Star Frontiers Anyone?


Other RPGs

Dark Archive

Surely I can't be the only one who played and enjoyed Star Frontiers.


My husband loved that game. I have heard many exciting tales about Star Frontiers ;) That was well before my time though, from a gaming perspective. I didn't start playing RPGs until I was in college.

The Exchange

David Fryer wrote:
Surely I can't be the only one who played and enjoyed Star Frontiers.

Had it. Never played it. I hate to be a booger, but I balked at the player races. Sorry. I guess they were going for "really alien" but they ended up looking goofy to me. Mind you, I was a sarcastic, mean little bastard back then, so ...

Dark Archive

TigerDave, I agree that most of the races were silly, but they did have so pretty good ideas too. Take the Humma for example. What says fun more than a race of bad tempered kangaroos with a prehensile tail? Or the Yzarrians, a race of flying monkeys that the Klingons would be proud to call friends? Still I have fond memories of playing the game as a young lad.

Liberty's Edge

I played a little when I was a kid. We would alternate between D&D and Star Frontiers.

Somewhere I saw a website with free PDFs of all the rulebooks.

Dark Archive

Played when I was a teen. Star Wars-esque type game before the D6 and, of course, d20/Saga versions came out. Setting is E.E. Doc Smith and rules awkward by today's standard, but we had fun.

The Exchange

Cuchulainn wrote:
Somewhere I saw a website with free PDFs of all the rulebooks.

Ah. That would be this site. I took the opportunity to download everything he had to offer. Mayhap now that I have learned to TRY the broccoli before chanting eternal emnity, I may actually have fun!

Scarab Sages

Never played it in the day, but was aware of it.
I liked the Dralasites, the ameoba-people.
The idea of sliding through someone's letterbox tickled me.

I inherited a copy of Knight Hawks and the other box (Alpha dawn?), plus the scenario, so I may get time to give it a read.


I'm with the "had the game since it came out but never played crowd". Made quite a few characters with it but never got the chance to play until recently when some gamer friends of mine all realized we had the game. We broke it out and played a modified version of the "Crash on Volturnus" game that came with the box set. It was fun...and the rules weren't too bad at all.
M

Scarab Sages

I loved Star Frontiers when I was a teen, we never got to play, but I must have read everything 10 times, and made 60 characters...

It was interesting that they inserted the races into Spell Jammer with 2e. Changed the names, but they were definitely there...The Yazirians even made it into 3e...Stormwrack I believe.

I may have to drop a crashed ship into Golarion with some Star Frontiers survivors. Perhaps they'll mount an expedition to the "Barrier Peaks" to recover some tech to get back to the stars...


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I still have both the Alpha Dawn and Knight Hawks boxed sets (including the three Volturnus modules and the three Beyond the Frontier modules); as well as the "revision" (more of a new edition) that was Zebulon's Guide to Frontier Space. The Alpha Dawn rules are pretty straightforward and fast in play; unfortunately, they leave a lot up to the GM's judgement, compared to d20. The Knight Hawk rules are useful if you want to run space combat (ship-to-ship or just vacuum/zero-g).

Overall, it's still a decent system. The Alternity rules and the Star*Drive setting are (IMO) better designed, though. IIRC, there was even a Dragon issue that gave Alternity stats for the Star Frontiers races and tips on running Star Frontiers using the Alternity rules.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

I loved Star Frontiers,

yes, a lot of rules required, um, GM intervention.

From a small game I played in.
Player 2 "Ok, we have truth serum right?"
GM "Can you administer it?"
Me "Nope, plan B."
GM "What's plan B?"
Me "Parabattery, jumper cables, and sensative parts of the bad guy."

Ahhh, Memories.

The Exchange Contributor, RPG Superstar 2008 Top 6

Love the game. Liked Knight Hawks too. I prefer to play with Zebulon's Guide.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Vrusk were my favorite race. I think I played it a few times and I probably ran some solo games too. Spent a lot of time making up characters, vehicles and stuff. Lots of fun.

The Exchange

Dragonchess Player wrote:
Overall, it's still a decent system. The Alternity rules and the Star*Drive setting are (IMO) better designed, though.

