I have recently gotten the Five Parsecs From Home campaign/supplement from Nordic Weasel Games, and I have to say, I'm impressed.
I read all the AARs and reviews I could, and they all glow. It got me pretty interested, even excited, about the system. I can say now that they absolutely hit the mark, this supplement is spectacular.
I say supplement because that's what it is, it's designed as an expansion for the FiveCore rules system. However, I'm not a fan of those rules for this sort of game. They seem like good rules, and lots of people like them, but they aren't my thing. That doesn't matter for this book, though.
I'm using the Five Parsecs book to run and govern the campaign, and using my own rules (a very modified TheDeep: Mine) to run the miniatures battles. Frankly, you could use any rules for the games and it would work fine. You do need to occasionally adjust a rolled result on the events table, like when it calls for something that has no parallel in the rules you're using, but that's easy enough to do.
I read through the rules up to the start of the character creation, then stopped. I hadn't finished the painting on my figures yet! So i focused on doing that. Once they were done, then I created the people by following the rules in this book. Again, minor adjustments needed to be made in some areas like Talents or Class. The rolled results were fine, they just needed tweaking for what they did in the game, again, because some things simply don't have comparable things in my rules.
Then I played through the Campaign Turn with my new crew, and generated a mission.
Honestly, just going through the creation and paper campaign turn was extremely fun. I haven't enjoyed something like that from purchased rules in quite some time, if ever really.
I ran the mission, and I'll be posting it up, but if you're looking for an excellent rule set for a small squad skirmish campaign, and you don't have a problem "filling in the gaps" of the story with some kind of narrative (most everything is randomly rolled, so you need to reason out how/why it's connected), then this is absolutely for you.
Recommended: YES!
Edit: To add, who is is for? In case you wondered.
It's exceptional for solo games where you can invest time and thought into a cohesive narrative. I think it would also work great for a group that's interested in crafting a story rather than in competitive play. For two players I think it will work just as well, but you would really need the right two people, and you would need to alternate playing the crew with playing the enemy. Or, you would need to make one larger crew and play it co-op.
Regardless, I think it will fit with any number of players you have, so long as they are interested in creating a story.
I read all the AARs and reviews I could, and they all glow. It got me pretty interested, even excited, about the system. I can say now that they absolutely hit the mark, this supplement is spectacular.
I say supplement because that's what it is, it's designed as an expansion for the FiveCore rules system. However, I'm not a fan of those rules for this sort of game. They seem like good rules, and lots of people like them, but they aren't my thing. That doesn't matter for this book, though.
I'm using the Five Parsecs book to run and govern the campaign, and using my own rules (a very modified TheDeep: Mine) to run the miniatures battles. Frankly, you could use any rules for the games and it would work fine. You do need to occasionally adjust a rolled result on the events table, like when it calls for something that has no parallel in the rules you're using, but that's easy enough to do.
I read through the rules up to the start of the character creation, then stopped. I hadn't finished the painting on my figures yet! So i focused on doing that. Once they were done, then I created the people by following the rules in this book. Again, minor adjustments needed to be made in some areas like Talents or Class. The rolled results were fine, they just needed tweaking for what they did in the game, again, because some things simply don't have comparable things in my rules.
Then I played through the Campaign Turn with my new crew, and generated a mission.
Honestly, just going through the creation and paper campaign turn was extremely fun. I haven't enjoyed something like that from purchased rules in quite some time, if ever really.
I ran the mission, and I'll be posting it up, but if you're looking for an excellent rule set for a small squad skirmish campaign, and you don't have a problem "filling in the gaps" of the story with some kind of narrative (most everything is randomly rolled, so you need to reason out how/why it's connected), then this is absolutely for you.
Recommended: YES!
Edit: To add, who is is for? In case you wondered.
It's exceptional for solo games where you can invest time and thought into a cohesive narrative. I think it would also work great for a group that's interested in crafting a story rather than in competitive play. For two players I think it will work just as well, but you would really need the right two people, and you would need to alternate playing the crew with playing the enemy. Or, you would need to make one larger crew and play it co-op.
Regardless, I think it will fit with any number of players you have, so long as they are interested in creating a story.
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