Thursday, January 30, 2014

And the winner is...

I've decided to shift gears into continuing development of my gonzo kitchen sink sci-fi setting with Savage Worlds...until gamer ADD rears its ugly head again. Why? Well, I already have a ton of stuff ready to go and I like the way it feels from guns to mutations to psionics to cybernetics. Conversion to SW is rather easy, both by using a pre-set formula and by simply eyeballing it. Plus, SW has a pretty nice medium between ease of play and granularity. Lastly, for sci-fi games, I rather like there not being any classes. Let the player build their character the way they want. There's also a lot of great sci-fi material due out for SW this year.

Now that said, I'll still work on my mash-up of Alternity and Stars Without Number, and I do plan on putting out the occasional tidbit to support Rogue Space, not to mention my occasional forays back into fantasy-land with Swords & Wizardry.

So, what now? Well, some of the rules have changed from the old Sci-Fi Toolkit to the new Sci-Fi Companion, not to mention that much of the rules I put together were done with the Explorer's Edition, so there are a few things I need to up date with me using Deluxe. Once I make those changes, I'm going to go through my library and add in new bit and pieces from other settings and games. As far as the background of the setting goes, I've rethought a few things that I wrote before, so I'm going to make those changes as well.

So there you go, after much soul-searching and gut-wrenching moments of waffling, I finally made my decision. Stick around and see what's next!

Tuesday, January 28, 2014

Print or PDF?

There was as question on one of the G+ communities I follow on what others prefer: print or pdf for their gaming books? For me, it's been pretty lopsided towards pdf for a while. I still pick up core rules in print, but I tend to buy all of my supplement/splat books in pdf anymore. It doesn't stop there, ever since I bought a Kindle, I buy nearly all of my books in electronic format nowadays. I've even replaced many of my print books with the electronic editions and sold/traded off the print copies. With laptops and tablets, I can carry around all the books I'll ever need for a game without breaking my backpack...or back for that matter. Now, I will say that unless the tablet is of a sufficient size, trying to read a rulebook on one is an eye-straining affair. Another big reason for my switch to ebooks: price. Most of the time, though not always, the e-edition of a book are much cheaper, which stretches my meager gaming budget that much farther. Not to mention that even if a harddrive crashes, I can re-download my collection from Lulu, RPGnow, and the other e-sellers I purchase from.

The downside of electronic medium is that brick and mortar shops don't see as much of my business as they did before. That's why I try to make it a point to buy any physical medium, be it rulebooks, dice, battlemats, minis, boardgames, etc. from my FLGS. It doesn't really match what I spend on e-books, but I still want to give them my business as much as I can because local shops are still the lifeblood of the hobby. Sure, you can find everything you want cheaper online, and can even find groups and play online, but in my experience some of the best groups I've encountered were through the old bulletin board at the LGS. Where else but a game store can I walk in on a week night with some assorted games and have pretty damn good luck in finding a pick up game, be it rpg or a board game?

Not much else to say beyond that tonight. Just a few thoughts as I work on my setting...which appears to be switching gears to Savage least until the damned gamer ADD sets in again!

Sunday, January 26, 2014

Happy 40th Birthday, D&D!

Today is the 40th birthday of Dungeons & Dragons (well, as near as anyone can figure). I've been playing for roughly 22-23 of those years. Not all those years have been devoted to D&D, in fact, only a handful of them have been, but thanks to the work of Gary Gygax and Dave Arneson I've got to enjoy over two decades of fun with friends and family playing all sorts of roleplaying games. Sure, there's a damn good shot that someone would have put out something that would have ignited the roleplaying hobby if D&D hadn't come along, but D&D became the big dog first and deserves the credit. So again, thanks to Gary, Dave, and all the others that have made this hobby an excellent way to pass the time. Here's to 40 more!

Friday, January 24, 2014

Savage Worlds Sci-Fi Companion and Choices, Choices, Choices...

I've read through my e-copy of the Science Fiction Companion and I've got to say that it is good. If you're looking for a good set of tools to use in your Savage Worlds sci-fi games, don't hesitate in picking this up. Not only are the rules updated to be in line with Deluxe, they are better than the first edition (not that the first SF Companion was bad). There are rules for creating new races, loads of new gear, rules for environmental hazards and salvage/trade, lots of cybergear, rules for robot creation, and a great system for building and customizing starships, mechs, and other vehicles. The bestiary section brings back the critters from the original SFC and adds a few new entries to boot. The only surprising omission was there was nothing about psionics. However, I can see how there really isn't anything you couldn't already do with the core rules as written for just about any psionic power you can think of. There's also the possibility that one could use the Super Powers Companion to further add some "oomph" to psionics if you really wanted to. All in all, I really can't recommend this book higher to anyone running a sci-fi game with Savage Worlds.

