823:, speed of reasoning, and creativity. The Kafers feel most alive when in danger, and are, in effect, addicted to it. The more often an individual Kafer experiences stress-induced intelligence, the more intelligent they remain in a non-stressed state. While the Kafers are carrion-eating scavengers, and not intrinsically violent, their neurobiology creates a quandary for their civilization: civilization acts to reduce violence and stress and leads to a steady loss of a Kafer culture's intelligence and, finally, inevitable conquest by smarter, less-civilized cultures. The present Kafer civilization has resolved this quandary with systems of ritualized violence and a glorification of war. Ruled over by a
1009:, Mike Jackson thought that the game had potential, "but that may be all it has." He found the rules "confusing and difficult to understand on the first read", and found the game overall "poorly balanced and very incomplete." He pointed out that a quarter of the book is taken up by historical background, "while so much is left out." He also questioned the priorities of the authors, who only included 30 pieces of equipment but spent a lot of that space on four types of satellites and organic contact lenses. He also noted that although several alien species are mentioned, they are not described. He concluded, "if you like detailed background and don't mind filling in major gaps in rules,
1070:, where characters advance in skills and powers through their experiences, "A character can survive for years in this game, but he does not improve with age or experience; he stays the same forever. Sure, the PC can get more hardware, more influence, and so on, but he never gets any better at solving tasks." Bambra again emphasized the lack of scenarios, and also the lack of examples in the rules to provide clarity, concluding, "Experienced GMs will have few problems with the game's less-than-satisfactory handling of adventure staging and description, but novices should look elsewhere for their first science-fiction RPG."
1027:
system. He was especially disappointed in the Task resolution system, which he felt was overly simplistic, pointing out that if the players decide to try something that falls outside of the few examples given, "it is up to the referee to determine an appropriate Task, or set of Tasks, and to choose the difficulty numbers and so on for them which makes life difficult until the referee has had a fair amount of practice with the system." He concluded with ambivalence, saying, "GDW have produced an excellent and entertaining universe for near-future star-hopping adventure. With the various supplements available, the
885:: a species inhabiting a gas giant's moon in the Sung home star system, formerly enslaved by the Sung but now free after a brief military action by a number of human nations. Relations among the Sung are governed by a principle that the strong dominate the weak but provide the weak with requested assistance to bring them up to their masters' level, and they took advantage of the fact that the Xiang never made such requests. The Sung now consider humanity to be their superiors in this system and are chafing at humanity's refusal to improve them by showing them how to perform FTL travel.
671:, Germany, and an alliance between the weakened United States and Australia. All of these control certain extrasolar planets themselves. There are three major lanes of explored space, called Arms, named after the nations which dominate them (the French Arm, the American Arm, and the Chinese Arm (Mongoose 2300AD renames the Chinese Arm to the Manchurian Arm, as the nation of Manchuria, separate from then-backwater China, is the leading nation in that part of space)). Lesser routes leading off the arms are called "Fingers".
1049:"not as good as it could have been... Space combat does not flow very well and is potentially very fiddly once the missiles are flying." Bambra also noted the lack of scenarios, saying, "There is very little information about adventures", pointing out that even in the provided adventure, "vast chunks are left for the GM to develop — a daunting task for most." Bambra concluded, "I would prefer simpler mechanics and a more exciting background."
424:
415:
73:
727:
32:
175:
879:: a species of winged humanoids of smaller stature than humans, whose technological development is close to but not as great as humanity's in most areas; they are currently only capable of interplanetary travel. In some areas, like medical technology, interface spacecraft, lasers, and solar energy technology, they are superior to humanity.
1197:
favorably because of its cultural ties to present-day Earth. He also recalled that "All of the weapons and starships have a realistic feel, and the uses they project for biotechnology especially are fantastic." Overall, he thought the game provided an "atmosphere of gritty realism, and that's what I,
1096:
a state-of-the-art science-fiction role-playing game. I recommend it highly to anyone looking for a game of hard science-fiction that pulls no punches and delivers the goods in a highly satisfying manner. In bringing out the 2300 AD game, GDW has come up trumps and made a good game into a great one."
