Having gills really pays off on Poseidon. |
I have to say that Blue Planet is probably the most intellectual RPG I own. That's not to say it doesn't have room for action, but it certainly got me thinking back when I picked up the first edition at GenCon '97. Jeff Barber even signed my copy, which I really appreciated.
Eventually, after Fantasy Flight Games took the reins and released the second edition, I went all in and picked up every new supplement as they were released. It was a sad day when the line was brought to a close. It looks like Capricious Games has the rights, though, so maybe they'll get around to publishing new material at some point.
Anyway. Intellectual. Right.
Blue Planet has a lot going for it. The setting is really, really deep (and I don't mean that from an oceanic standpoint, though it might be implied). Given that, there's so much a GM can do with it that isn't strictly defined in the source material. It's about exploration, exploitation, new horizons, and old nightmares. It's part cyberpunk, part trans-human, and part space adventure. It's gritty, too. Plus, you can play dolphins and killer whales. For real. Eat your heart out, David Brin.
There's a good bit of science in the game, as well as a lot of conjecture. It's not so science heavy that it alienates people like me, and that's probably what I appreciated most--its accessibility. I always dreamed of starting a Blue Planet game set on Earth for a number of sessions, then bringing the characters to Poseidon (by hook or by crook) and introducing them first-hand to this new land of opportunity and adventure.
I've never actually run a game of BP. That hasn't been for lack of trying. I came really close a couple of times, but the groups fell apart just before we could get the games started. I'd like to think the game mechanics are solid. I always thought they were good on paper, but I haven't used them in practice. I hope I get a chance to someday, but when I start skipping around between this system and that system, I don't get much done.
Blue Planet has a lot going for it. The setting is really, really deep (and I don't mean that from an oceanic standpoint, though it might be implied). Given that, there's so much a GM can do with it that isn't strictly defined in the source material. It's about exploration, exploitation, new horizons, and old nightmares. It's part cyberpunk, part trans-human, and part space adventure. It's gritty, too. Plus, you can play dolphins and killer whales. For real. Eat your heart out, David Brin.
Whatever you do, don't call him Shamoo. |
I've never actually run a game of BP. That hasn't been for lack of trying. I came really close a couple of times, but the groups fell apart just before we could get the games started. I'd like to think the game mechanics are solid. I always thought they were good on paper, but I haven't used them in practice. I hope I get a chance to someday, but when I start skipping around between this system and that system, I don't get much done.
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