Now, this leaves me with a decision to make. I want to focus my energies on a single set of rules to write my sci-fi setting around. However, there are several systems vying for my attention right now:

Stars Without Number (My hacked up version): There's a lot here that I like. There are rules for mutations, cybernetics, armor, weapons, and so forth that even with hacking it up to remove the setting from the rules and bolting on bits and pieces from other games (rework some of the classes, add Alternity-style skills and psionics, gear and other items from D20 Modern/Future, and so on) there's not that much work that needs to be done to make it feel right for me. Plus, since it's an OSR game I can easily use a vast wealth of books to draw upon from D&D sources to virtually any of the retro-clones.

Rogue Space: It's light, easy to play, and fun to run. I would end up having to write up the most info for this game, but the rules are light enough that creating stats for races, creatures, mutations (though I suspect that the fan rules modifying Alternity mutations to the previous edition of RS would still work), and vehicles really won't be much of a chore to do so at all. I do like a little crunch in my sci-fi games though, and I just don't know that RS would have enough to keep me fully involved. I need to spend some time writing up some material for RS to find out...

Savage Worlds: The setting material I already have written was developed with the Explorer Edition in mind. There's not that many huge changes from Explorer to Deluxe, just some tweaks here and there. While I would have to create a lot of material wholecloth, I do have a lot written and there are a lot of licensed and fan resources out there to draw upon. Plus, out of the three, SW comes closest to the feel that I want from the whole package.

Decisions, decisions, decisions....

Wednesday, January 22, 2014

A Deeper Look at Seeded Space

A while ago I picked up a Sci-Fi OSR rpg off of Lulu called Seeded Space. (Here's the direct link.) Now, while this game came out in 2011, I just recently discovered it while perusing Lulu looking for gaming material in general. Even though it is a couple years old, it has come after other OSR sci-fi games. Sci-Fi has always second fiddle to fantasy in RPG's, however, the OSR market has quite a few games in that genre: Stars Without Number, Mutant Future, Machinations of the Space Princess, Bandits and Battlecruisers, X-Plorers, Starships & Spacemen, and Hulks & Horrors to name a few. With all of these games already out there, Seeded Space is entering an already crowded area of my gaming collection. Let's see if it can stand out?

Seeded Space is only available in print on demand through Lulu. I've heard a few complaints about the quality of the print jobs and bindings of books bought through Lulu, but this is as well put together as anything put out by WotC, Palladium, or SJG so no problems there. (This is actually my second print purchase through Lulu, the first being the previous edition of Rogue Space, and both books have been top notch quality.) It clocks in at 112 pages of text. There's no art in Seeded Space, however the author, Scott W Roberts is working on another version of the book with art if this version sells well enough.

Speaking of the introduction, Mr Roberts paints up a vision of what the setting of Seeded Space looks like with FLT travel, vampires, cyborgs, and rampant genetic engineering in a galaxy far, far away in the past or future. Really, the setting is kept pretty vague, which I rather like. So often sci-fi games come tied heavily to the setting, and since I like to do my own thing that's a bit of a turn off. No problem with that here. After the very short intro, he jumps into a quick and dirty conversion of the metric system (which is the measurement standard for the game) and the Success Range System that's used for skills and character abilities. The Success Range System is a simple d6 roll to attempt to roll within a set range based on the character's skill level with a certain skill or ability with the lower the roll the better. Skills are kept to a succinct eight skills: Awareness, Covert, Social, Athletic, Knowledge, Control, Survival, and Technical. While I am used to games with giant skill lists, this short and sweet list should cover just about anything a character would want to attempt and is very keeping with the light feel of the game in general.

Now would be a good time to mention that Seeded Space is built off of Swords & Wizardry, so if you're not really a fan of that retro-clone, you may not like some the rules assumptions in this game. I happen to love S&W, but your mileage may vary.

