834:, 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
1020:, 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,
1081:, 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."
1038:
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
896:: 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.
682:, 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".
435:
426:
1060:"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."
84:
738:
43:
186:
890:: 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.
1208:
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,
1107:
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."
1106:
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
1059:
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
723:
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
710:
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
1007:
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
1037:
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
701:
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
1466:- 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.
705:
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
838:
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
685:
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
702:
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.
1234:
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
1239:, 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."
264:
1012:
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."
1220:
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."
715:
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
961:
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
669:
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
1176:. 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, "
643:, 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
491:
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
678:, 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,
1098:. 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
839:
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
808:: 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.
724:
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.
686:
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.
984:
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
926:
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.
822:, "beetle"). Their technological advancement is equivalent to humanity's, including interstellar travel capability. Kafer individuals normally have a low intelligence, approximate to a human
1151:#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."
748:
1008:
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
923:
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.
1910:
666:
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.
207:
944:
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
1187:
and pegged its rating at a solid 3 out of 4, saying, "Helpful sections on running and designing adventures ... and the improved organization makes
1102:
were better organized and had a much more professional layout than the previous version. He also found the sections demonstrating the game to new
760:
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2007:
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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
194:
1956:
1156:
988:
to oblivion by releasing a new game of the same inspiration?" he asked. "Why make the two games incompatible, condemning the many
1676:
880:
technical infrastructure (including starships that are massive living beings). The fact that some
Pentapods show signs of
659:(FTL) travel have been discovered, leading to the exploration and colonization of planets orbiting nearby stars. The post-
602:
books supported this darker cyberpunk future, but it wasn't enough to sustain the line, which came to an end in 1990."
689:
Mankind has met with several intelligent alien civilizations, all of which are decidedly strange and non-human, from the
2075:
377:
471:
148:
1701:
854:): A species of sentient tree-like creatures native to a nearly-frozen world at the edge of the French Arm (Mongoose
778:
232:
167:
70:
120:
1042:
world is as well-detailed and as much fun as any you can play. But its rules system is something of a let-down."
17:
2031:
966:
states that
Cyberpunk can be a fringe element in any society, its members being cyberpunks by self-definition.
127:
105:
2060:
483:, set in the year 2000 following a nuclear war. Two years later, wanting to follow up with a similar-themed "
462:
287:
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443:
409:
313:
134:
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957:
579:
405:
116:
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56:
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came a distant third behind other notable post-apocalyptic role-playing games published by GDW,
660:
199:
94:
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and which can be unlocked through adventure and research. One of the main parts of the drama in
1830:
1047:
976:
1226:
1147:
1090:(Issue 145), Jim Bambra had a chance to revisit the game with the publication of the updated
1668:
652:
357:
884:
and are treated as tools by other Pentapods masks a deeper secret regarding their origins.
477:
In 1984, GDW published the unrelated and much grittier post-apocalyptic role-playing game
8:
1933:
881:
831:
690:
618:
605:
The game was revived twice, first in 2007 by QuikLink Interactive as a supplement titled
318:
594:, but sales remained poor. As games historian Shannon Appelcline noted in the 2014 book
1988:
Pettengale, Paul (December 1996). "Arcane Presents the Top 50 Roleplaying Games 1996".
1317:
558:
523:
paper map with 3D representation of nearby star systems within 50 light years of Earth
1878:
1854:
1806:
1785:
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1672:
1612:
1434:
timeline by 20 years, including consequences from the expected outcomes of published
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1086:
1069:
1029:
656:
372:
141:
2008:"Stormbringer, Stargates, and Fighting Sail: Ten Classic Unplayed RPGS – Black Gate"
587:
a cyberpunk theme and also return the focus of the game to Earth rather than space.
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717:
292:
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a better introduction to science fiction role-playing than its predecessor
912:
Every sentient species has certain mysteries that are unknown to humans in
876:: an amphibious species with a preference for aquatic environments, with a
663:
484:
62:
31:
637:
The game setting follows on from that of GDW's military role-playing game
1924:
1138:
1103:
1077:, Bambra also criticized the lack of an experience point system — unlike
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467:
1993:
1873:
1849:
1825:
1369:
1195:. turned a fair game into a great one, an impressive accomplishment."
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allies and officially withdrawing from hostilities at the start of the
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explain the fiction more clearly and provide non-fictional perspective
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and the new game, and in 1988, GDW released a second edition retitled
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GDW also quickly published several other cyberpunk supplements for
1273:– Starship construction rules and tactical space combat boardgame.
