I got these to give as a gift. That probably won’t happen.
What a find! I got both of these books for $10 at a flea market near Waukegan, IL: Star Trek Blueprints and Star Fleet Manual. Their overall condition is fair to good.
The Star Fleet Manual is from ’75. The depth of content is really impressive, and according to Memory Alpha, this manual exclusively informed the setting of the Star Fleet Universe series of games. The two forwards for the book are written in the Trek-verse, under the conceit that this information, a transmission sent from the Enterprise to Earth, somehow traveled back in time to 1970, and was subsequently regarded as a hoax. That’s such a quaint premise it could only come from classic science fiction.
But the map maker and graphic artist in me just oozes over the blueprints. From the cover:
From the Bridge to Dr. McCoy’s Sick Bay, from the Crew’s Quarters to the Shuttlecraft Hangar, from the Photon Torpedo Bank to the Science Labs of Mr. Spock—every foot of every level of the Enterprise laid out in exact detail!
Without being cluttered, these blue prints are detailed and evocative and inspire the imagination and are just begging to get used at the game table. (As a way to track the tribble infestation!?)
I’d never heard of Franz Joseph before seeing these prints. He’s responsible for both these books, and I’ll be sure to keep an eye out for his name on the shelf from now on.
This is sure, by far, to be the most polarizing chapter of the book. Liberties were taken. Regrets were ignored.
Suffice to say that the source games weren’t written with consistency and world building in mind. That’s how you end up with several races without gender differentiation and overwhelming prejudices and stereotypes. In reconciling these “problems,” I made some stuff up. Beyond that, there are some hints at how I’ve imported other aspects from the video games that will undoubtedly raise some eyebrows.
Download Chapter 2: Races
The bulk of the work in improving the previously existing material so that it is of professional quality is in rewriting the geography and history chapters—and deciding just what to keep and what to toss. But no one turns to those pages first. At least, Pathfinder players don’t! Crunch sells, after all.
Here, then, is the prestige class chapter. The classes here are drawn solely from the Final Fantasy Tactics line. Other games will be represented eventually—I’m thinking a Vagrant class will be fun—but I have to finalize how much of those games is being included.
Ivalice Campaign Setting Chapter Six: Prestige Classes
Final Fantasy Tactics is one of my favorite games. A while back, a campaign setting write up for this universe appeared on the Paizo.com forums (link). The write up was a combination of house rules and fiction (some fan, some ripped from the game itself). Some of the fiction also included lore from other “Ivalice” games: Final Fantasy XII, and Vagrant Story. It was amateur, but it was appealing.
I took what had been created and formed it into something you might see from a 3rd-party publisher. I added lore from all the Ivalice games, including Final Fantasy Tactics Advance, and A2 Grimoir of the Rift. The whole package requires a ton of rewriting and editing, but here’s a sample chapter to tide you over.
Ivalice Campaign Setting Chapter 3: Character Backgrounds
Increasingly I’ve found myself in need of pre-gens for testing and one-shots for Patfhinder™. Originally, I had only four pre-gens (Crassus, Greldon, Dimsdale and Lucia) characters from my favorite arcade game: The Tower of Doom.* Eventually I needed more, so I added the characters from the follow up arcade game: Shadow Over Mystara.**
Read the rest of this entry >>
Games: Designs, Expansions, Etc., Graphic Design, Pathfinder Roleplaying Game
d&d arcade game , pathfinder society , pfs , pregens , shadow over mystara , tower of doom , video games