Character Creation is your standard OSR faire: Roll for the six Attribute scores, pick a race, and pick a class. In addition to the standard character creation steps, characters that are of a certain race can select a character trait. Traits are minor abilities that range from special weapon training to a bonus to rolls against certain effects. Characters can gain Traits in one of two ways: first, they have to be one of three certain races (and Synthetic characters cannot select traits) and have a score of 14 or better in their Prime Requisite stat and one other, or secondly they can select a Trait if they first take on a randomly selected Flaw. Flaws are hindrances ranging to penalties in combat due to drug addiction to being unable to defend against psionic attacks.

Seeded Space has a selection of 11 races for players to choose from. They range from normal humans to genetically engineered humans (Genies) to various anthropomorphic races and Synthetics (robots and such). There are no ability score bonuses and penalties, but there are soft requisites for selecting a species such as with the Zeroes (Space Pilots, think beings live most of their lives in low-G space environments aboard starships): they cannot have their highest stat scores in Strength or Constitution or their lowest scores in Dexterity. I rather like that option as opposed to the hard "Strength 9 or better to play this race" seen in a lot of OSR games. It's a new spin on an old idea that still feels "old school." Each race has their own special abilities and hindrances and if they cannot be of a certain class (Zeroes cannot be rangers, for instance) it is stated in their write-up. The descriptions are short, and even a bit vague. There is only the barest hint of what each race is like personality-wise. That's once again keeping with the feel that Seeded Space is meant to be a base for a GM to build upon.

There are random tables to generating what a character was like before stepping out on the path to fortune, fame, and glory. There is also a table for generating societal quirks and customs should the player feel stumped or can't be arsed to put that much thought into the character.

There are seven character classes to choose from in Seeded Space: Psychic, Fighter, Ranger, Technician, Agent, Specialist, and Medic. Each class has their own special abilities and niche they fill in the galaxy. In keeping with the OSR feel, each class has it's own XP progression. In keeping with the Swords & Wizardry base SS is built on: Saving Throws are one score. It also uses Ascending AC and To-Hit bonuses solely, however.

Lastly in character creation: alignment. There are five alignments in the game: Lawful, Chaotic, Neutral, Good, and Evil. Any character that becomes evil becomes a NPC. I know that alignments are big part of the OSR experience, but I've never much cared for them. However, I do like the looseness of the alignments presented in Seeded Space. They don't feel like a crutch or are written in a way for an obnoxious player to feel he has to play exactly to his alignment at all times no matter how disrupting or aggravating that can be.

Next up is Equipment. This is one of the weakest sections in the book. It's pretty much just the standard Swords & Wizardry items with a few sci-fi bits thrown in. Reading the gear section was like getting doused with cold water. All of a sudden, I felt like I'm reading about a fantasy RPG again. The "Modern" equipment lists includes Muskets and flintlock rifles. Nowhere is there mention of laser swords, power armor, or anything really modern, not to mention futuristic. Very disappointing for a game whose implied setting talks about FTL travel. Now, there are more high-tech items later in the book, so it's not like there aren't any high-tech gadgets but I'll get to those in a bit.

Next up is the standard "How to Play" section. It does cover, once again very briefly, interstellar travel, psychic duels, spacefaring societies, and Technical research. It's all pretty standard stuff. It does go into how vehicle stats are figured up, but the fine details are largely left up to the GM.

Next up is Psychic Powers, which are pretty much just spells. There's nothing wrong with calling spells psionics and using the same rules (though psychics in SS use power points to fuel their powers and aren't bound to memorization like magic-users, but I digress). There are a good selection of powers that range across 6 levels of power.

The GM Information section redeems the disappointment found upon reading the Equipment. Along with the standard info on awarding XP and the like, it details hazards like Brain Damage, which can cause the character to develop different physical and mental maladies. There's a bit about "Cyborg Invaders" that are pretty much Stark Trek's Borg. There's plenty of special rules for Genetic Experimentation, gravity sickness, and alien diseases. There's more hints of the setting that Mr. Roberts had in mind when creating SS here. There are plenty of charts and tables to allow for easy generation of colonies, maladies, planets, systems, and even planet features to help GM's that are in a creative bind or just need something rolled up quick. There was one table that was just...odd to me. It was a table detailing what "ultra-atheist activists" were doing that could be construed as marginally insulting if the reader is an atheist. It really doesn't fit with the chapter, and even for a random "what are the cultists doing" table, there needn't even need a specific line of thought applied to the table. It would have worked better as just a generic cultist table.

