This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Girls Gone Rogue, an Alpha Blue Supplement by Kort'thalis Publishing

Started by ijonchrist, September 09, 2017, 01:30:10 PM

Previous topic - Next topic

ijonchrist

Girls Gone Rogue is the first supplement to Alpha Blue, a D6 based vintage sleazy sci-fi RPG by the inimitable Venger Satanis. You will require a copy of Alpha Blue to properly make use of this book as intended, although even if you don't play Alpha Blue you may still find a lot of the charts and adventure seeds herein useful in your own sci-fi game of choice.

If you're easily offended by sexuality, nudity, drug use, and other adult themes then this game is probably not for you. Venger knows his audience, and isn't one to concern himself with pleasing the masses. The synopsis to the main adventure contained in this supplement is thus:

"Lisa SS is the name of a Slut Series Replicant that has gone haywire, screwing and blasting her way through the galaxy. Normally, that kind of thing wouldn't be priority one on the Federation wave wire. However, Ilsa SS has taken out a number of key Federation assets and politicos. The Federation is hiring an expendable team of spacer rejects to retire her a** with extreme prejudice."

Sound like fun? If so, read on!

I ran the principle Ilsa of the SS adventure back when it was in play testing well before this book was released. My party had a blast with it then, and I even hombrewed a follow-up adventure of my own to continue the story afterwards. It's typical Alpha Blue fare, full of sex and drugs, comical NPCs and situations, and plenty of throwback reference to the vintage sci-fi that Venger is such a fan of. The adventure as it stands now isn't much different than the one I ran in play testing, though some extra elements and NPCs have been thrown in which flesh it out nicely and give plenty of options for the party to pursue depending on if/how they want to help the Federation resolve the Ilsa SS problem.

Before you even get to the adventure though, there is real Alpha Blue treasure contained in the first 40 pages of this book. If you've played or read any of the books Venger has released under Kort'thalis Publishing, then you will be aware of his love for random roll charts. These were the best selling point of Alpha Blue for me, and Girls Gone Rogue adds a whole lot more to the mix! With so many random roll charts (all of which are entirely optional, so you can pick and choose which to use or even to use none at all) you really shouldn't have trouble generating interesting and hilarious PCs, NPCs, Scenarios, and Environments for a long time to come! My favourite in this book is titled What The Fuck Did I Do Last Night?!?

There is also a cool section on Spaghetti Western Tropes that shows how you can convert your sleazy sci-fi game into a sleazy sci-fi western! This section also has roll charts that you can use and offers some inspiration as to what kind of adventures you might run in such a setting. It's a small bit, but could add so much to your game if you wanted to go that route.

Then there's my favourite part of this whole book: the Ship-to-Ship Combat System and Chart. It offers a cool and easy way to manage ship combat without having to track dozens of variables and monitor shield strength, weapon power, and hull points. As everything in these books, the system is entirely optional, but if you want to keep your game fast paced and exciting I think this is an excellent tool to implement into your Alpha Blue game immediately! In fact, like all of the charts in these books, you could pretty easily implement them into your other favourite sci-fi game as well if you like!

After the primary adventure, Ilsa of the SS, there are 10 more adventure seeds in this book, one of which is pretty fully fleshed out while the others give you just enough info to flesh out and build upon as you play in whatever way best suits your own group. There's something I find refreshing about Venger's style of adventure writing, and I think it's how open-ended he keeps everything. He offers multiple suggestions as to how the party COULD become involved in the adventure, but nothing is force-fed. In fact, there are often suggestions as to what could happen if the players just say "Forget this, we're not getting involved!"

Bottom line: I'm really impressed with how much valuable information Venger has packed into this 69 page supplement. The last 10 or 11 pages are full of ship maps and note pages that you can use to make your own Alpha Blue campaign something really special to your players. As I said in the beginning, Venger knows his audience. If you, like me, are a member of that audience, then you really can't go wrong with picking up this book!