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  • By Pierre Savoie
    Apr 25, 2019
    DIASPORA came out in 2010 and is based on the FATE v.3 rule set (before Fate Core). [If someone had the oldest printing of the book or .pdf, there is an errata file from] Fate itself is quite a departure from the number/rolling RPG systems of the past, but by careful description of elements which matter to a hard science-fiction story, DIASPORA offers a satisfying framework. Like all Fate-derived games, it dispenses with the uninteresting minutiae of a game like counting credits. The rules are well-organized, but those unfamiliar with FATE may want to pick up the Fate Core System because there the rules were EXTREMELY well-organized with side-bar reminders and page-number references throughout, to help people understand the new Fate concepts. Then you can work back to the slightly older version in DIASPORA. Diaspora has more Skills per character (15) than in Fate Core (pared down to 10), out of a total of 34 or so SF-type Skills. Characters also have 10 Aspects (verbal phrases... More > of a feature of a character, which can cause a benefit or a problem) compared to Fate Core's 5, so it is more to juggle than with Fate Core. Diaspora incorporates complex rules to handle Social interactions and Platoon-level engagements (cough ALIENS cough) as mini-games within the overall structure. The other two mini-games are Personal Combat and Spaceship Combat, naturally. The star-systems are generated in a "cluster" system postulating that it is more difficult to get to the next cluster of stars than to travel between the home-cluster. Travel is difficult where ships take days to impulse-drive to a point over the star's north OR south celestial pole, then they Jump. Starships produce Heat which must be dissipated, and a starship is not at its best immediately after Jumping since that's when it produces the most Heat, negating other actions. Star-systems have 3 stats relating to Environment quality, Technology level and Resource level (on a scale of -4 to 4), and each have 3 Aspects (verbal descriptions of an important, often quirky, feature of the planet or society). It's a fun and simple way to generate star-systems, but it's not compatible with the "warp-anywhere" fiction settings like Star Wars. The artwork is a little sparse, though, and could have been integrated to be relevant to the rules examples.< Less
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Product Details

corrected version
VSCA Publishing
August 28, 2010
Perfect-bound Paperback
Interior Ink
Black & white
1.02 lbs.
Dimensions (inches)
6 wide x 9 tall
Product ID
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