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reaction functions as a neural accelerant, pleasurably increasing
1456:– converts the original setting to use Mongoose's version of the
557:-themed role-playing games which proved to be popular, including
263:
826:
of 40. However, in stressful situations, their equivalent to an
185:
1973:
1718:
Codling, Stuart (February 1990). "Earth/Cybertech Sourcebook".
1200:
647:
orbital interface has been constructed, connecting the city of
1928:
1212:
In a 1996 reader pool conducted by the British games magazine
1135:, although admittedly those games are tough acts to follow."
496:, and used a completely different game system, GDW titled it
1852:(March 1988). "Roleplaying reviews: Tickets to the Stars".
1804:
Woods, John (October 1988). "Mankind Discovers the Stars".
671:
568:
955:
element was added to the game with the publication of the
460:
GDW created the popular science fiction role-playing game
1768:
Jackson, Mike (November 1987). "Traveller 2300 Review".
1694:
Heroic Worlds: A History and Guide to Role-Playing Games
1977:. No. 28. Alderac Entertainment Group. p. 84.
823:
577:(1989). In an attempt to ride this wave, GDW published
520:
8-page introductory adventure, "The Tricolour's Shadow"
1738:
Lejoyeux, Pierre (February 1987). "Têtes d'Affiches".
791:
The following sentient species are known to humans in
747:
describes a work or element of fiction in a primarily
938:
is a continuation of the nuclear war depicted in the
1180:isn't a bad game, it's just an unnecessary one."
108:. Unsourced material may be challenged and removed.
1783:Woods, John (June 1988). "Never Cross the Beams".
1662:
553:About the same time, several competitors released
1960:. New York: St. Martin's Press. pp. 224–228.
1183:In the same book, Swan reviewed the revised game
903:, a multi-species culture enslaved by the Kafers.
2047:
1413:(deck plans, published by Seeker Gaming Systems)
1407:(deck plans, published by Seeker Gaming Systems)
1235:playtest/proofreading issues that meant that as
629:. The Mongoose version is still in publication.
920:campaigns is the unfolding of these mysteries.
693:Pentapods to the reflexively bellicose Kafers.
1658:
1656:
1204:#28 (October 1996), Matt Staroscik remembered
1073:(Issue 131), and to the points he had made in
487:" space-based role-playing game, GDW took the
907:
1903:(August–September 1987). "Traveller: 2300".
1753:Chapple, James (March 1987). "Shop Window".
1401:(Kafer War adventure, published by 3W Games)
1216:to determine the top 50 role-playing games,
538:. Perhaps because of the initial confusion,
530:The similar titles caused confusion between
1653:
1516:Hard Suits, Combat Walkers, and Battlesuits
1131:and is a distant third behind the original
980:, Pierre Lejoyeux reviewed the 1st edition
71:Learn how and when to remove these messages
1987:
1585:Libreville - Corruption in the Core Worlds
262:
27:Tabletop science fiction role-playing game
1970:
1866:
1842:
1084:A year later, in the May 1989 edition of
1033:John Woods briefly reviewed the original
779:Learn how and when to remove this message
233:Learn how and when to remove this message
168:Learn how and when to remove this message
1981:
1971:Staroscik, Matt (October 1996). "Lost".
1957:The Complete Guide to Role-Playing Games
1737:
1497:(for 2300AD Second Edition, coming soon)
1491:(for 2300AD Second Edition, coming soon)
1157:The Complete Guide to Role-Playing Games
992:supplements published to date to dust?"
625:setting sourcebook for their version of
210:of all important aspects of the article.
1946:
1944:
1767:
1752:
1717:
1533:for 2300AD Second Edition, coming soon)
1417:
1392:
14:
2048:
1876:(May 1989). "The Kafers are coming!".
1872:
1848:
1824:
1691:
415:
206:Please consider expanding the lead to
2081:Role-playing games introduced in 1986
1923:
1895:
1893:
1803:
1797:
1782:
1742:(in French). No. 36. p. 24.
1950:
1941:
1899:
1447:
1154:Three years later, in his 1990 book
731:
179:
106:adding citations to reliable sources
77:
36:
2025:QuikLink Interactive's page on the
1776:
1442:
814:: the primary adversary species in
727:
720:to resolve intractable situations.
706:publication. The "wonder-tech" of
412:(GDW) and first published in 1986.
24:
1890:
1818:
1746:
1267:boxed set – 2nd edition core rules
1261:boxed set – 1st edition core rules
25:
2092:
2018:
1761:
1696:. Prometheus Books. p. 345.
1685:
1665:Designers & Dragons: The '70s
52:This article has multiple issues.
1470:
843:altered their name to "Kaefers."