1095:
to be very helpful. Bambra concluded with a positive recommendation: "The 2300 AD game is a greatly welcomed development. With its new and improved presentation, revised and expanded rules and background, more dynamic feel, and extensive range of support products, the 2300 AD game can truly be called
1048:
game, and found the rules "somewhat tedious reading". Having slogged through the rules, he found much to recommend the game, including the character generation system, the skill system, and combat — although he found combat slow compared to the skill system. Bambra felt the starship combat system was
712:
DNA Modifications (DNAMs) are what colonists undergo to adapt to life on their respective planets. GDW 2300AD originally had DNAMs for one colony, the high-gravity world of King. Mongoose 2300AD has expanded this so that a DNAM would be configured for each colony. These would involve both internal
699:
is deliberately absent, with the notable exception of faster-than-light travel. For example, most personal combat is still conducted with guns that fire chemically propelled rounds, even though energy weapons do exist. Also, no form of gravity manipulation exists, so spaceships must be designed to
996:
because the setting was closer to modern-day Earth. He thought the equipment and weapons included in the rules were "well thought out and reflect the beginnings of a high-tech civilisation." However, he found that the "Referee's Book" "is where the complications set in." He called the overarching
1026:
game and was impressed by the "strikingly simple rules system", concluding "My first impressions are favourable." Four issues later, in a full-length review, Woods was still impressed by the setting and detail, but felt that after an in-depth examination, the game was badly let down by the rules
690:
A faster-than-light device called the
Stutterwarp Drive allows mankind to achieve practical travel between planetary systems. Ships can usually reach a speed of 3.5 light years per day. The primary limitation of the Stutterwarp Drive is that it can only propel a ship up to a maximum of 7.7 light
1455:- Second Edition. Revises and adapts 2300AD for the second edition of the Mongoose version of the Traveller ruleset. This is a boxed set with three books and a fold-out poster maps of human space, showing all connections and travel distances between stars within range of the stutterwarp drive.
694:
Overall, the technological level of 2300 AD is not significantly more advanced than that of late 20th-century industrial society. The depicted technology refines or updates established technologies, boosted by a few scientifically reasonable breakthroughs anticipated at the time of the game's
827:
of "permanently bright" individuals, the Kafers are paradoxically both terrified and excited by humanity, since humans resemble the "smart barbarians" that periodically destroyed earlier civilizations on their home planet, and therefore represent the real competition needed to inspire their
674:
It is still early in mankind's expansion into space, and exploration has reached little beyond 40 light years from Earth. As of the time period of the game, each of the three Arms is saddled with a particular difficulty. The French Arm is the route along which the alien Kafer are pushing an
691:
years before it must enter a gravity well to discharge accumulated lethal radiation that would otherwise kill the crew. Because ships need to reach a world within this distance, the effect of this limitation is the creation of lanes along which travel, commerce, and wars are conducted.
1223:
had many interesting features: alien aliens, an attempt to provide a hard SF RPG, and most notably the Near Star map, which did its best to provide a three dimensional map of the stars within 50 light years of the Solar System. It also had... issues, from the confusing product name to
1228:, nine in ten characters were permanently comatose. Thus the 1988 second edition, renamed, polished, and expanded. As I recall, GDW even allowed people with the first edition to swap the original box set for the second edition rather than making them pay for the same game twice."
1001:
too complicated. He also found three major errors in the rules that he felt should have been caught through better playtesting and editing. He concluded "Overall the game is well-produced and set out Apart from the apparent errors I have found, the game seems well-balanced."
1209:
was ranked 50th. Editor Paul
Pettengale commented: "The realistic science and technology leads to a gritty, realistic feel. Perhaps one of the best alien species ever created for an RPG, the Kafers are truly alien, with a unique physiology, psychology and society."
704:
conditions, and transferring from orbital space to a planetary surface (or vice versa) remains expensive. The properties and limitations of the
Stutterwarp Drive and all other technologies are defined in considerable detail to prevent the use of technological
950:
and two adventures for the same, "Deathwatch" and "Rotten to the Core". GDW catalogs began to present the game as "2300 AD - the
Cyberpunk game of a Dark Gritty Future" although this genre was never expressed in the core materials. The
253:
658:
The dominant power, both on Earth and in space, is France, recently reorganized (in 2298) as the Third French Empire, and incorporating much of Africa. France was able to survive the nuclear war relatively unscathed by abandoning its
1165:. Although Swan found the character creation rules "elegant", he found the task-resolution system "both awkward and ambiguous" and combat "likewise complicated." Swan concluded by giving this game a rating of 2.5 out of 4, saying, "
632:, in which a worldwide conventional war with limited nuclear exchanges at the end of the 20th century nearly brought about the end of civilization. In the intervening three centuries, mankind has rebuilt and returned to space. A
480:
storyline, moved it forward three centuries, and created a new game where humanity has recovered enough from the war that they are able to travel to nearby star systems. Although this new game, published in 1986, had no ties to
667:, retaining enough assets and skilled people to develop a significant head-start in the race for postwar rebuilding, political leverage, and technological development. Competing powers include the United Kingdom,
1087:. Bambra found much to like in the new version of the game, including the upgrade from 96 pages of rules and background in the original setting to 208 pages in the revised setting. Bambra found the new rules for
828:
civilization to advance. In the year 2301, the Kafer start an invasion of human space that will be costly to both attackers and defenders and serves as one of the major dramatic events of the game line. Mongoose
797:: confined to one planet in 2300, they once had an interstellar civilization with a presence on at least three other planets, although all that is left of them on those planets are ruins from a destructive war.
713:
and external physical changes, such as Dry World
Adaptation, where a character would retain all their water and urinate crystals. Another more extreme DNAM is Merman, which enables a person to live underwater.
675:
aggressive invasion into human space. The
Chinese Arm is beset by an insurgent terrorist faction. The American Arm has reached a dead end, further expansion along it impossible under available technology.
973:
game, and was completely mystified as to why GDW would publish two unrelated games with similar titles, fearing that GDW was trying to replace the old game with the new game. "Will they consign
915:
In many cases, human nation states would be willing to go to war with each other to get some of these secrets and some are a necessity for humankind to survive the future war with the Kafers.
811:, "beetle"). Their technological advancement is equivalent to humanity's, including interstellar travel capability. Kafer individuals normally have a low intelligence, approximate to a human
1140:#13 (December 1988), rating it a 3 out of 5 and stated that "Overall, 2300AD is game for true sci-fi fans who are looking for role-playing in a realistic human civilization of the future."
997:
Task
Resolution system "probably the most generic rule I have ever seen" and said the simplicity of the rules suggested this game was aimed at a younger audience who found the rules to
912:
Some of these mysteries can help humanity in its "battle for the stars", while others are simply curiosities, and a few are dangerous and even potentially disastrous for humankind.
655:
remains dominant, and most space colonies are considered the territories of various nations back on Earth, resembling the
European colonial era of the 18th and 19th centuries.
749:
737:
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2054:
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1945:
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role-playing game by the same company. A custom strategy game called "The Great Game" was used by the authors to develop the background history for
1176:
and pegged its rating at a solid 3 out of 4, saying, "Helpful sections on running and designing adventures ... and the improved organization makes
1091:
were better organized and had a much more professional layout than the previous version. He also found the sections demonstrating the game to new
1665:
1996:
2029:
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are humanoids with mandibles and integument similar to some Terran insects and a hard dorsal shell (thus the name derived from German
366:
1690:
767:
221:
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59:
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to oblivion by releasing a new game of the same inspiration?" he asked. "Why make the two games incompatible, condemning the many
94:
2049:
869:
technical infrastructure (including starships that are massive living beings). The fact that some
Pentapods show signs of
648:(FTL) travel have been discovered, leading to the exploration and colonization of planets orbiting nearby stars. The post-
591:
books supported this darker cyberpunk future, but it wasn't enough to sustain the line, which came to an end in 1990."
