In a galaxy torn apart by the Last War, vast pirate fleets roam from system to system, robbing, extorting, and enslaving. Amidst this chaos, thousands of independent operators – smugglers, relic hunters, freedom fighters, and mercenaries – roam the dead stars in small ships, scratching out a living any way they can.In Stargrave, players take on the role of one of these independent operators, choosing from a range of backgrounds each with their own strengths, weaknesses, and associated powers. Next, players must hire a crew for their ship, recruiting a lieutenant with a unique skill-set and a handful of soldiers, mechanics, hackers, and other specialists. Some captains may even recruit strange alien lifeforms with abilities no humanoid could ever possess. Once the players' crews are assembled, they are ready to dive into a campaign. Over a series of games, their crews will have the chance to carry out a variety of missions – recovering lost technology, stealing data, freeing slaves, and fighting back against the pirate fleets. In time, as the crews gain experience, they will become more powerful and hire more talented specialists. The more they grow, however, the more likely it is that a pirate fleet will take note of their activities and come after them!
I can assure those wondering, this isn't just 'Frostgrave in space.' There is enough familiarity for those who have played Frostgrave but enough difference not to be just slightly modified rules. The change to more ranged combat and the captain abilities rather than spells, and the missions make this a different game. And fortunately, a good one! Full marks.
It's impossible for me to review Stargrave without referencing other TTRPGs penned by McCullough. Namely, Frostgrave.
SG is mostly a re-themed version of FG, and a reader's preference may be solely dependent on genre preference. I personally prefer fantasy tropes, and enjoy FG more. My gaming friends prefer Stargrave. Consequently, SG sees more table time from us.
The rules are simple, but flavorful. The dependence on D20 rolling can be criticized as too "swingy," but I thoroughly enjoy the chaos it can deliver.
As all Osprey affairs with McCullough, the book is beautifully illustrated, expertly laid out, and ripe with easy-to-read charts & tables.
Cool art and the idea of a miniature agnostic system (one that you aren't required to buy specific figures for) is appealing. I like the concept of a universe which has devolved into roaming gangs/ship crews all out for themselves. They inevitably encounter each other and conflict ensues!
Each captain is imbued with a number of powers to aid and abet his gang. Some of these seem a bit generic and uninspiring, but perhaps the generic qualities will give them a broader usage and broadly apply to a number of gangs.
I haven't yet tried playing a conflict so the jury is still out on the playability of the game.
Science Fiction skirmish rules, that allow you to use any miniatures you may already have. Players assemble crews of a variety of differently skilled specialists, to accomplish a selection of scenarios. Based on the massively successful Frostgrave rules, this book gives you tons to work with, it's relatively uncomplicated, and allows your imagination to run riot with possibilities. You get ten scenarios, from a basic grab the loot and run heist, to somewhat more complicated missions featuring crashed starships, overgrown factories filled with murderous Warbots, and a moon covered in rivers of lava ! All in all, it's great fun, has lots of very nice art, and allows you to pretty much use any and all of the miniatures you may own. Amazon already has two supplements listed, and there are free downloadable solo rules available too, but don't think you'll be shortchanged if you get this as there is plenty to enjoy within it's pages.
This is about 60% copy-paste-find-replace from Frostgrave, second edition, and 40% new ideas. The good thing is that Frostgrave 2e is a pretty good source from which to copy, and the new ideas are good ones, some of which can probably be adapted well for Frostgrave.
The ruleset is pretty well written. The crew building rules are very flexible but that comes at the cost of feeling a bit fiddly. Hopefully I will get a chance to play in the next few months (once I finish painting my models).