A Little Help Please

kanejax

Mongoose
Hi

I am thinking of purchasing this great looking game and was hoping some of you fine posters would be able to give advice. Of course the main rulebook is a must and I was thinking of doing the Cold equations and the Ragged Edge. Is this a good place to start and if so what other books would you recommend.

Thanks in advance
Jim
 
Off the top of my head, Bounty Hunter is an excellent book. The GM screen is also good. Filled with tables, 4 panels (as opposed to the usual 3) and very sturdy.

Cold Equations and Ragged Edge are both a good place to start, I had a good time running them as my first shot at running a game set in the B5 universe.
 
Well it sort of depends on what type of campaign you want to run.
There are books covering almost every aspect of the B5 universe - if you can tell us what your aims are maybe we can help.

DW
 
If you want a book that covers different planets and settings perhaps the Galactic Guide might be a good find. But I agree with Traveller-16, depends on what you are looking for, I mean if you fancy being one of the Rangers then the Rangers book and Minbari books are good sources of information. There is the recent Legends of the Rangers book but I don't have that.... yet!
 
Okay, I'll spread my opinion here. I am not great with d20, but my buddies looked over the core rules:

essential, good rules, sound meachanics, suits the game (the rules that is)
There is reams of stuff in the core book, and all you need IMHO. After all, Signs and portents articles are free.

The Cold Equations is a sound scenario.
I like the complete campaign, the ragged edge, which I have, but I feel, now no offence to the author, that it does not really capture the feel of babylon 5, but is perfectly functional, well written, and makes minor references to other games (names like Lustria and ORC).

I also have heroes and aliens. A lot of profiles for sheirdan, the characters of the series, mordon, bester, crusade characters and aliens. Aliens a bit disappointing. You have a lot of options, but again I feel some of the descriptions for the races does not make much sense, well, I find them not being true to Babylon 5. Some are real good, like info on the hurr and llort, others kind of odd, at least background wise. The rules here are sounds, but some of the back story is a bit dodgey (no offence). I just don' think its right. Good stuff on the Dilgar, but some of the races are confusing. As there is only a picture of some, I have not a clue what half the races actually are. Also, a very short book for the price, but very useful nonetheless.

GM Screen,
Lovely, I mean gorgeous. Buy it for goodness sake. Even if you change your mind about the game, just get the screen.

I would not touch any first edition books, because you'd have to root around for the rules conversions. Despite my criticisms, the main problems I have are easily fixed at GM discression, and I regret none of my purchaces.

When I have time, I will get: ship plans (essential I think), legend of the rangers (essential for ranger campaign, but there are rules for rangers in the core book), the drahk book looks good, the rim sounds cool, and the thirdspace book is something on my priority list.

I hope that helps. All in all I like it but have reservations about certain things.
 
This has come up a few times before, but I'll second it: Galactic Guide. I avoid most 1st edition things as well, but the Galactic Guide is mostly (not all, but mostly) just setting information. It's worth the money if you want an idea of what all those little points on the map actually mean.

If you like the Drakh, that book is an excellent resource. There's a ton if information about the Drakh, their technology, prestige classes, plans, planets, life cycle, etc etc. I'm currently using them as the ultimate antagonists and picking up that book helped flesh out some aspects of my campaign.

IPX is also a good one, though it's pretty specific. If you aren't going to have your PCs employed by IPX it's much less useful.
 
Thanks Everyone

All your suggestions are much appreciated. I know it would be easier if i had a clear plan to give you to comment on. However since I don't own anything yet I don't have any real firm campaign arc to work with. I think though that once I get the main rules at least that will help. I appreciate the comments on the 1e stuff but is the Zocalo book of any worth with 2e.

Thanks
Jim
 
Zocolo has its moments in 2e. Most of the gear isn't necessary or up to date, but it's kind of nice to see. However, the sections on cargo and shipping and how to make a living as a trader are pretty good, and a decent addition to the short section in the 2e book. All that said, however, I have one player who bought half the stuff (that wasn't outdated by 2e) in the book, so there's at least some sort of person who really enjoys what Zocolo has to offer.

