mechanics.

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