736:
470:short stories and novels of the
433:
424:
404:, is a tabletop science fiction
184:
82:
41:
2000:
1964:
1917:
1521:
1242:
1224:James Davis Nicoll in 2020 for
858:altered their name to "Arbors")
466:in 1977 with themes taken from
198:may be too short to adequately
93:needs additional citations for
60:or discuss these issues on the
2066:Game Designers' Workshop games
1731:
1710:
1629:
1605:
1277:
1247:
500:. The game was published as a
208:provide an accessible overview
13:
1:
2041:Mongoose Publishing's edition
1911:Diverse Talents, Incorporated
1598:
1477:Aerospace Engineer's Handbook
1341:
1252:
1198:In a retrospective review in
1123:No. 79. Swan commented that "
1067:in the March 1988 edition of
995:In the March 1987 edition of
929:
696:
450:were two of the designers of
1426:– a 2007 sourcebook for the
1209:at least, am after in SF."
969:
655:. Also, practical means of
7:
1663:Shannon Appelcline (2014).
1485:(for 2300AD Second Edition)
1479:(for 2300AD Second Edition)
1191:a lot easier to learn than
1045:In the May 1987 edition of
861:The nuclear war-devastated
256:Mankind Discovers the Stars
10:
2097:
1937:. No. 13. p. 20.
1299:Earth/Cybertech Sourcebook
964:Earth/Cybertech Sourcebook
958:Earth/Cybertech Sourcebook
934:The background history of
908:Sentient species mysteries
799:The awesome and enigmatic
632:
580:Earth/Cybertech Sourcebook
336:(1st ed., Traveller: 2300)
30:For the year 2300 AD, see
29:
2076:Mongoose Publishing games
1906:Space Gamer/Fantasy Gamer
1757:. No. 8. p. 21.
1692:Schick, Lawrence (1991).
1501:Tools for Frontier Living
1489:Tools for Frontier Living
1438:campaigns and adventures.
1120:Space Gamer/Fantasy Gamer
383:
371:
363:
353:
327:
306:
273:
268:First edition cover, 1986
261:
254:
1828:(May 1987). "Open Box".
1772:. No. 4. p. 5.
1495:Vehicles of the Frontier
546:sold poorly compared to
511:48-page Referee's Manual
410:Game Designers' Workshop
314:Game Designers' Workshop
1511:Atlas of the French Arm
1506:Ships of the French Arm
1430:rules, it advances the
1388:(Cyberpunk subcampaign)
1360:(Cyberpunk subcampaign)
1336:Ships of the French Arm
999:, James Chapple called
617:), and then in 2012 by
596:Designers & Dragons
1542:The Tricolore's Shadow
1113:reviewed the original
1055:reviewed the original
1024:is the game for you."
691:genetically-engineered
1537:French Arm Adventures
1483:Ships of the Frontier
1331:Nyotekundu Sourcebook
1063:Bambra also reviewed
832:situational awareness
517:8-page Near Star List
508:48-page Player Manual
346:2012 Traveller 2300AD
2061:Frank Chadwick games
1720:GamesMaster Magazine
1669:Evil Hat Productions
1418:QuikLink Interactive
1393:Third party products
1311:Ground Vehicle Guide
653:geosynchronous orbit
398:, originally titled
358:Hard science fiction
102:improve this article
1934:White Wolf Magazine
1617:Mongoose Publishing
1399:Operation: Overlord
882:genetic engineering
619:Mongoose Publishing
613:game (based on the
416:Publication history
319:Mongoose Publishing
251:
2034:2006-07-15 at the
1386:Rotten to the Core
1358:Deathwatch Program
1160:, Swan found that
1127:is not as good as
651:to a satellite in
559:R. Talsorian Games
384:Originally titled
342:(2nd ed., 2300 AD)
247:
2071:Marc Miller games
1994:Future Publishing
1927:(December 1988).
1807:The Games Machine
1786:The Games Machine
1678:978-1-61317-075-5
1637:"Traveller: 2300"
1448:Core setting book
1285:Aurore Sourcebook
1030:The Games Machine
801:AGRA Intelligence
789:
788:
781:
657:faster-than-light
649:Libreville, Gabon
514:8-page Forms Book
504:that contained:
406:role-playing game
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1325:Kafer Sourcebook
878:biotechnological
812:Kafers (Kaefers)
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728:Sentient species
598:, "The last few
583:in 1989 to give
472:Golden Age of SF
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288:Timothy B. Brown
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974:In Issue 36 of
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1789:. No. 7.
