'Barbarism is the natural state of mankind,' the borderer said, still staring somberly at the Cimmerian. 'Civilization is unnatural. It is a whim of circumstance. And barbarism must always ultimately triumph.'

-Robert E. Howard
Beyond The Black River

Corrupt Cliffs

Corrupt Cliffs
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Tuesday, April 2, 2019

The Expanse RPG: First impressions (more or less)

The e-mail came and I immediately downloaded the PDF from Green Ronin. I was anxious to see the Expanse RPG in all its glory. I had seen the quick start and Modern Age rules, both of which I liked. This was the full book though and I was excited.

The RPG is broken out into 3 basic sections: Players section, A Guide to the Expanse, and the Gamemaster's Sections The RPG opens with the new novella by James SA Corey and then rolls right into the rules and character creation, tech, ships and eventually a section on the world of the Expanse, detailing Mars, Earth and the Belt.

Some of the art I love, some of it I am luke warm too, but overall the book looks good and I was anxious to find some time to dig deeper into it.

It's hard for me to have a strong first impression of a .pdf file, as much as I see them as a useful way to get content to us, for me they are still not that physical book. So initially? It is what I expected after seeing Modern Age and the Expanse quick start. I can not wait to have a physical copy.

Intro & Rules

I did spent a little time with it to get a better idea of what exactly this book looked like. Many RPGs have flavor text and may even open with a small blurb about the world. The Expanse starts with a short story written by James SA Corey for the RPG. So we are already starting off plenty strong with a full piece of prose from the authors of this beloved series.

Once we get past the story we are whisked into the basic rules of how things work. How characters make skill tests, what a stunt die is and does. It is not a complicated system and it might be a good middle ground between something overly simple and something overly crunchy. I haven't had time to play yet though, so time will tell.

Character Creation

After the basic rules we are introduced to character creation which is laid out in a nice 10 step process. I find that creating characters can sometimes be a little convoluted for a new player. As a new character playing Pathfinder for the first time, I didn't find it super easy. As a new player to Conan 2d20, I would level the same criticism of it. In comparison John Carter was a simple character building system and I suspect this will be similar, as the builds in Modern Age were not difficult.

After the basics of character creation have been talking about our next chapter is the list of talents and traits players can take to customize their characters beyond their basic stats.

Tech and Equipment

And then we are onto Tech and Equipment. What sci-fi game is complete without advanced technology? Generally anything we see in the Expanse is probably going to be something we recognize in our modern world, from hand terminals to space ships. They provide a fairly comprehensive list of traits and ideas to build most any tech you might want. Here we have weapons lists and armor lists including the impressive Martian power armor.

The section includes dealing with income and lifestyle. We get a section on how this system deals with a characters basic upkeep based on their income level from character creation.

I would have liked to have seen more rules on cybernetics and similar. I know this isn't a cyberpunk game, but we see basic implants in the books, perhaps we will see this in a later expansion, as I do not think we see them until later in the books. The same can be said about drugs, specifically combat drugs, but again, perhaps we will see something more specific later.


The next section talks about different types of encounters and breaks them into 2 chief areas: Action, Exploration and Social. Each of these sections includes rules and stunt lists that you have access to if you manage to roll stunt points.

Action encounters include melee combat, chases and vehicles. It lists various forms of stunts such as grappling stunts and gun stunts, and continues to list various special things you can do for vehicles and chases.

Exploration encounters has stunts for general exploration and infiltration. It contains ideas and stunts for general exploration and investigations as well as detailing how to use hazards with the scenarios.

Social encounters lists ideas about how NPCs may react to characters through "Attitude", and as always continues into a list of things you may get to spend stunt points on. An example of a social stunt might all a player to read the room and get a general feel for who has what attitude toward the players.

Finally the section ends with interludes, small pieces of narrative downtime where the players can accomplish goals. These can be between adventures or during ship transits. Any time there is an extended period where there is no action.

Starships & Space Travel

The final part of this section centers around spaceships and spaceflight. It opens with a basic lesson on real orbits and transits between bodies, but if you really want to get a good handle on how all this works you should go grab a copy of "Kerbal Space Program."

Once we get through our primer we talk about ships and their attributes and qualities. They do not provide a cost for a ship based on the understanding that even the smallest of these are not things a normal person just owns.

Finally we round out the section with ship encounters, combat and how to spend Stunt Points. I wrote an article on starship combat during the quickstarter. I can't tell you nothing has changed, but it looks similar enough that it is worth checking out if you are interested in how it runs.

Setting Information

Leaving the rules behind for a little while we enter into the section called, "Guide to the Expanse". This section details the current state of the system with sections describing Earth, Mars, the Belt and the Outer Planets. It looks to be a comprehensive guide on not only the planets, but on the people as well.

The guide covers cultures and the language of the Belt, Belter Creole, as well as physiological changes humanity has, or is experiencing, as we evolve to match our new environments.

The guide details important stations, moons and holdings of each of the factions and I suspect upon reading it should give a great deal of insight into the overall world of the Expanse, and as well plant some wonderful story ideas.

This section also includes stats for the protagonists from the Expanse. They are sprinkled throughout the section based on what planet they call home. James and Amos being listed with Earth for example.

Running the Expanse

After the history and general Expanse fluff information we move into the meat of the book for the GM. This next section talks about GMing the game, and compromised about 30% of the book starting on page 180. It starts as all games should, assuming you know nothing. We get an overview of what a GM does and then we move on to more specifics, how to make adventures, rolling or not and being inclusive at the table.

There is a lengthy section on threats for environmental and adversaries, including a section on social adversaries. This section includes a small listing of sample opponents such as gangs and security forces as well as the creations of the proto-molecule. This section also goes over the basics of creating your NPCs as well, and gives us some guidelines on using them.

We then have a section on how we might reward PCs, both monetarily and beyond. These might include relationships, memberships in organizations or reputation.

The second section of the book rounds out with a chapter on writing a series or a campaign for your Expanse characters. It talks about how you might want to structure it and gives you some ideas to explore.

Adventure and Information Sheets

Finally we have an adventure to run to get you up and playing as quickly as possible. I haven't done anything more than quickly glance through it, as I don't generally run pre-written adventures. I will of course take a deeper look at this one and the quick start adventure to get a feel, and some ideas, before getting ready to run my first Expanse game.

The book rounds out with the typical things we would find: An index, character sheets and other tracking sheets, such as the Churn. Not much more to say here, everything we expect to see is available.

Final Thoughts

At first pass it looks like a good book that is well laid out. It is hard to tell for sure without having played it, or done much more than give it a quick read over. Right now I can tell you that this RPG will give you ~260 pages of Expanse goodness courtesy of Green Ronin and James SA Corey. If you are a fan of RPGs and the Expanse, I highly recommend you grab a copy of this in the near future when it becomes available!

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