
The adventure is rather straight forward. The characters
have been hired by the Ra-Industries to discover why one of their research
stations have gone off the grid. Bad things go down and the players are the
only ones that can save the day ... or at least survive it. Just through
reading the adventure the old 70's hard sci-fi movies played in my head.
Flickering lights, drab metal walls, so close to cause claustrophobia hordes of
humans changed and no longer what they were.
Honestly, just as a read it was enthralling, but at the same time, this
is the kind of atmosphere I love in my games so take my assessment with a grain
a salt.
On the flip side, the adventure seemed a bit stilted in
pacing and some of the listed encounters (when played in my head) were either
too easy or too harrowing. The locked doors and the constant risk to the
players add enough to make the combat a moot point, but still, I think I will
be changing that up a bit once I run the game for the kids.
Of course as everyone who reads this blog knows I am a huge
Star Trek fan and have never been at a loss to substitute X-plorers default
setting for Star Trek, and thankfully "Cleopatra Station" continues
in that vein.
The set-up wouldn't be much changed. Starfleet would have
lost communication with Research Base 12 48 hours ago, the player's ship being
the closest was ordered to investigate. When the players arrive they discover
that life support is barely functioning, artificial gravity only works in some
parts of the station, and ship sensors detect that the stations obit is slowly deteriorating.
In the main game there is no way to help the people on board, in the Star Trek version
the option to discovering a cure would
exist through one of the final twists in the main game that would allow the
players to help some of the station's remaining crew
.
Running the Star Trek idea through my head on the way home
from work I found that it has the classic set-up of a Next Generation episode
with a last minute "aha!" moment from the medical officer, some philosophical
pandering on the part of the away team as they're forced to take the lives of
people who are just victims in the end, and the possibility of the crew and
players themselves on a ticking clock.
Another setting I see this working for is Firefly/Serenity.
Instead of being ordered the players receive a
fragmented distress call from an Alliance city ship. Upon arriving they
discover the ship adrift and no one answering perfectly working communication
systems. Salvage and oh crap moments ensue.
In the end, what I am saying is this: "Cleopatra
Station" is a very well fashioned adventure inductionary adventure for 3-5 first-level players in an OSR sci-fi ruleset that has the versatility to transcend its core setting to be adapted into any
homebrew or pre-existing property through a simple by intriguing plot and
descent pacing. Add to that the simple fact that the adventure is free and you
have what I would call a must buy.
So get going, read up! I may use this to cut my teeth on
hang out RPGs.
updates: it seems that +Erik Tenkar has reviewed the adventure and +matt jackson made the maps.
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