Stargate RPG, A Sci-fi Roleplaying Game of Stargate SG-1

By |2023-05-03T00:37:18+00:00January 8th, 2022|Categories: Role Playing Games, Stargate SG-1|Comments Off on Stargate RPG, A Sci-fi Roleplaying Game of Stargate SG-1

In the Stargate RPG SG-1, the sci-fi roleplaying game, you’re recruited by Tau-ri to explore worlds, discover technology, and stand against Goa’uld.

“You know, P-3452 looks a lot like British Columbia”

In Stargate RPG, the primary goal of the SG-1 teams is to travel to other worlds through the Stargate. Then find alien technology and help defend Earth against the Goa’uld. In them, they discovered that displaced humans from ancient Earth populated these worlds. But also, that alien life inhabited others.

Through the exploration of these worlds, the television show explores real-life ancient cultures. Cultures such as the Aztecs, Mayans, Norse, Mongols, Greeks, Romans, and Ancient Egypt. Also, mythical locations, such as Avalon, Camelot, and Atlantis.

As a result, The SG-1 team explored human history through these isolated alien worlds. They encountered various moral issues and obstacles for which violence was not the answer. The SG-1 team utilized their collective skills to overcome these issues. Skills such as diplomacy, research, persuasion, engineering, and others. All were within the hour allotted for the show.

Wyvern Gaming captures these experiences in the sci-fi roleplaying game, Stargate SG-1.

sci-fi roleplaying game for fans of Stargate SG-1How To Play The Stargate RPG Sci-Fi Roleplaying Game SG-1

Gameplay in the “Theatre of the Mind”

Stargate RPG ditches the traditional notion of maps, measurements, and miniatures for gameplay. Instead, gameplay exists within the “Theatre of the Mind” much like Edges of Empire by Wizards of the Coast. Instead, the GM describes the situation, the location, and the environment to the characters. In return, the players describe their choices, their decisions, and their actions. The game does include rules for gameplay though if the GM and game group decide to use maps and miniatures.

Wyvern Gaming chose to build the roleplaying game based on the 5e rule system of Wizards of the Coast’s D&D game. In doing so, experienced players can jump right in and play out of the box with minimal learning. For new 5e players, the core sourcebook includes all the RPG rules for gameplay. But, Wyvern Gaming did make some changes to the rule system. They sought to streamline gameplay. Also, to bring gameplay more in line with a television show.

Changes to The 5e Roleplaying System in the Stargate RPG

Stargate RPG Character levels max out at the 5th level

Jaffa. Once human, the Goa’uld twisted their genome to become the perfect host for the Goa’uld larva.As a soldier for the Earth, before exploring the galaxy through the Stargate, you have to enter boot camp. In boot camp, your character experiences various training sessions. The training prepares your character for potential encounters in alien worlds. Your initial missions train characters and give them needed experiences to advance levels. At level 5, your characters complete their training. From there, you begin specializing your character’s abilities. As such, working towards becoming an expert in them.

Use your character’s head instead of their fists

Within TV and movies, it becomes problematic if the main characters die early. The Stargate SG-1 Roleplaying game is no different. The gameplay is not designed to kill characters with a Zat’nik’tel shot. Or have a Goa’uld system lord torture them to death. Instead, the game favors the ideas and inventions of the players to get out of any trouble they get into.

Tensions increase with each Stargate RPG encounter

With the  StargateRPG designed to give the players a TV vibe, Wyvern Gaming introduces the “tension die“. In short, the GM (Gatemaster) can add to the rolls as they see fit. The GM can decide to make the tension die a d4, d6, d8, or d12 depending on the adventure or “episode” the players are playing. So, the game can change from being more lighthearted to more difficult.

A limited to the amount of Stargate RPG Character actions

To help with various encounters (see below), each character receives “Determination Points”. Determination points (DP) are a type of currency within Stargate SG-1 RPG. The points allow for your character to perform actions within a specific encounter. Once spent, the characters have no more actions unless they earn more at the discretion of the GM. Character involvement is thus limited by the trading of currency for actions. For some encounters, it might be best if one or two characters stand back and take a “wait and see” attitude.

