Game Review:
reviewed by Rob Vaux
If there is a flaw in FASA's Battletech game, it's the essential repetitiveness of its storyline. War is a constant in the Battletech universe; the only thing separating one Conflict That Will Change the Course of History from another is the sparring partners. The fact that it is - in other respects - rich, well developed, and imaginative has allowed it to keep playing the same old song for as long as it has. It also makes one notice when something different comes along - as it does with the case of Explorer Corps. The Explorer Corps is a unit of Comstar, initially designed to search deep space for signs of life. With the invasion of the Clans, the Corps took on a new mission: find and reveal the Clans' homeworlds. With help from the Draconis Combine (who stand in the immediate path of the Clans), Comstar's agents now push deep into the periphery of unknown space, using stealth and guile to avoid the Clan forces they find there. The Explorer Corps sourcebook provides everything a GM needs to run a campaign beyond the Inner Sphere. A history of the Corps is provided, along with stats on its outposts,a description of its modus operandi, and details on the daily life of its members. Information on the denizens of deep space is given as well, ranging from the Clans themselves to lost colonies to completely new worlds. Finally, a series of rules variants and suggestions on running an Explorer Corps campaign close out the book. In structure and detail, Explorer Corps is up to FASA's typical high standards. The information is useful and engaging, presenting pertinent rules and background in an entertaining fashion. Typical of Shadowrun and other FASA games, the text is written in "story" terms: presented as a computer file on the Corps down-loaded by the Wolf's Dragoons mercenary team. The lack of clear labeling is a bit of an annoyance, but a solid index lets readers find what they need relatively quickly. What sets Explorer Corps apart from other Battletech sourcebooks, however, is the irregular nature of the material. The "pioneer push" into uncharted territories is a prominent part of science fiction, yet Battletech has always shied away from it. This changes that. Players tired of the same old 'Mech clashes and political maneuverings can now explore the fringes of known space, encounter new and unknown cultures, even conduct quiet espionage deep in enemy territory - all of which is relatively new to a game concerned with giant robots bashing each other. By putting a decidedly Battletech spin on such material, it stretches the game's versatility, and allows its one-note storyline to progress in a different direction. In addition, the author thoughtfully provides several ways to bring long-standing characters into an Explorer Corp campaign. This allows players to take a hiatus from their usual routine while preserving the integrity of the storyline. The Draconis support of Explorer Corps, along with occasional Comstar use of pirates and mercenary bands, can bring a diverse group of characters together with relative ease. Explorer Corps touches on areas of the Battletech universe we rarely get to see, and it does so without compromising the game's overall flavor. When coupled with the quality professionalism and engaging format of most FASA products, it gives us an enticing package that few 'Tech fans can resist. If you're looking for something fresh to spice up your 'Mechs with, Explorer Corps has what you need. More Reviews:
Requiem: The Grim Harvest (AD&D) Diablo (Computer Game Dungeon Adventure) Battletech Explorer Corps Spherewalker Sourcebook Star Wars Live Action Roleplaying Casting Call: Miniatures Lost Treasures: Slave Lords and Dungeon! Back to Shadis #33 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1997 by Alderac Entertainment Group This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |