Introduction
The old UK comic Starblazer wasn’t only a Science Fiction comic, it also incorporated some fantasy stories. Like Starblazer Cubicle 7 have decided to cover both genres, unlike Starblazer they decided to split it out into a separate book. I wish my local book shops would follow the same cue and take all the damn fantasy books out of the science fiction section and put them somewhere separate.
Legends of Anglerre is, then, the fantasy version of Starblazer’s iteration of the FATE system. It’s an improvement over Starblazer, a complete fantasy game that doesn’t have the same crazed excess of Starblazer, slimmer, neater and better organised, even if it lacks – just a little – of the manic enthusiasm that Starblazer has.
Background
Legends of Anglerre is, really, a generic fantasy FATE system but it does draw for its examples and illustrations on the fantasy world/s as presented in Starblazer (the comic). This helps ground the game, even though the material on Anglerre itself is limited to the back of the book and a scant, perhaps, two dozen pages. This is actually a good thing in my opinion, the book works much better as a generic fantasy sourcebook for Starblazer and FATE than it would with a specific background though I would like to see some game settings come out for this system – to the point I’m thinking about changing one of my projects to the system from its current focus.
Mechanics
The mechanics are those of Starblazer, a version of FATE that uses 2d6 rather than the +/- dice of basic FATE and Fudge. This roll is then modified by skill levels, stunts and other factors and can be further modified by spending ‘Fate’ points or invoking various descriptives about the scene or your characters. It’s a simple, intuitive base system which can be weighed down – a lot – by all the special exceptions and special circumstances that come about from stunts, magic, artefacts and special cases.
Atmosphere
This is more of a generic system book, the atmosphere is quite ‘old school’ and stems largely from the artwork used – which is discussed below. The examples given are colourful and interesting as are the illustrative art pieces. It has its own feel, very British and I feel that – perhaps – this is the spiritual successor to Dragon Warriors, a UK fantasy RPG with British sensibilities and aesthetics but with a more modern system.
Artwork
The artwork – aside from the cover – is taken from the old Starblazers but, weirdly, it feels a bit more outdated than the SF artwork in Starblazer. The quality isn’t great in repro, but there’s plenty of it and that makes it an art-rich book, which I like.
Conclusion
A worthwhile purchase and as good for fantasy – of all kinds – as Starblazer is for science fiction. Eminently tweakable, possible to be kitbashed into many different styles this is, I think, an essential purchase for creative GMs who want to explore their own themes and ideas with a solid, adaptable system that covers all the necessary ground.
On the plus side:
- Excellent mass combat rules.
- Truly generic system.
- Much more polished than Starblazer.
On the minus side:
- The artwork looks really dated.
- Less suited to harder/grittier games – as written.
- Sparse gameworld data – if you wanted it.
Score
Style: 3
Substance: 5
Overall: 4