Introduction of Stargate RPG encounter types

Stargate SG-1 RPG introduces specific, streamlined rules for different types of encounters. The rules allow for the GM to vary the gameplay. This keeps the game moving and the game feeling fresh. In some of these encounters, players need to use determination points to take part. Others might use more traditional character stats. There are two categories for the encounters:

  • Action Mechanics. Action mechanics are more combat in nature. They take the form of physical combat, aerial combat, or vehicle combat. Also, skirmish (close quarters), firefight (long-range), and pursuit encounters. In a pursuit encounter:
    • First, characters take one of four positions; lead, close, trailing, and far.
    • Second, during each round, a character has two actions to perform. They are working to either overtake the person in the lead or stay in the lead. The round continues until the lead person is overtaken or the people chasing fall too far behind.
  • Plot Mechanics. Plot mechanics are more social in nature. They often allow for player interactions to resolve an encounter. Examples of Plot Mechanics are diplomacy, infiltration, and interrogation. Other examples are research and development, traversal (travel), and persuasion. An example of this is the persuasion encounter. In a persuasion encounter:
    • First, each player must spend determination points to take part.
      • If they succeed in persuasion, they get the determination point back.
      • If they don’t, they lose it.
    • Second, the character must be the type of persuasion. They can choose a logical, emotional, or some other type of appeal.
    • Third, The character rolls the dice. The appeal choice determines the skill (dice roll) they will perform.
    • Finally, the determination point cost goes up by a preset amount each round. The trick to a persuasion encounter is to know which type of appeal will work best to persuade.

Within the lore of Stargate SG-1, ancient aliens took humans from Earth. Then, those aliens placed them on various worlds accessed through the Stargate.Who moves first is not always the highest initiative in the Staregate SG-1 RPG

Within most roleplaying games today, a good initiative roll determines who goes first. And it’s the character’s dexterity or wisdom that determines that initiative roll. Fast-acting matters as they say.

But what about fast thinking?

When a player wants to persuade or convince an NPC, they rely on intelligence and charisma. Those two stats determine the character’s “Moxie”. A character’s moxie represents their quick thinking or good looks. And those might shift the balance of the encounters.

Rewards for succeeding, not killing, in the Stargate RPG

Rather than earning experience points for individual, specific actions. Like overcoming the various trash mobs. Or even taking down a boss. Instead, payers earn Mission Points for succeeding. The typical “episode” allows for players to earn 1-4 mission points for the SG-1 team. These mission points can:

  • Increase character levels.
  • Gain access to various training facilities. This, in turn, increases skill level.
  • Or increase a character’s talent player.

Races and classes in the Stargate RPG sci-fi roleplaying game

Within the lore of Stargate SG-1 RPG, ancient aliens took humans from Earth. Then, those aliens placed them on various worlds accessed through the Stargate. There are some aliens, but humans are the dominant species. Thus, some changes happened to the Dungeon and Dragon rules for character creation. The steps below outline changes in the character creation.

First, players must choose a race

  • Aturen. Specific to the Stargate SG-1 roleplaying game, Aturen is like humans. Not only in their appearance but also in their desire to explore and populate their world. Over time, tired of warfare, the Aturen began a path toward “enlightenment”. Today, race tends to follow the path of peace and non-interference. But, they do understand the threat the Goa’uld system lords pose.
  • Human. Dispersed through the galaxy by the Goa’uld. Humans can come from a variety of environments and backgrounds.
  • Jaffa. Once humans, the Goa’uld twisted their genome to become the perfect host for the Goa’uld larva.
  • Tok’ra. They are Goa’uld but fight against the system lords. They believe in living in harmony with their host.

As a soldier for the Earth, before exploring the galaxy through the Stargate, you have to enter boot camp.This change to the sci-fi roleplaying game helps solve a major concern. One that has plagued Dungeon and Dragons. Basically, the “all members of a race have these characteristics” concern. Most races can select from two types of personalities. An Aturen for example can be a pacifist or an aggressor. The show portrays the Aturen as pacifists. But, if a player wants to make their Aturen more combat-in nature, they can. Humans can also differ by selecting either a +2 intelligence or charisma +2 if they are Earthlike. Or they can select a +2 intelligence or a +2 wisdom if they are more Tollan. And of course, the GM and players can choose to adjust characters even further if they all agree.

Second, you pick two origins for your character

Origins allow for even more flexibility and variability in character creation. This origin allows a player to build a background for their character. This background impact gameplay as it becomes the motivation for the character. Presently, the Stargate SG-1 RPG has three sets of possible origins for characters.

  • Biome Origin. Here, you can select the type of environment (not planet) your character grew up in. Could be a desert, a lakeside, a lunar location, or even a starship.
  • Former Host Origin. Your character can be an enslaved, potential host for a Goa’uld. Now free and trying to save their homeworld and family.
  • Racial or Cultural Origins. Do you want to play as a Tok’ra soldier, Tau’ri scientist, or a Goa’uld spy?

By selecting an origin, you can outline the motivation that drives your character. This motivation adds a bit of a random element to the episode.

