by Delos

Fragged Empire: Review Part 2

Last time I looked over the first bits of character creation. This time we’re going to start with…

Acquisition

I looks like there are a few currencies and stats that go with this system. You have Resources, Influence and Spare Time Points. Resources and Influence are assigned, so any equipment or ships you own are assigned a number of your Resources and/or Influence. Your Spare Time Points (STP) are spent like currency and there is some sort of roll associated with using the points, more on that later.

The big thing that jumps out at me is that if during your game the PCs acquire all sorts of loot during a mission, unless the PCs have the Influence and Resources open to assign to the loot, they lose it at the end of the session. The story reason for this is that the character isn’t able to afford the upkeep required to maintain the equipment.

I don’t play a lot of sci-fi games so I don’t know if this is a new concept or not, but Fragged Empires (FE) way of dealing with upkeep costs makes sense to me. In real life I own two cars. They are in a little disrepair but I can keep them running. If I were to pick up another vehicle I wouldn’t have a good place to store it and I don’t really have the time to keep all three running smoothly, so I’d probably get rid of one.

Resources

This is what you use to cover weapons and an “outfit” which I assume means armor. You can gain and lose resources through play but that’s usually a result of a failure/successful mission.

Influence

This is what covers your spacecraft. Gotta put something in the gas tank and good luck covering all the repairs yourself. What makes Influence different than Resources is that Influence has Perks and Complications associated with it.

Perks are the things you’ve gained specifically based on your actions. When your Influence reaches a certain level you gain a Perk. While Influence is generic, your Perks are more specific to your character, making it custom to your character.

Complications come up the same way as Perks. These make your life more difficult as they come up. When your character has to deal with their Complications in game, that character gains a Fate Point at the end of the session.

Spare Time Points

So this is the currency that GMs hand out for good roleplaying and minor looting. You spend a point then describe how you are going about acquiring whatever it is you want. The GM will call for a skill check like any other skill. If you succeed you get what you wanted. Fail and you either can’t get it or you need to try again and spend another Spare Time Point.

Trade Goods

Trade goods and trade boxes are loot that sits in your cargo holds. They always have types (like wood, sheep, rock, etc…I’ve may have been playing Settlers of Catan again. Just add the word Space in front of my examples) that determine if an NPC wants it or not. You can buy, trade, or sell these to gain Resources.

Research

This is like Trade Goods for your Influence. You can use Research for developing new technologies, personal knowledge, or simply gaining Influence through publishing papers. It appears that Research can take the place of a skill roll for a knowledge checks.

Acquisition tl;dr

There are a lot of currencies to keep track of. While they all make sense, there is a bit of paperwork and numbers to keep track of. This could be a turn off for those who don’t want to worry about or manage their inventory.

I know I said I’d cover combat as well, but I didn’t expect for the “Stuff” chapter to be as big as it was. I’ll take care of combat next, though that might be a 2 parter all in of itself.

Thanks for reading.





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