The Creature section is next and starts off with the standard explanation of the stats and special rules. The creatures are largely S&W critters with some sci-fi re-imagining for a few of them. There are a few original creatures though. Since the creatures use standard S&W stats, it would be easy to pick up any of the various S&W monster books to introduce a new alien into the game.

The Special Technology and Reward section follows up the bestiary. This is where you will find high-tech gear. Mr. Roberts starts off with details on how gear equals up to psychic powers in the hopes of helping GM's keep the gear on an even keel with psychic characters. Basically, high-tech gear takes the place of magic items. So, even though your character may come from an advanced society, the best you're going to do for weapons and armor is primitive stuff until you find a blaster in an abandoned base or something else along those lines. That's all well and good for a game like Mutant Future, but for a space opera game such design assumptions feel strange and run counter to genre norms. Here you'll find cybernetics, high-tech weapons and protective gear, wondrous medicines, and other assorted goodies.

A short adventure follows the Special Tech section. To be honest, I rarely read the starter adventures. It's rare that I ever use them, and this is no exception. I'll likely read through it someday, and if it blows me away, I'll let you know.

The book is rounded out with a synopsis of the Seeded Space setting and a list of inspirational sources. It's five pages long and details some of the big players in the politics of the galactic arm where most of the action is centered. It's an interesting read, and contains some good ideas. The thing I like the most is how it just brushes the setting without getting bogged down in details. That's something I like the most about SS: the feel of the book from beginning to end is one in which the GM is free to set his own course. He can use this chapter to fuel his own games or can just as easily ignore it entirely to no detriment to the game.

So, what do I really think about Seeded Space? I think it's a fine attempt that falls a bit flat for me. I like the lightness of the rules, but some things are just too vague, like the generation of vehicle stats. Maybe a more bare-bones and descriptive take on space battles would work out in play, but it just doesn't feel like there's enough there to do such scenes justice. Seeded Space really feels too married to the OSR ideals, so much so that it feels like a standard fantasy game with some sci-fi elements bolted on. If that was the original design goal, great, mission accomplished, but it clashes with the introduction and the description of the game. Plus, the lack of art makes SS feel more like a beta of a game than a truly finished product. I totally understand the lack of art, as getting art commissioned is expensive, but there are lots of great public domain pieces out there that would have spruced up the game a bit and give it more of a finished feel. All is not lost, however, there are still good bits here and there that can be ported over into other OSR sci-fi games and Mr. Roberts has some new ways of keeping that old school feel without doing everything the same as it was before that are worth looking into. I just don't know that I can fully recommend the book to anyone that already has one or more of the other OSR sci-fi games listed earlier in this post. Plus, at nearly $15, it is a bit pricey for a game that I likely won't run except in chunks. I really wish there would have been an e-book option. Even at $8, SS would have been more worth the price of admission.

Tuesday, January 21, 2014


So I got my hands (so-to-speak) on the Deluxe Edition of the Sci-Fi Companion for Savage Worlds tonight. It weighs in at 98 rather packed pages. It's likely going to take me a bit to get through all of it and give my thoughts.

I also picked up the latest issue of Fight On!, which is #14. It clock in at 90 pages chock full of OSR goodness.

The Savage Worlds Supers Companion was also released today. I'm still on the fence about picking it up since I don't use Savage Worlds for supers. Still some recent G+ posts converting Marvel characters to SW have me intrigued, but I'll be waiting on some reviews before picking it up.

Enough talk, er, typing! I'm off to read!

Saturday, January 18, 2014

Rogue Space Review Update: The Art

I neglected to mention one of the biggest changes in the newest version of Rogue Space: the art. In previous versions, the art was largely public domain pieces with some original work by Valerie Brandon. This gave the book a feeling of being inspired by 1950's classic sci-fi, which CR Brandon said wasn't his intent. This time around, even though there are still some public domain pieces carried over there are a lot more original works by Valerie and Luigi Castellani. These new illustrations give the book a much more contemporary sci-fi feeling than previous versions of Rogue Space. Mission accomplished.

Thursday, January 16, 2014

The Verdict on the new Rogue Space...

This review is a bit more of an update to my original review of Rogue Space found here, as this is really a new edition. The underlying system is the same, but things have been refined and sections have been cleared up and added to. Essentially, much of what I state in that review stands for this one except where I note the differences in this review.

