M-SPACE is a d100-based rules system for science fiction roleplaying published by FrostByte Books. Everything needed to play sci-fi games is included here. With this book, a pencil and some paper, you will be able to create imaginary universes and play characters from a variety of cultures and careers. They can pilot starships, meet strange alien lifeforms and visit fantastic worlds. Contents include:
Intuitive modular starship design Quick-paced and creative starship combat, based on the acclaimed Mythras combat rules Rules for extended conflicts, applicable to any type of conflict, including social Alien & Culture creation World Building Rules for how to create and run Organizations Rich character generation Mechanics for Passions & how they affect characters Modular vehicle design Creative combat rules - in both classic and simplified flavor Psionics Equipment, vehicles and starships The game engine used for all this is Mythras Imperative. If you are familiar with any closely related d100 game, you will feel right at home. M-SPACE is published under a Mythras Gateway license provided by The Design Mechanism.
Let's get my main gripe out of the way: the choice of fonts. This is a self-published book I got print-on-demand from DriveThruRPG, so maybe some of it could be chalked up to printing error, but man, the contrast on the page was so bad. And I have good eyesight. I can only imagine how difficult it would be to read for someone with poorer eyesight.
I don't want to come down too hard on this book, but I think it's not my thing. I can't imagine ever running this game. The system feels awkward to me. I've played a few sessions of Call of Cthulhu before, which shares a similar pedigree. In the hands of an experienced GM I guess it would work, but the system as described in M-space seems so fiddly.
I was hoping for more cool setting material. I've been collecting a lot of science fiction RPGs, even ones I will probably never get to play, just because I find the settings interesting. But this one provides hardly any setting information at all. I know it was an intentional choice—they want the GM to have the freedom to create their own setting—but even just a little more would have been nice. The few examples of starships and equipment and what not feel vaguely like Star Wars, but there really isn't a lot to give the GM ideas.
There isn't a lot of help for the GM in general. At the outset it states that it expects you to understand what an RPG is and how it works, which is fine, I guess. Except every RPG approaches things differently and has different assumptions on what an RPG even is, so it would have been nice to get more information on this particular game's philosophy. Overall it places most of the burden of creation on the GM, which is great for some people, but I know I would struggle to run this.
I know there are some supplements for this system that might fill in the gaps, but I don't see myself ever looking into this game more. I'm not saying it's bad. I know there are people out there that love it. It's just not for me.
Es maravilloso ver como mi primer (y más duradero) amor rolero, el sistema Basic Roleplaying (Runequest, Stormbringer, La llamada de Cthulhu) sigue vivo y en forma en productos tan interesantes como éste. Un excelente "toolkit" para crear mundos de ciencia ficción interestelar en la mejor tradición de Traveller.