Space Opera (role-playing game)
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. While the system applies to the whole genre of science fiction, "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." Ed was responsible for all the editing and coordination. Phil McGregor sent some technology and space ship related stuff which Ed liked so much that he incorporated it in the finished product. While the background universe was based on Mark Ratner's "Space Marines", Ratner had little input into "Space Opera" itself. Part of the volume one introduction by Fantasy Games Unlimited owner Scott Bizar describes this undertaking: Character creation. Character creation in "Space Opera" takes about an hour for an experienced  and indepth 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. Planet of Birth is made up of three rolls for Gravity, Atmosphere, and Climate. These can affect on Personal Characteristics choice of race. Player characters can belong to any of the following races: Human, Humanoid, Transhuman, Pithecine, Canine, Feline, Ursoid, Avian, and Warm-blooded Saurian. Some of  the races have characteristic prerequisites. Other capabilities, such as Carrying Capacity, Damage Factor, and Stamina (based on Personal Characteristics) help to further define the character. In the Career path the character goes through the recruitment process, participates for a random number of tours-of-duty, has opportunities for promotion, and finally musters out, in some cases with severance pay, pension benefits, savings, and personal gear. Finally, the player calculates the number of skill points available, chooses skills, and allocates points to those skills. Races. "Space Opera" races are treated generally. Instead of assigning a unique name to a race, the  game names them anthropomorphically. This allows any fictional raceto be simulated. Player character races: Non-player character races: "Space Opera" also includes a list of races for Non-player Characters and for encounters that consist of some meaningful contact: Planet of birth. Characters can be born on a planet with any Gravity Field ranging from zero G to 2.5 G. Characters can also be born on a planet with many atmosphere types, ranging from low or no atmosphere in dome cities, to very high pressure atmospheres, with or without some contaminants, or partially exotic constituents. Finally, characters can be born  on a planet with many Climate types: Where not noted normal (10° to 30°) axial tilts are assumed, extreme minimums with the suffix -A, extreme maximums with the suffix -B, with the exception of Type 2 and Type 3 which are axial tilt categories. Psionics. Some characters are able to use Psionics, an advanced science with multiple fields of studies, three levels of functioning (Psionically dead, Psionically open, Psionically Awakened), and multiple skills. Characters who are open and Psionically attacked or have contact with a raw PK Crystal can awaken and learn skills by trial and error. Characters  with high Psionic scores might be "contacted" and trained. Psionic fields include: Technology. "Space Opera" technology mirrors the technology in stories traditional to that genre. Missing are the influences of cyberpunk, mechs, and nanotechnology, which all came later than the publication of the game. Multi-Computers (500 kg - 50 tons) are based on a monolithic, mainframe-style that are meant to look after a least as many processes as the human brain takes care of for the human body, but for starships or cities. "Space Opera" also includes Mini-Computers at higher tech levels that are comparable to today's  smartphones. A variety of software for computers is available covering "much of the significant knowledge of the race." The higher level Multi-comps (Mk.X to Mk.XIV) are considered sentient with "cybernetic rights." Many other innovative sci-fi technologies are included, for example: Artificial Gills, Still Suits, medical and anti-aging drugs, Electro-Binoculars (1000 Lightyears range), ECM for communication and sensorscans, belt-size personal force-screen generators, power assisted personal armour, grav/jump belts, robots of every type, laser/blaster guns, laserswords & lightswords, anti-robot positronic brain disruptors (APROBDIF), etc. Combat system. Combat is generally a four-step  process. One first determines if a character scores a hit with his chosen weapon. Things like range, size of the target, movement, and amount of cover come into play. If one scores a hit, then one rolls to determine hit location. After hit location, one then determines if the attack penetrated the armor. Finally, damage is determined. The full range of possible weapons technologies is covered, from the lowest tech level "Atlatl," to the high tech "Anti-Robot Positronic Brain Disruptor (APROBDIF)" guns and screens. Official universe. While the "Space Opera" rules can be adapted to any imagined universe, the  official universe was based on the nations described in Mark Ratner's "Space Marines", and further defined through a series of Star Sector Atlases. Books. The "Space Opera" core game consisted of two volumes and four double-sided 8x11" data sheets, in a box. There were three different box covers 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. 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: "I won't  write another version of Space Opera. Scott Bizar owns that property, hasn't done anything much to promote it, hasn't paid royalties that offer any hope that an author will be compensated for his considerable effort, and won't release it back to the authors. I know of the many persona[l] reverses he's experienced, and I doubt that FGU would ever become a viable publishing company in the future. Any revision work on my part would be a waste of time. Similarly, the expense of legally recovering the right to publish Space Opera isn't worth it. Apart  from a highly inflated value placed by FGU on the game (actually on the NAME), why would I wish to purchase several thousand copies of a recent reprint that just won't sell in the current market? It makes no sense." 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. Eric Goldberg reviewed "Space Opera" in "Ares Magazine" #5 and commented that "If only the attention to science fiction in "Space Opera" could be combined with the smoothness of the "Traveller" game, sf role-players would not need to look any further." 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." "Casus Belli magazine" #8 (April 1982), pg.26