First off, I picked up the pdf version of the book. I plan on picking up the print edition at some point in the future, though. Minus cover, the new version weighs in at 114 pages, versus 64 in the V2 version. Right off, there's almost double the material in this new version of the game. Looking at the contents, there are a lot of new sections that didn't appear in the previous revisions of the game. There are many more (Option) sections to the contents, which really pushes CR Brandon's ideal of Rogue Space being a toolbox for GM's to make of it what they want; which is something that I really like in my sci-fi rules.

Compared to previous versions of the game, the dice system, character generation, and combat are generally the same (roll 2d6 +/- modifiers vs a Target Number; roll equal to or higher than the number succeeds). However, in the Character Generation chapter, we start seeing where CR Brandon's work in refining the system comes into play. Characters still use FASER for their stats, and generate characters in the same manner. In earlier versions, alien races were allowed, and one was presented, but that was it for examples. This time around, we get 4 fully fleshed out alien species complete with descriptions not only about appearance, but on their politics, views towards humans, and hints on using them in your own games. This is a common theme throughout the rules: more examples, more ideas, more options, just more of everything all around.

Some of the new things (beyond 3 new alien species), are optional rules for generating character backgrounds and personalities, Cybernetics rules (a very welcome addition to the rules), Magic & Spells, and rules for Trading/bartering. Armor now has a base damage reduction based on its type, but the original rules of rolling for the amount of damage deflected/absorbed by armor are still included as an optional rule.

The section on Non-Player Aliens is much as it was before, which is a little disappointing. I would have liked to seen a few more examples, but what is there gives a pretty good idea for how to handle alien creatures and a good array of special abilities.

My main, and really only, gripe with the original rules were the rather incomplete-feeling rules for Starship creation. The new version is much clearer, with lots of options for creating a starship without feeling like you need to be an engineer to generate it. Well done.

All and all, this new edition is simply meatier than before without losing any of that rules-light feel that drew me to the system in the first place. This edition is really vying hard to be my go-to sci-fi game. It already was my go-to for when I was short on time and just needed something to run on the fly, but I could see myself really running this for a longer stretch of time. If you're looking for a great rules-light sci-fi toolkit, you can't go wrong with Rogue Space!

Tuesday, January 14, 2014

Savage Worlds Sc-Fi

I'm still tearing through my copy of Rogue Space, which has also kept me from getting my full review of Seeded Space finished as well...and while I'm not ready to give a full verdict yet I will say that I'm very pleased with the purchase.

Another book that I've been anxiously awaiting is the Savage Worlds Sci-Fi Companion for the current edition of the game. I've got the original, and it was good, but it felt a bit thin. That's always been one thing that fans of Savage Worlds have been clamoring for: better support for the Sci-Fi genre. Now, there have been some great 3rd party settings and sourcebooks that have helped fill the void like Slipstream, Savage Space (which you can find here for free), Interface Zero, Mercenary Breed, and High Space, among others. While many of those are fine products, they also largely have a focus on particular sub-genres. At any rate, the new SF Companion was due out today, but it's been pushed back a week so the guys at Pinnacle can apply some last minute "spit and polish" to it. While it's a bummer that it didn't come out today (I was looking forward to picking up my copy as soon as I got home), I can wait another week.

I've put together some sci-fi rules for Savage Worlds that I feel pretty good about. It covers pretty much all of my desired "sweet-spots" for my ideal sci-fi/fantasy game. However, I set it aside when I got bit by the OSR bug and discovered systems like Stars Without Number, Starships & Spacemen, and the like. Heh. Once again my gamer ADD has reared its ugly head. I now have my sci-fi heartbreaker, Stars Without Number, Rogue Space, and Savage Worlds all once again vying for my interest!

Sunday, January 12, 2014

Weekend Roundup: New Rogue Space Rules and Big Changes in Store for Star Wars

First off is the new edition of the excellent indie Sci-Fi game, Rogue Space is out now! Go pick up a copy here. I picked up the pdf edition myself and hope tear into it tonight and tomorrow and get my thoughts posted on it in a few days.

