ottarrus
Emperor Mongoose
My birthday present arrived today in the form of a pdf of Invasion 2. I was looking very forward to this title as I was very encouraged by Invasion 1, and I'm looking forward to The Relief of Novy Kiyiv in the next week or so.
I've given it my first skim and I must say that there's a lot to like here. Tanstaafl is given a bit more life and the Kafer Rot is looked at a lot closer, something the original material didn't delve that deeply into. But from there things take a bit of a turn for me. Let me explain.
The Invasion 1 adventure 'Glorysky' ends with the first Kafer invasion of Aurore. The PCs are refugees from the onslaught of Kafer troops. For intents and purposes this is a ground adventure and in the epilogue the PC get automatic entry into a military or naval career for one term. So far, so good. Invasion 2 picks up with the adventure 'Slash and Burn', which again puts the PCs back on Aurore and in Tanstaafl on a mission for the Tanstaafl Militia [there are two military organizations in Tanstaafl: the mercenaries of the TFL and the Tanstaafl Militia, which is made up of locals and refugees defending their homes] to go into the Kafer Rot Quarantine Zone and scout a route to uncontaminated towns that have been cut off by the invasion. So, ground adventuring again.
This encourages the PCs to generate ground military, colonist, law enforcement, and other non-starfaring careers. But then the narrative shifts to 'Mission Arcturus', which is largely a ground military adventure but then the campaign shifts to an almost entirely space-based campaign... one in my opinion the PCs are woefully unprepared for. The storyline concludes with the PCs and their involvement with the Battle of Beowulf.
This seems to me to be rather like 'Space Above and Beyond: 2300'. For those of you who remember it, S:AB was a pretty interesting and visionary sci-fi series that ran for one season [95-96] on US TV. A lot of Traveller fans liked the series, but for anyone with any experience in any military it had one major flaw: the show's protagonists, people the American government spent millions of dollars to train as fighter pilots, spent most of their time playing grunt games down in the weeds with rifles and face paint. Essentially you have lieutenants doing crap that any PFC could do. And this is how 'Invasion 2' feels to me. The PCs are stuck being either ground pounder having to fly spacecraft or spacers having to play grunt games.
There is a third option, that being a character whose skills are spread thin over a wide spectrum of professions where the highest skill rank the PC has is skill level 2.
I get the sense that the author tried to cram too much into one book and ended up 'mooshing' two campaigns [one ground, one spacer] into one with only limited success.
There are things I very much liked about 'Invasion 2'. I loved that Colin Dunn included some of the contributors and friends of 2300 as NPCs. That's good stuff. Each individual adventure is well-designed. The rationale for getting the jobs is excellent, and the flow of events works well in most cases.
I heartily encourage fans of 2300 to get this book, but I will also say that if I were to run this campaign I would divide it into two campaign narratives instead of one.
I've given it my first skim and I must say that there's a lot to like here. Tanstaafl is given a bit more life and the Kafer Rot is looked at a lot closer, something the original material didn't delve that deeply into. But from there things take a bit of a turn for me. Let me explain.
The Invasion 1 adventure 'Glorysky' ends with the first Kafer invasion of Aurore. The PCs are refugees from the onslaught of Kafer troops. For intents and purposes this is a ground adventure and in the epilogue the PC get automatic entry into a military or naval career for one term. So far, so good. Invasion 2 picks up with the adventure 'Slash and Burn', which again puts the PCs back on Aurore and in Tanstaafl on a mission for the Tanstaafl Militia [there are two military organizations in Tanstaafl: the mercenaries of the TFL and the Tanstaafl Militia, which is made up of locals and refugees defending their homes] to go into the Kafer Rot Quarantine Zone and scout a route to uncontaminated towns that have been cut off by the invasion. So, ground adventuring again.
This encourages the PCs to generate ground military, colonist, law enforcement, and other non-starfaring careers. But then the narrative shifts to 'Mission Arcturus', which is largely a ground military adventure but then the campaign shifts to an almost entirely space-based campaign... one in my opinion the PCs are woefully unprepared for. The storyline concludes with the PCs and their involvement with the Battle of Beowulf.
This seems to me to be rather like 'Space Above and Beyond: 2300'. For those of you who remember it, S:AB was a pretty interesting and visionary sci-fi series that ran for one season [95-96] on US TV. A lot of Traveller fans liked the series, but for anyone with any experience in any military it had one major flaw: the show's protagonists, people the American government spent millions of dollars to train as fighter pilots, spent most of their time playing grunt games down in the weeds with rifles and face paint. Essentially you have lieutenants doing crap that any PFC could do. And this is how 'Invasion 2' feels to me. The PCs are stuck being either ground pounder having to fly spacecraft or spacers having to play grunt games.
There is a third option, that being a character whose skills are spread thin over a wide spectrum of professions where the highest skill rank the PC has is skill level 2.
I get the sense that the author tried to cram too much into one book and ended up 'mooshing' two campaigns [one ground, one spacer] into one with only limited success.
There are things I very much liked about 'Invasion 2'. I loved that Colin Dunn included some of the contributors and friends of 2300 as NPCs. That's good stuff. Each individual adventure is well-designed. The rationale for getting the jobs is excellent, and the flow of events works well in most cases.
I heartily encourage fans of 2300 to get this book, but I will also say that if I were to run this campaign I would divide it into two campaign narratives instead of one.