Overall, if you have a chance to look it over before you buy it, I'd recommend it. If you don't mind the possibility of some outdated entries though, go for it. Much of the book is still good.
 
Well, you do not need the books to decide how to run a campaign or what to put in one. If you have seen the series and understand the universe, then there is no problem, you just need to get the books that will cover the scope of the campaign.

Any ideas?
 
Well One of the ideas that my players have expressed an interest in is a firefly type game. A group of freebooterz traveling the space lanes. Is the book merchants, raiders and traders any good. Any other books for that kindve thing you have experience your with.

Thanks
Jim
 
Heh my girlfriend and I were just talking about a Firefly-style game in the B5 universe. If that's what you're after, Freedom Station is the book for you. It's a perfect base of operations for a less-than-legal crew, and it's filled with really bad people for the Firefly-types to resent and play Robin Hood with.
 
I have to say that Heroes and Aliens is worthwhile just for the extra races section.

The Guide to Babylon 5 is well worth it if the game you run goes anywhere close, equally Freedom Station if you base there.

What Im really short of for my incipient game is equipment lists - random gear is in very short supply in the base book (ideas anyone)
 
I was a bit worried by the comments above that suggested a lot was not useable - is that less of an issue than I thought[/i]
 
I think the Galactic Guide (yeah yeah I know I mentioned it already) would be good for the Firefly type setting in deciding which worlds to go to. Go to Narn territory doing some smuggling and refugee work during the War of Retribution and then move into Drazi space and deeper into League territory for some Firefly type settings.
 
Galactic Guide would be a good match for a Firefly sort of game, I'll back that up. What would be even cooler would be an in game galactic guide sort of book, so the PCs could look through it and plan trade routes, smuggling and other activities without all the extraneous GM-specific material to get in the way.

It occurred to me as well that if you want to emphasize the unknown nature of the 'verse in Firefly, The Rim would be a useful supplement. Not nearly as useful as the Galactic Guide or Freedom Station (Smuggler prestige class, anyone? Not even to mention the Raider base class), or even Bounty Hunter with all its crime potential, but useful.
 
Lots of great advice and definitely have given me a place to start. Now if my student loans hadnt caught up with me after 15 years would have money to buy them lol.

Thanks
Jim
 
The Zocalo:

1. The Zocalo, a description of the Zocalo. Some stall slist proprietors, with race/class/level. Negotiation rules - a few skills may refer to 1e skills that have been amalgamated in 2e.

2. Shady dealings, again may use a few skills that vary in 2e.

3. Goods and services. This is the bulk of the book. Weights, bonuses, DR, don't change.

Docking, space yards: ships sizes have changed.

Commercial services: skills again. There is a bit of a difference here to the ones listed in 2e - the skill levels vary slightly, as do the costs. But there is significantly more in The Zocalo.

Professional equipment: a few items refer to 1e skills (eg Move Silently).

Lifestyles: seem to be identical

Drugs: a few skills again.

Luxury goods, ancient trickets, B5 Memorabilia, botanicals, clothing, entertainment, furniture, liquor, live entertainement, Minbari crystal, meals, trinkets, celebrations, education, evening out, furniture rental, sexual services, vacations; are all unaffected by rules changes.

B5 business licences are a little more complex in The Zocalo.

B5 Station services - rental, communications, security etc are unaffected by rules.

Weapons and armour: the stats are pretty much the same.

On the whole, I'd say there is still a whole lot of use you can get out of The Zocalo.
 
Well finally got my hand on some of the books. Hit a great sale. Now I have the Rulebook 2nd ed.m Bounty Hunter, The Rim, Lurker's Telepaths, Ship Guide and Manual, Centauri Book, Traders and Raiders, Into the Crucible , The Athena Strain, No Retreat No Surrender and Wheel of Fire.

Any Comments on the 1st edition stuff to be aware of for conversion purposes.

Thanks
Jim
 
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