451:
276:
678:
Mankind has met with several intelligent alien civilizations, all of which are decidedly strange and non-human, from the
1299:
432:
137:
843:): A species of sentient tree-like creatures native to a nearly-frozen world at the edge of the French Arm (Mongoose
398:
302:
109:
2059:
1899:
1287:
1031:
world is as well-detailed and as much fun as any you can play. But its rules system is something of a let-down."
946:
568:
460:
394:
188:
83:
2020:
955:
states that
Cyberpunk can be a fringe element in any society, its members being cyberpunks by self-definition.
116:
90:
45:
472:, set in the year 2000 following a nuclear war. Two years later, wanting to follow up with a similar-themed "
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came a distant third behind other notable post-apocalyptic role-playing games published by GDW,
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905:
and which can be unlocked through adventure and research. One of the main parts of the drama in
1867:
1843:
1795:
1774:
1686:
1661:
1273:
1075:
1058:
1018:
645:
361:
1079:(Issue 145), Jim Bambra had a chance to revisit the game with the publication of the updated
2044:
1313:
2024:
1894:
1108:
873:
and are treated as tools by other Pentapods masks a deeper secret regarding their origins.
706:
466:
In 1984, GDW published the unrelated and much grittier post-apocalyptic role-playing game
281:
594:
The game was revived twice, first in 2007 by QuikLink Interactive as a supplement titled
583:, but sales remained poor. As games historian Shannon Appelcline noted in the 2014 book
1977:
Pettengale, Paul (December 1996). "Arcane Presents the Top 50 Roleplaying Games 1996".
1824:
1280:
1155:
633:
628:
436:
286:
271:
512:
paper map with 3D representation of nearby star systems within 50 light years of Earth
2038:
1872:
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timeline by 20 years, including consequences from the expected outcomes of published
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929:
866:
701:
664:
468:
263:
130:
1997:"Stormbringer, Stargates, and Fighting Sail: Ten Classic Unplayed RPGS – Black Gate"
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a cyberpunk theme and also return the focus of the game to Earth rather than space.
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a better introduction to science fiction role-playing than its predecessor
901:
Every sentient species has certain mysteries that are unknown to humans in
865:: an amphibious species with a preference for aquatic environments, with a
174:
626:
The game setting follows on from that of GDW's military role-playing game
1066:, Bambra also criticized the lack of an experience point system — unlike
1184:. turned a fair game into a great one, an impressive accomplishment."
663:
allies and officially withdrawing from hostilities at the start of the
750:
explain the fiction more clearly and provide non-fictional perspective
523:
and the new game, and in 1988, GDW released a second edition retitled
1962:
1189:
2013:
579:
GDW also quickly published several other cyberpunk supplements for
1262:– Starship construction rules and tactical space combat boardgame.
819:
reaction functions as a neural accelerant, pleasurably increasing
1445:– converts the original setting to use Mongoose's version of the
546:-themed role-playing games which proved to be popular, including
815:
of 40. However, in stressful situations, their equivalent to an
660:
557:
1707:
Codling, Stuart (February 1990). "Earth/Cybertech Sourcebook".
636:
orbital interface has been constructed, connecting the city of
1917:
1201:
In a 1996 reader pool conducted by the British games magazine
720:
168:
66:
25:
1124:, although admittedly those games are tough acts to follow."
485:, and used a completely different game system, GDW titled it
1841:(March 1988). "Roleplaying reviews: Tickets to the Stars".
1793:
Woods, John (October 1988). "Mankind Discovers the Stars".
812:
944:
element was added to the game with the publication of the
449:
GDW created the popular science fiction role-playing game
1757:
Jackson, Mike (November 1987). "Traveller 2300 Review".
1683:
Heroic Worlds: A History and Guide to Role-Playing Games
1966:. No. 28. Alderac Entertainment Group. p. 84.