Star Frontiers: 1982

Alternity: 1998
Star*Drive: 1998


All my friends and I ever played in high school was Star Frontiers. We played basic and expert D&D in 6th through 8th grade and then switched. We never played 1st edition AD&D, but started 2nd edition a little while after it came out. Some of out best stories are from Star Frontiers games and I actually just dug the rules out a few weeks ago and looked at them. It is fairly simple with good starter rules. We weren't to hip on the Zebulon rules, but converted all the goodies in it to regular Star Frontiers. I can't count how many chases we had in Prenglar (or was it called Gran Quivera?). If I was to do sci-fi again, it would be Star Frontiers with the Alternity rules. Alternity rules seemed quite revolutionary compared to D&D, Palladium, and other systems.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
TigerDave wrote:
Dragonchess Player wrote:
Overall, it's still a decent system. The Alternity rules and the Star*Drive setting are (IMO) better designed, though.

Star Frontiers: 1982

Alternity: 1998
Star*Drive: 1998

Well, yeah...

You'd hope a publisher would learn to make a better product in 15 years...

Dark Archive

There is a webpag where you can download all Star Frontiers Books digitally remastered and hopefully legal as a PDF:
Starfrontiersman.

Scarab Sages

Tharen the Damned wrote:

There is a webpag where you can download all Star Frontiers Books digitally remastered and hopefully legal as a PDF:

Starfrontiersman.

Completly legal and authorized by WotC.

Scarab Sages

Sweet, gonna download all that happy happy good times tonight...

Dark Archive

With all the stuff out there, I may have to run a Star Frontiers game. I would love to introduce my players to old school rpgs.

Dark Archive

Xaaon of Xen'Drik wrote:
Sweet, gonna download all that happy happy good times tonight...

Now if there was a resource like this for the old Gamma World editions.


(Sniffs..sniffs again... Starts doing a mournful banshee wail)..

Alas! Alas! Where art thou classic RPGs of yore!

Scarab Sages

David Fryer wrote:
Xaaon of Xen'Drik wrote:
Sweet, gonna download all that happy happy good times tonight...
Now if there was a resource like this for the old Gamma World editions.

The site includes Gamma Dawn a conversion of Gamma World to Star Frontiers.

Dark Archive

I saw that. I was just wishing for things like Gamma World 3rd edition.

Scarab Sages

David Fryer wrote:
Xaaon of Xen'Drik wrote:
Sweet, gonna download all that happy happy good times tonight...
Now if there was a resource like this for the old Gamma World editions.

I'll prolly run it for my boys, they actually have the Villains of Volturnus Choose your own adventure book from the old days, I bet they'd love to play that module!! LoL

Scarab Sages

David Fryer wrote:

I saw that. I was just wishing for things like Gamma World 3rd edition.

I was thinking that Gamma World would probably fit better into 4e instead of 3.5 being that 4e's powers and weapon schemes are more modular.

Dark Archive

Ubermench wrote:
David Fryer wrote:

I saw that. I was just wishing for things like Gamma World 3rd edition.

I was thinking that Gamma World would probably fit better into 4e instead of 3.5 being that 4e's powers and weapon schemes are more modular.

I actually meant the third edition of Gamma World. I have the 3.5/d20 version. I was not impressed. A 4e/Saga Edition version would be excellent.

Scarab Sages

David Fryer wrote:
Ubermench wrote:
David Fryer wrote:

I saw that. I was just wishing for things like Gamma World 3rd edition.

I was thinking that Gamma World would probably fit better into 4e instead of 3.5 being that 4e's powers and weapon schemes are more modular.
I actually meant the third edition of Gamma World. I have the 3.5/d20 version. I was not impressed. A 4e/Saga Edition version would be excellent.

D'oh!

Scarab Sages

David Fryer wrote:
Ubermench wrote:
David Fryer wrote:

I saw that. I was just wishing for things like Gamma World 3rd edition.

I was thinking that Gamma World would probably fit better into 4e instead of 3.5 being that 4e's powers and weapon schemes are more modular.
I actually meant the third edition of Gamma World. I have the 3.5/d20 version. I was not impressed. A 4e/Saga Edition version would be excellent.

Yeah 4E rules seem a much better fit for Sci-Fi and Supers than Fantasy...Although they might work OK for the Earthdawn Legends setting, that RedBrick has decided to do, since Earthdawn was already power based effectively...


