High Colonies is a science fiction role-playing game published by the Canadian firm Waterford Publishing House in 1988.
Description
editHigh Colonies is a science-fiction space-adventure game, a hard-science system set in 2188.[1] The Earth has been ravaged by a nuclear/biological holocaust, and human society has continued only in the orbital colonies that surround Earth and are scattered throughout the Solar System.[1] Each space colony is a self-contained ecology with a unique culture, ideology, and legal system. Some of the colonies have banded together with others of like ideology, in opposition to other groups of colonies.[2]
The game includes rules for character creation (a skill-based system), robots, one alien race, genetic engineering, melee combat (between people and/or robots), and spaceship combat.[1] There is campaign setting material describing the factions that control the various colonies, and an introductory scenario, "Hard Times at Lyric 3."[1]
The timeline which establishes the background for High Colonies runs to almost 8,000 words.[3]
Publication history
editHigh Colonies was designed by Eric Hotz and Edwin King,[2] and Hotz also created the artwork. The 104-page book was published by Waterford Publishing House in 1988.[1]
Reception
editStewart Wieck reviewed High Colonies in White Wolf #15 (April/May 1989), rating it a 4 out of 5 and stated that "Even if you have a pet game system you prefer, the information provided in 'High Colonies' would allow for a fascinating setting for adventures. Little suspension of belief is required on the part of the participants as the people and places are very believable."[4]
Rick Swan wrote two reviews of High Colonies:
- In the July–August 1989 issue of Space Gamer, Swan felt that the book was a better sourcebook for other science fiction role-playing games, commenting, "As a game, High Colonies doesn't measure up to the competition. As a sourcebook, science-fiction role-players could do a lot worse."[5]
- The following year, in his 1990 book The Complete Guide to Role-Playing Games, Swan called it "A science fiction RPG with a strong premise and shaky mechanics." Swan thought the game systems were "adequate but uninspired ... The convoluted combat system would be more at home in a military simulation than a role-playing game." Swan was particularly puzzled by the damage and healing systems, which did not seem to be related. "Damage affects specific body parts, but healing is determined at random. It's possible, then, that a character who suffered a head wound yesterday will inexplicably heal his arm today." Swan concluded by giving the game a rating of 2.5 out of 4, saying, "High Colonies has a lot of potential — clearly designers Eric Hotz and Edwin King are talented guys — but the rules don't quite measure up to the background."[2]
Other reviews and commentary
edit- Challenge (Issue 40)
- Voyages to the Worlds of SF Gaming (Issue 11 - Apr 1990)
References
edit- ^ a b c d e Schick, Lawrence (1991). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. p. 306. ISBN 0-87975-653-5.
- ^ a b c Swan, Rick (1990). The Complete Guide to Role-Playing Games. New York: St. Martin's Press. pp. 102–103.
- ^ Hotz, Eric, et al. “High Colonies: Science Fiction Role-Playing.” 1988. Scribd.com -- uploaded 19 Mar. 2015, www.scribd.com/document/259326269/High-Colonies-Scifi-Rpg.
- ^ Wieck, Stewart (April–May 1989). "Capsule Reviews". White Wolf Magazine. No. 15. p. 56.
- ^ Swan, Rick (July–August 1989). "High Colonies". Space Gamer. 2 (1). World Wide Wargames: 30–31.