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1027:In Issue 7 of
1018:Third Imperium
1016:In Issue 4 of
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867:The long-dead
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846:The primitive
844:
836:small minority
809:
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745:This section
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119: –
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91:This article
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2029:game setting
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2002:
1989:
1983:
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1966:
1955:
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1925:Wieck, Steve
1919:
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1644:. Retrieved
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1620:. Retrieved
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1364:Energy Curve
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485:hard science
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335:
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195:lead section
164:
155:
145:
138:
131:
124:
112:
100:Please help
95:verification
92:
68:
61:
55:
54:Please help
51:
32:23rd century
1874:Bambra, Jim
1850:Bambra, Jim
1831:White Dwarf
1826:Bambra, Jim
1740:Casus Belli
1471:Sourcebooks
1278:Sourcebooks
1248:GDW version
1139:Steve Wieck
1104:gamemasters
1075:White Dwarf
1048:White Dwarf
977:Casus Belli
863:Little Guys
749:in-universe
708:Space opera
661:Westphalian
611:Traveller20
567:(1988) and
468:Space Opera
444:Marc Miller
408:created by
328:Publication
2050:Categories
1952:Swan, Rick
1901:Swan, Rick
1755:Adventurer
1646:2021-05-19
1622:2023-03-24
1599:References
1571:Rescue Run
1569:(collects
1552:Rescue Run
1522:Adventures
1370:Kafer Dawn
1342:Adventures
1253:Boxed sets
1227:Black Gate
1148:White Wolf
1053:Jim Bambra
997:Adventurer
930:Influences
828:adrenaline
769:April 2024
697:Technology
615:d20 System
307:Publishers
216:April 2024
128:newspapers
57:improve it
1884:TSR, Inc.
1860:TSR, Inc.
1812:Newsfield
1791:Newsfield
1458:Traveller
1353:Beanstalk
1141:reviewed
1133:Traveller
1111:Rick Swan
1010:Traveller
1005:Traveller
990:Traveller
986:Traveller
970:Reception
953:Cyberpunk
874:Pentapods
680:Manchuria
627:Traveller
574:Shadowrun
564:Cyberpunk
555:cyberpunk
548:Traveller
532:Traveller
502:boxed set
494:Traveller
463:Traveller
275:Designers
200:summarize
158:July 2010
117:"2300 AD"
63:talk page
2032:Archived
1996:: 25–35.
1954:(1990).
1913:: 20–21.
1886:: 68–69.
1862:: 71–74.
1726:(6): 29.
1641:RPG Geek
1613:"2300AD"
1460:ruleset.
1318:Invasion
1079:AD&D
609:for the
2056:2300 AD
2027:2320 AD
1882:(145).
1858:(131).
1590:Liberty
1424:2320 AD
1265:2300 AD
1237:written
1218:2300 AD
1206:2300 AD
1189:2300 AD
1185:2300 AD
1143:2300 AD
1100:2300 AD
1092:2300 AD
946:2300 AD
936:2300 AD
918:2300 AD
914:2300 AD
869:Medusae
816:2300 AD
793:2300 AD
755:Please
633:Setting
623:2300 AD
607:2320 AD
592:2300 AD
585:2300 AD
544:2300 AD
536:2300 AD
452:2300 AD
395:2300 AD
364:Systems
249:2300 AD
142:scholar
1992:(14).
1990:Arcane
1974:Shadis
1909:(79).
1879:Dragon
1855:Dragon
1834:(89).
1728:Review
1700:
1675:
1577:, and
1528:Bayern
1464:2300AD
1454:2300AD
1436:2300AD
1432:2300AD
1381:Ranger
1348:Bayern
1230:said "
1214:Arcane
1201:Shadis
1087:Dragon
1070:Dragon
856:2300AD
852:Arbors
848:Klaxun
841:2300AD
621:as a
367:Custom
354:Genres
144:
137:
130:
123:
115:
1232:T2300
894:Xiang
820:Käfer
806:Ebers
751:style
340:1988
334:1986
149:JSTOR
135:books
1838:: 3.
1698:ISBN
1673:ISBN
1170:and
901:Ylii
899:The
888:Sung
672:NATO
600:2300
569:FASA
446:and
373:ISBN
121:news
1145:in
1117:in
759:to
571:'s
561:'s
474:.
104:by
2052::
1943:^
1931:.
1892:^
1722:.
1671:.
1667:.
1655:^
1639:.
1615:.
1573:,
951:A
948:.
824:IQ
795::
550:.
542:/
66:.
1724:2
1716:*
1706:.
1681:.
1649:.
1625:.
1581:)
1531:(
850:(
782:)
776:(
771:)
767:(
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753:.
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230:(
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214:(
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171:)
165:(
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156:(
146:·
139:·
132:·
125:·
98:.
73:)
69:(
34:.
20:)
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