The second bit of news is actually a few days old. Disney has appointed a committee to go through the Star Wars timeline and determine what is and is not official canon for the Star Wars universe. (Read the article here.) Seeing as how they are going to be making movies that take place after Return of the Jedi, I'd say it's a safe bet that most, if not all, of the post-RotJ novels and comics will be declared as non-official. I'm not certain how I feel about this. It's no secret that the quality of many of the novels isn't spectacular, but I've never considered SW novels to be any worse (or better) than most other shared universe genre fiction from Star Trek to Forgotten Realms. If most of the Expanded Universe is declared invalid, I hope they don't totally scrap many of the characters. I'd hate to never see Mara Jade, Ben Skywalker, Anakin Solo, Jacen and Jaina Solo again. Plus there's the scenes of Anakin appearing to Leia, and her eventual forgiveness of her father. Still, at the same time, I do trust Disney to treat Star Wars right. They've done a fantastic job with the Marvel franchise (X-Men Origins: Wolverine notwithstanding), and I hope to see that same level of creativity and care taken with my beloved Star Wars.

Speaking of Star Wars and Marvel, Dark Horse comics, who has been publishing Star Wars comics since 1991, is losing the license to do so after this year to Marvel. (Read about it here.) Seeing as how Disney owns both Marvel and Star Wars, this move has likely been in the works not long after the ink dried on the sale bill for Star Wars. I have no doubt that Dark Horse will do fine without Star Wars, but I will miss their take on the SW universe, which has been fantastic, especially the last few years. Really, some of my favorite EU stories have come out of the various Dark Horse SW lines. Still, some of my all time favorite Star Wars stories came from the campy and oftentimes downright silly, Marvel series from the early 80's. Marvel is slated to start publishing Star Wars comics in 2015.

Tuesday, January 07, 2014

First Post of 2014: The Holiday Haul!

I hope you all had a great holiday season. As I look forward to a new year filled with more writing and hopefully one filled with even more inspirational sources, I'm going to spend some time looking back as some of the stuff I picked up during Christmas that are great imagination igniters.

Oblivion, the recently released movie with Tom Cruise and Morgan Freeman. As a movie, it's merely alright; an enjoyable popcorn flick. (It was one of those movies that I figured out fairly soon into the movie what was going on, which dampened my enjoyment.) However, the tech and the imagery is fantastic. I like the contrast between the crisp and clean living quarters and tech of the "team" and the dingy and dirty world of the marauders. Very usable for settings in which there is a large tech gap between cultures on a world. I need to get stats written up for those wicked drones, by the way...

On the book front I did get some great offerings.

First off is A Field Guide to the Little People by Nancy Arrowsmith. This is a sort of bestiary of fae creatures from various cultures (though primarily Celtic). It is beautifully illustrated throughout by Heinz Edelmann. While many of the creatures found in the book have been translated into D&D stats over the years, not all have been. Even with those that have been statted out in game, not all are fully faithful to the legends or the information in the book is different enough to really throw a curveball to players that think they know exactly what they are up against.

I also received two great Sci-Fi art books: Masters of Science Fiction and Fantasy Art and Sci-Fi Art: A Graphic History both are filled with evocative and inspiring images for those looking for something non-gaming related to get those creative juices flowing.

With some holiday cash in hand, I binged a bit on some post-holiday sales. At Half-Price Books I picked up Out of This World: Science Fiction But Not As You Know It and Star Trek: New Worlds, New Civilizations. OotW is heavily illustrated (which is primarily why I bought it) and talks about the wide and varied sources that have brought the sci-fi genre to where it is now. The writing is a bit stiff in spots, but so far I am enjoying it. ST: NW, NC details 18 locations from Vulcan to Ferenginar to the Q Continuum; all with great illustrations from an impressive list of artists.

Lulu recently had a 40% off sale, so I stocked up on several early issues of John Strater's NOD, which I cannot recommend high enough. Most of each issue is related to Swords & Wizardry based hex crawls surrounding a general theme (though I understand later issues tend to be more Blood & Treasure based, but are still easily usable with S&W), but some issues have articles pertaining to one of the various games that John has put out. (Seriously, he is insanely prolific! I also recommend checking out Blood & Treasure, Mystery Men, and Tales of the Space Princess.) I've found NOD to be one of the best and cost effective resources for S&W (and D&D clone-related gaming in general) on the market.

I also picked up a OSR-inspired rpg called Seeded Space by Scott Roberts. Seeded Space is essentially D&D in space. It falls into much of the same realm as Hulks & Horrors. I'm working up a full review, but bottom line is that while it doesn't tread new territory, it is still a good game and toolkit to kitbash from for use in your favorite OSR-inspired sci-fi game.