745:
566:(1989). In an attempt to ride this wave, GDW published
509:
8-page introductory adventure, "The Tricolour's Shadow"
1727:
Lejoyeux, Pierre (February 1987). "Têtes d'Affiches".
780:
The following sentient species are known to humans in
736:
describes a work or element of fiction in a primarily
927:
is a continuation of the nuclear war depicted in the
1169:isn't a bad game, it's just an unnecessary one."
360:
352:
342:
316:
295:
262:
243:
97:. Unsourced material may be challenged and removed.
1772:Woods, John (June 1988). "Never Cross the Beams".
542:About the same time, several competitors released
1949:. New York: St. Martin's Press. pp. 224–228.
1172:In the same book, Swan reviewed the revised game
892:, a multi-species culture enslaved by the Kafers.
1402:(deck plans, published by Seeker Gaming Systems)
1396:(deck plans, published by Seeker Gaming Systems)
1224:playtest/proofreading issues that meant that as
618:. The Mongoose version is still in publication.
909:campaigns is the unfolding of these mysteries.
682:Pentapods to the reflexively bellicose Kafers.
1647:
1645:
1193:#28 (October 1996), Matt Staroscik remembered
1062:(Issue 131), and to the points he had made in
476:" space-based role-playing game, GDW took the
8:
1892:(August–September 1987). "Traveller: 2300".
1742:Chapple, James (March 1987). "Shop Window".
1390:(Kafer War adventure, published by 3W Games)
1205:to determine the top 50 role-playing games,
527:. Perhaps because of the initial confusion,
519:The similar titles caused confusion between
236:
1505:Hard Suits, Combat Walkers, and Battlesuits
1120:and is a distant third behind the original
969:, Pierre Lejoyeux reviewed the 1st edition
60:Learn how and when to remove these messages
1574:Libreville - Corruption in the Core Worlds
251:
16:Tabletop science fiction role-playing game
1073:A year later, in the May 1989 edition of
1022:John Woods briefly reviewed the original
768:Learn how and when to remove this message
222:Learn how and when to remove this message
157:Learn how and when to remove this message
1960:Staroscik, Matt (October 1996). "Lost".
1946:The Complete Guide to Role-Playing Games
1486:(for 2300AD Second Edition, coming soon)
1480:(for 2300AD Second Edition, coming soon)
1146:The Complete Guide to Role-Playing Games
981:supplements published to date to dust?"
614:setting sourcebook for their version of
199:of all important aspects of the article.
1935:
1933:
1593:
1522:for 2300AD Second Edition, coming soon)
1865:(May 1989). "The Kafers are coming!".
235:
195:Please consider expanding the lead to
2070:Role-playing games introduced in 1986
1884:
1882:
1731:(in French). No. 36. p. 24.
7:
1143:Three years later, in his 1990 book
95:adding citations to reliable sources
2014:QuikLink Interactive's page on the
803:: the primary adversary species in
709:to resolve intractable situations.
695:publication. The "wonder-tech" of
401:(GDW) and first published in 1986.
1256:boxed set – 2nd edition core rules
1250:boxed set – 1st edition core rules
14:
1685:. Prometheus Books. p. 345.
1654:Designers & Dragons: The '70s
41:This article has multiple issues.
832:altered their name to "Kaefers."
725:
459:short stories and novels of the
422:
413:
393:, is a tabletop science fiction
173:
71:
30:
1213:James Davis Nicoll in 2020 for
847:altered their name to "Arbors")
455:in 1977 with themes taken from
187:may be too short to adequately
82:needs additional citations for
49:or discuss these issues on the
2055:Game Designers' Workshop games
489:. The game was published as a
197:provide an accessible overview
1:
2030:Mongoose Publishing's edition
1900:Diverse Talents, Incorporated
1466:Aerospace Engineer's Handbook
1187:In a retrospective review in
1112:No. 79. Swan commented that "
1056:in the March 1988 edition of
984:In the March 1987 edition of
439:were two of the designers of
1415:– a 2007 sourcebook for the
1198:at least, am after in SF."
