The Second Cylon War was over within a day, the Cylons slaughtered billions of humans on the worlds of the Twelve Colonies. Outgunned, outnumbered, human survivors have no choice but to flee, protected by the only remaining battleship from the entire colonial military, the Battlestar Galactica. The Battlestar Galactica RPG brings the action and drama of the hit television series to the game table. Everything you need to start playing is in this book, including full character creation rules, details on the main characters from the show, and information on spaceships, weapons, and tech. All you need are dice, friends, and your imagination!
Jamie Chambers was born in Atlanta and grew up running around barefoot in the pine forests and kudzu fields of north Georgia. The son of a Trekkie and an early D&D player, Jamie was doomed early to a life of geeky pursuits. He began playing role playing games at the age of seven and writing his own fiction at eight.
He spent his youth reading fantasy and science fiction, reading comic books, watching cartoons, and playing any game he could get his hands on -- video games, board games, card games, and especially role playing games such as Dungeons & Dragons. Eventually he became an online volunteer for TSR, Inc. while the Internet was in its infancy and became involved with the RPGA (Role Playing Game Association) as a club president and convention coordinator.
After a lifetime of creating (and playing) games and writing (and reading) stories, Jamie has launched Signal Fire Studios LLC, creating game and entertainment products. He's had stories, game products, and articles published by many companies and is pursuing creative writing projects for publication. Jamie served as Vice President on the board of directors for GAMA (Game Manufacturers Association), the trade organization for the hobby games industry for more than eight years.
After nearly a decade in Wisconsin, Jamie has returned to north Georgia.
The Cortex system this book uses is very similar to the Savage Worlds system, which I wasn't the biggest fan of. However, the Cortex system seems to have modified the 2-dice-per-roll concept to adapt well to the fast-paced, moral-decision-making system of BSG, which I think it fits better than the Serenity universe, which was also turned into a similar RPG that held, alas, absolutely no appeal for me (though that was partly because if I'm going to play a space western, I'll play Star Wars, or Stawwars, as that particular GM likes to call it.) I think it's mostly because they've got a good, comprehensive list of traits, skills and attribute/complications, that contribute very much to the over-all atmosphere. Also, the GM section of the book is very helpful to the novice GM, with loads of ideas and hints. It's a very user-friendly manual on how to pick up and play a game that should rely more on atmospherics than on dice-rolling, and is clearly intended more for fans of BSG than for RPG die-hards.
I will write more after I persuade my group to let me run a game for them. The good folks at Margaret Weis Productions gave me a sweet deal on a starter package, and I'm itching to use my GM screen.