On that note, character levelling is entirely at the discretion of the GM, which may be fine for seasoned GMs, although less experienced GMs might have appreciated the assistance of levelling indicators to help them decide when to make that call. This mechanic brings an interesting variable into the gameplay, elevating combat, although some GMs might dislike the extra element of randomness that is introduced here. These must be spent immediately on one or more stunts (depending on the number of stunt points and the compatibility of resulting actions) that can be drawn from a rather large pool of stunts that are available across a range of categories. This can be used in a number of ways, for example, when encountering a double on any two of the die on a successful roll, the number on the Drama Die counts as ‘stunt’ points. One of the core principles of this is the use of three dice, two of a matching colour and one of a different colour, known as the Drama Die. It uses the AGE (Adventure Game Engine) system, and this was my first experience of it. This roleplaying game takes place during the events of the first two books, Leviathan Wakes and Caliban’s War. Here we have a hotbed of conflict and intrigue that is fertile ground for the imagination, which this core rulebook more than adequately captures. The Martian’s develop an impressive fleet of warships to defend themselves and a number of Belters turn to terrorism to fight the oppression that they feel they have been subjected to. Over time, Martian colonists grow resentful of their links to Earth and gain independence and the Belters grow weary of working hard to provide resources for the benefit of the inner planets. The Epstein Drive affords an opportunity for colonists to depart for Mars to terraform the planet and miners to head for the asteroid belt to plunder it. Earth has long suffered from overpopulation and ever-dwindling resources. There are three significant factions, the United Nations (Earthers), the Mars Congressional Republic (Martians) and the Outer Planetary Alliance (Belters). For those of you unfamiliar with Corey’s works, the discovery of a new form of propulsion, the Epstein Drive, opens up our solar system for exploration (and exploitation). The core rulebook starts off with a short story by Corey, ‘The Last Flight of the Cassandra’, which is used as a hook to draw the players into the premise, and what a premise it is. Corey – the pen name of authors Daniel Abraham and Ty Franck – you’ve been missing out, but you don’t need to have any foreknowledge to enjoy the roleplaying game, although doing so might enhance the experience. Would it live up to my lofty expectations?įor those of you who haven’t indulged in any of the many versions of this sci-fi masterpiece (there’s books, graphic novels, a television series and even a board game) created by James S.A. As such, I felt both excitement and trepidation in getting the opportunity to review The Expanse Roleplaying Game Core Rulebook by Green Ronin Publishing.
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