644:. Also, practical means of
1652:Shannon Appelcline (2014).
1474:(for 2300AD Second Edition)
1468:(for 2300AD Second Edition)
1180:a lot easier to learn than
1034:In the May 1987 edition of
850:The nuclear war-devastated
245:Mankind Discovers the Stars
2086:
1926:. No. 13. p. 20.
1288:Earth/Cybertech Sourcebook
953:Earth/Cybertech Sourcebook
947:Earth/Cybertech Sourcebook
923:The background history of
897:Sentient species mysteries
788:The awesome and enigmatic
569:Earth/Cybertech Sourcebook
325:(1st ed., Traveller: 2300)
19:For the year 2300 AD, see
18:
2065:Mongoose Publishing games
1895:Space Gamer/Fantasy Gamer
1746:. No. 8. p. 21.
1681:Schick, Lawrence (1991).
1490:Tools for Frontier Living
1478:Tools for Frontier Living
1427:campaigns and adventures.
1109:Space Gamer/Fantasy Gamer
372:
257:First edition cover, 1986
250:
1817:(May 1987). "Open Box".
1761:. No. 4. p. 5.
1484:Vehicles of the Frontier
535:sold poorly compared to
500:48-page Referee's Manual
399:Game Designers' Workshop
303:Game Designers' Workshop
1500:Atlas of the French Arm
1495:Ships of the French Arm
1419:rules, it advances the
1377:(Cyberpunk subcampaign)
1349:(Cyberpunk subcampaign)
1325:Ships of the French Arm
988:, James Chapple called
606:), and then in 2012 by
585:Designers & Dragons
1531:The Tricolore's Shadow
1102:reviewed the original
1044:reviewed the original
1013:is the game for you."
680:genetically-engineered
1526:French Arm Adventures
1472:Ships of the Frontier
1320:Nyotekundu Sourcebook
1052:Bambra also reviewed
821:situational awareness
506:8-page Near Star List
497:48-page Player Manual
335:2012 Traveller 2300AD
2050:Frank Chadwick games
1709:GamesMaster Magazine
1658:Evil Hat Productions
1407:QuikLink Interactive
1382:Third party products
1300:Ground Vehicle Guide
642:geosynchronous orbit
387:, originally titled
347:Hard science fiction
91:improve this article
1923:White Wolf Magazine
1606:Mongoose Publishing
1388:Operation: Overlord
871:genetic engineering
608:Mongoose Publishing
602:game (based on the
405:Publication history
308:Mongoose Publishing
240:
2023:2006-07-15 at the
1375:Rotten to the Core
1347:Deathwatch Program
1149:, Swan found that
1116:is not as good as
640:to a satellite in
548:R. Talsorian Games
373:Originally titled
331:(2nd ed., 2300 AD)
2060:Marc Miller games
1983:Future Publishing
1916:(December 1988).
1796:The Games Machine
1775:The Games Machine
1667:978-1-61317-075-5
1626:"Traveller: 2300"
1437:Core setting book
1274:Aurore Sourcebook
1019:The Games Machine
790:AGRA Intelligence
778:
777:
770:
646:faster-than-light
638:Libreville, Gabon
503:8-page Forms Book
493:that contained:
395:role-playing game
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1314:Kafer Sourcebook
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801:Kafers (Kaefers)
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717:Sentient species
587:, "The last few
572:in 1989 to give
461:Golden Age of SF
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963:In Issue 36 of
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746:help rewrite it
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1016:In Issue 7 of
1007:Third Imperium
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856:The long-dead
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2018:game setting
2015:
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1633:. Retrieved
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184:lead section
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127:
120:
113:
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89:Please help
84:verification
81:
57:
50:
44:
43:Please help
40:
21:23rd century
1863:Bambra, Jim
1839:Bambra, Jim
1820:White Dwarf
1815:Bambra, Jim
1729:Casus Belli
1460:Sourcebooks
1267:Sourcebooks
1237:GDW version
1128:Steve Wieck
1093:gamemasters
1064:White Dwarf
1037:White Dwarf
966:Casus Belli
852:Little Guys
738:in-universe
697:Space opera
650:Westphalian
600:Traveller20
556:(1988) and
457:Space Opera
433:Marc Miller
397:created by
317:Publication
2039:Categories
1941:Swan, Rick
1890:Swan, Rick
1744:Adventurer
1635:2021-05-19
1611:2023-03-24
1588:References
1560:Rescue Run
1558:(collects
1541:Rescue Run
1511:Adventures
1359:Kafer Dawn
1331:Adventures
1242:Boxed sets
1216:Black Gate
1137:White Wolf
1042:Jim Bambra
986:Adventurer
919:Influences
817:adrenaline
758:April 2024
686:Technology
604:d20 System
296:Publishers
205:April 2024
117:newspapers
46:improve it
1873:TSR, Inc.
