Space Quest (role-playing game) explained

Space Quest is a tabletop role-playing game published by Tyr Gamemakers Ltd. in 1977.

Description

Space Quest is a science-fiction space-adventure system, an early class-and-level game.[1] The rules cover character abilities, caste and rank, skills, races, psionics, and character classes: spacers, warriors, mutates (psionics), technics, or biotechs.[1] The game also includes rules for starships and equipment.[1] Space encounters include traders, pirates, roboids, and space monsters such as voidsharks.[1]

Publication history

Space Quest was designed by Paul Hume and George Nyhen, and published by Tyr Gamemakers Ltd. in 1977 as a 110-page digest-sized book.[1]

Reception

Robert C. Kirk reviewed Space Quest in The Space Gamer No. 14.[2] Kirk commented that "Given an imaginative gamemaster and daring players, Space Quest can become an open-ended campaign providing hours of fun, escapism, or what-have-you."[2]

Steve Winter reviewed Space Quest in The Space Gamer No. 33.[3] Winter commented that "There are innovations in Space Quest which can be added to any system, and material that will enrich any campaign. Dropping the character classes and redesigning the class powers would make this a really good shoot-the-BEM-and-grab-the-girl space opera system. I would recommend it for any serious SF referee, if only for the hardware and incidentals."[3]

Reviews

External links

Notes and References

  1. Book: Schick, Lawrence. Lawrence Schick

    . Lawrence Schick. Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books . 1991. 0-87975-653-5 . 312.

  2. Kirk. Robert C. . November–December 1977 . Reviews. The Space Gamer. Metagaming. 14. 46.
  3. Winter. Steve. Steve Winter . November 1980 . Capsule Reviews. The Space Gamer. Steve Jackson Games. 33. 30.
  4. Web site: Fantastic v27n10 [1980-07] (Daisy Chainsaw) . July 1980 .