I remember Bugs in the System and Dark Side of the Moon as fantastic adventures (both UK written). I would put them up there as 2 of the best RPG adventures I have ever GMed/DMed in the past 26 years, including D&D and AD&D adventures (Night's Dark Terror for Basic D&D was another one, also UK written).

Sovereign Court Wayfinder, PaizoCon Founder

I loved Star Frontiers. Especially with Zebulon's Guide. Roll, Cobalt damange!!!

I took the big map of the city, Port Loren, transferred it to normal graph paper, and then expanded it out to twice its size. Had a spaceport, residential area, and many more stores. And expanded a monorail system. I had a notebook that had a key to each and every building, grouped by location and then by store type. All by hand...before computers.

I also remember creating a Terminator/Robocop adventure where the new police/security computer system became corrupted and began enforcing law and order by exterminating citizens (as they were the only beings capable of law-breaking). The adventure slid into a pathetic state when I supplied the characters with an Airwolf gunship.

Yes, Dominic and Hawk were....NPCs.

Hangs head in shame

RPG Superstar 2009 Top 32

Tharen the Damned wrote:

There is a webpag where you can download all Star Frontiers Books digitally remastered and hopefully legal as a PDF:

Starfrontiersman.

Better Question ...

Can we get them converted to ... Pathfinder Beta?

Dark Archive

How did I miss this thread?

I LOVE Star Frontiers. Waaay back in 1983ish (?) it was THE game that got me first started into role playing. It was only after falling in love with Star Frontiers that I went out and got the "blue book" D&D and the "red box" Basic D&D.

Just a couple years ago we dusted it off and played about a year long e-campaign. I can happily say it was JUST as much fun as I remembered. :)

-J

Liberty's Edge

Star Frontiers - still one of my favourite SF RPG's. Lighter than Traveller with a better "space travel" system. Making ships in Knight Hawks was a great way to kill a rainy day. The "board game" of Knight Hawks still has to be one of the best space combat games (without taking it too seriously physics-wise).

Love it!

S.


Hiya.

Star Frontiers *rawks on toast*! Got it when it first came out. We played a campaign in it for, oh, 2 to 3 years IIRC (with little side-treks to AD&D 1e, Basic D&D or GammaWorld for a couple games).

As a matter of fact...I'm running a campaign in StarFrontiers right now (going on month 3 now). We play every week, so I get my SF fix regularly now. :)

I actually 'converted' the first adventure (and notes on the next two) of the Age of Worms campaign to be a SF campaign. I figured, "Worms? Sathar? Sure, why not!". Alas, the players ended up going in a COMPLETELY different direction...and leaving the planet to boot. Maybe I'll see if I can "sneak 'em back into" the AP without them knowning....hmmm....raises one eyebrow and rubs his chin melevolently as a wry smile crosses his face. :)

The Exchange RPG Superstar 2010 Top 16

The Knight Hawks rules (the ship-to-ship dogfighting game) still hold up after all this time as a terrific example of clear game design and rules presentation. Somebody put a lot of thought into "How can we teach people this game?" and it shows.

Zebulon's Guide adds a lot of depth to the game, but makes the universe substantially darker and grimmer. I introduced its material gradually into my campaign, way back when, and that was probably the right idea.


My brother & I had a lot of fun with this, back in the day, so much that we never really picked up on Traveller for the "tramp freighter" -style game. {Star Fleet Battles did knock it off of favorite-starship-game, though.} Making ships was easy & fun.

I d/l'ed the modules a few years back, as well as a D6 rules conversion. I have hopes of sneaking some plots or aliens into a futurized Space:1889 game someday! If I squint really hard, I can see shovelling it all into a campaign structured similarly to Shackled City (demon puppetmasters = mind-controlling Sathar)!


Hiya

pming wrote:


As a matter of fact...I'm running a campaign in StarFrontiers right now (going on month 3 now). We play every week, so I get my SF fix regularly now. :)

Damn. Spoke too soon. Just finished our game; I got a TPK. :( But I can't take all the credit...one character killed the dralasite knife-fighter with a panicked and misplaced grenade. *BOOM!*...dral innards all over the station corridor. Of course, the fact that the PC's also 'tape-welded' two doors behind them so they couldn't be attacked from behind didn't help when the last two non-combat PC's were running for their lives...

Ah well, still a helluva ride! :)

^_^

Paul L. Ming

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