1849:TSR, Inc.
1801:Newsfield
1780:Newsfield
1447:Traveller
1342:Beanstalk
1130:reviewed
1122:Traveller
1100:Rick Swan
999:Traveller
994:Traveller
979:Traveller
975:Traveller
959:Reception
942:Cyberpunk
863:Pentapods
669:Manchuria
616:Traveller
563:Shadowrun
553:Cyberpunk
544:cyberpunk
537:Traveller
521:Traveller
491:boxed set
483:Traveller
452:Traveller
264:Designers
189:summarize
147:July 2010
106:"2300 AD"
52:talk page
2021:Archived
1985:: 25–35.
1943:(1990).
1902:: 20–21.
1875:: 68–69.
1851:: 71–74.
1715:(6): 29.
1630:RPG Geek
1602:"2300AD"
1449:ruleset.
1307:Invasion
1068:AD&D
598:for the
2045:2300 AD
2016:2320 AD
1871:(145).
1847:(131).
1579:Liberty
1413:2320 AD
1254:2300 AD
1226:written
1207:2300 AD
1195:2300 AD
1178:2300 AD
1174:2300 AD
1132:2300 AD
1089:2300 AD
1081:2300 AD
935:2300 AD
925:2300 AD
907:2300 AD
903:2300 AD
858:Medusae
805:2300 AD
782:2300 AD
744:Please
622:Setting
612:2300 AD
596:2320 AD
581:2300 AD
574:2300 AD
533:2300 AD
525:2300 AD
441:2300 AD
384:2300 AD
353:Systems
238:2300 AD
131:scholar
1981:(14).
1979:Arcane
1963:Shadis
1898:(79).
1868:Dragon
1844:Dragon
1823:(89).
1717:Review
1689:
1664:
1566:, and
1517:Bayern
1453:2300AD
1443:2300AD
1425:2300AD
1421:2300AD
1370:Ranger
1337:Bayern
1219:said "
1203:Arcane
1190:Shadis
1076:Dragon
1059:Dragon
845:2300AD
841:Arbors
837:Klaxun
830:2300AD
610:as a
356:Custom
343:Genres
133:
126:
119:
112:
104:
1221:T2300
883:Xiang
809:Käfer
795:Ebers
740:style
329:1988
323:1986
138:JSTOR
124:books
1827:: 3.
1687:ISBN
1662:ISBN
1159:and
890:Ylii
888:The
877:Sung
661:NATO
589:2300
558:FASA
435:and
362:ISBN
110:news
1134:in
1106:in
748:to
560:'s
550:'s
463:.
93:by
2041::
1932:^
1920:.
1881:^
1711:.
1660:.
1656:.
1644:^
1628:.
1604:.
1562:,
940:A
937:.
813:IQ
784::
539:.
531:/
55:.
1713:2
1705:*
1695:.
1670:.
1638:.
1614:.
1570:)
1520:(
839:(
771:)
765:(
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756:(
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219:(
207:)
203:(
193:.
160:)
154:(
149:)
145:(
135:·
128:·
121:·
114:·
87:.
62:)
58:(
23:.
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