Space Opera is a science-fiction role-playing game created by Edward E. Simbalist, A. Mark Ratner, and Phil McGregor in 1980 for Fantasy Games Unlimited (FGU). While the game's system can be used to create any science fiction genre, Space Opera has a default setting focused on creating space opera themed adventures.
Development
According to the Scott Bizar, the founder of FGU, "I wanted a SF rpg and I gave the job to Ed Simbalist. During the process I’ve never met Ed, nor Phil McGregor and Mark Ratner, who lived in the Canadian west, Australia and the east of the USA, respectively. The project was completed over more than two years entirely by correspondence." Simbalist was responsible for all the editing and coordination. Phil McGregor sent some technology and space ship related stuff which Simbalist liked so much that he incorporated it in the finished product.
Part of the Volume One introduction by Bizar describes this undertaking:
Character creation
Character creation in Space Opera takes about an hour to generate an experienced and in-depth character. The number of random rolls is limited, but the player has discretion in how points are applied and many choices among skills.
Players choose from the following classes: Armsman, Astronaut, Tech (with subclasses such as Armstech or Crimetech), and Scientist (Pure Researcher, Medical Researcher, Physician, & Engineering subclasses). The classes enable bonuses to be applied to personal characteristics and can ease the cost to acquire skills.
Space Opera characters' personal characteristics average out higher than the average person. Players roll a d100 for each of the 14 characteristics. These are Physique, Strength, Constitution, Agility, Dexterity, Empathy, Intelligence, Psionics, Intuition, Bravery, Leadership, General Technical Aptitude (GTA), Mechanical Aptitude, and Electronics Aptitude. Bonus points based on class can be applied to these rolls. Players compare the final number with a scaled table resulting in a number between 1 and 19 for each characteristic. Players make Characteristic Rolls (CRs) on a d20 during play.
probably corresponding to three printings, and the two core books were merged into one binding in the last printing, but the contents remained the same throughout.
The supplements Denoba Class Small Merchant and Nike Class Patrol Cruiser were written by Edward E. Simbalist, Robert N. Charrette, and S. R. Greene and published in 1988 by Seeker Gaming Systems.
Reprints
Some components of Space Opera are in print again after a long absence and are available via FGU's online store and the RPG download sites DriveThruRPG and RPGNow.
The rights to the game are jointly held by the authors and Fantasy Games Unlimited, whereas the rights to the title were probably held by FGU solely. The rights to the game were to revert to the authors if the company went out of business. Despite going into dormant periods operating as a company in name only, FGU is still in operation. Ed Simbalist sought to buy the rights from the publisher Scott Bizar, however Bizar's asking price was judged too high.
From a December 2000 interview with Ed Simbalist:
Reportedly the asking price was $100,000, though the authors felt it was only worth $10,000.
New publications
Three new Star Sector Atlases, #4 and #7, and #6 were published in 2014, 2016, and 2018.
Reception
Stefan Jones reviewed Space Opera in The Space Gamer No. 33. Jones commented that "Despite its flaws, I highly recommend Space Opera. This game has the best of the other major SFRPGs on the market and more."
Andy Slack reviewed Space Opera for White Dwarf #25, giving it an overall rating of 8 out of 10, and stated that "this is an extremely complicated game which will take a very long time to set up properly. It is also unusual for such a detailed game to be 'heroic' rather than 'realistic'. Nonetheless, for someone prepared to spend the time required to do it justice, this could be a rewarding and entertaining game."
William A. Barton reviewed Space Opera, 2nd Ed. in The Space Gamer No. 49. Barton commented that "for those who liked Space Opera originally or for those who thought it had potential but were turned off by the typos, omissions, etc., the 2nd edition is definitely worth having."
In his 1990 book The Complete Guide to Role-Playing Games, game critic Rick Swan called this game "an unforgiving game system that ... tests a player's tolerance for tables, charts, and formulas ... Though the system produces well-rounded PCs, it's painfully convoluted, a problem that plagues Space Opera throughout. The rules for starship design require a background in physics to appreciate, and the combat rules rival the detail of tactical wargames." Swan found that this complexity and attention to detail brought the game to a snail's pace. "Every part of the game's mechanics is based on complicated routines — a simple scenario can take a weekend to complete." Swan also found that the complex game rules had been overtaken by newer and simpler games, commenting, "The rules are workable, but they're also dated and dry, especially in light of such streamlined, action-intensive games as Star Trek and Star Wars." Swan concluded by giving this game a rating of 2.5 out of 4, saying, "For players with time on their hands who consider Star Trek too childish and Star Wars too simple-minded, Space Opera might be worth a look."
See also
- Fantasy Games Unlimited
- Lists of fictional species
References
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External links
- Official site
- Fan site