Finally, you need to select a “class”, or job, for your character

  • Diplomat. Uses words instead of weapons to help grow the resistance growing with the Phoenix Site.
  • Engineer. Help make sense of the technology discovered off-world.
  • Medic. Trained and hardened on the front, medics are ready to meet any challenges.
  • Scientist. Collecting and analyzing the data collected on the various worlds.
  • Scout. Trained to explore a multitude of off-world environments.

Character equipment in this sci-fi roleplaying game

With new races, classes, and rules, Stargate RPG SG-1 receives a new load of weapons for your characters. Whether Humans designed or acquired from the Goa’uld, they can ensure the success of any mission. But you might not be able to use all equipment on every mission. One change the designers made to the roleplaying game was to give each piece of equipment a “tech level”. This tech level provides some more game elements:

  • The GM can set a specific tech level for an episode. Some of the world and its citizens might not be comfortable seeing a drone soaring overhead. Their religious beliefs might prohibit this.
  • Tech level determines how effective your attack might be. A lower-tech level weapon might mean a higher resistance in the opponents’ armor. This helps account for the different levels of technology in the various worlds. It also helps level the encounters.
  • Equipment of a certain tech level might be off-limits to the characters. At least until they achieve a certain level, overcome a certain aim, or perform a certain action.

Reflections on Stargate SG-1 roleplaying game

Specific to the Stargate SG-1 roleplaying game, Aturen is like humans. Not only in their appearance but also in their desire to explore and populate their world.As I have mentioned before, I am a bit of a sucker for fantasy and sci-fi roleplaying games. And with this one based on the Stargate sci-fi franchise, I went all in. Though, I missed the original Kickstarter for the game. I found out about the game when I received a call for game masters to run “episodes” for GenCon 2021. Without hesitation, I said yes and then started digging into the sourcebook. And I have to say, Wyvern Gaming did not disappoint.

There is so much lore out there within the larger Stargate Universe. Rich lore to drive out adventurous episodes. The team at Wyvern gaming decided to build the roleplaying game within the Phoenix Site.  This storyline, introduced in season 6, was only touched upon. As such, Wyvern Gaming had a fair amount of flexibility in the creation of the game. Flexibility to explore the Universe through the eyes of those building the rebellion.

A more episodic, TV feel

The tweaks Wyvern Gaming made to gameplay allow players to experience an “episode”. In other words, to feel like they are participating in the TV show. Players have to solve various problems as they encounter them. Most of the time with more creative thinking than action. They might have to try to convince a native to aid them, integrate an informant, or chase down a spy. This allows for a more “theatre of the mind” approach. Rather than a traditional explore, fight, repeat the approach of Dungeon and Dragons. The “theatre of the mind” also brings in more creativity for the game masters. The GM needs to adapt to the ever-changing, creative solutions the players might come up with.

As far as the races of Stargate RPG SG-1, there are only a few but Stargate was never about encountering a host of aliens. The races are humans but from other planets, changed according to their environment. Although there are aliens like the Unas. Having limited races allows the focus to be on the origin story. As such, allows for more “roleplaying” in the theatre of the mind. Also, it allows for customization of the episodes to account for these origins.

Streamlined play-through encounters

Wveryn Gaming made some nice changes to the D&D 5e rules. One of which was introducing the various encounters. Encounters bring a nice bit of variety to the gameplay. All the time without bogging down the gameplay. Another change was in their approach to sci-fi role-playing gameplay. They don’t follow the traditional method of gathering your party. Then explore something. Afterward, find something. Finally, kill something. And then repeat. Wveryn Gaming’s approach depends more on the player’s ability to problem-solve. Through logic, creative thinking, and group discussion.

Problem-solving occurs through various types of encounters. each with its own spin on gameplay. The characters:

  • Might have to search a lost city to discover an item only to escape by retreating through a chase encounter.
  • Have to convince a god-like owner of a relic to let them use it in a battle with a Goa’uld.
  • Could research  new technology to develop an antidote for a mysterious illness

With this approach, The gameplay in the Stargate SG-1 RPG is not about beating the final boss. Or using brute force to overcome obstacles. It’s all about the players, the game masters, and the game world they want to create.

An exciting trip through the Stargate

Wyvern Gaming succeeded in developing a sci-fi roleplaying game. A true successor to the Stargate SG-1 property. They have captured the light-hearted companionship. The campy, television feel with each game scenario, or “episode”.  All while keeping to the brain-teasing, thought-provoking, world of exploring the style of the show.

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About Stargate RPG SG-1

  • Publisher: Wyvern Gaming
  • Designer: Mac MArtin, Philip Loyer, Brad Ellis, David Hanold, Westley Walker
    Writers: John Kennedy, Steffie de Vaan, Brad Ellis, Christina Monfette, Michael Walker, Benjamin Eastman
  • Artists: M. Wayne Miller, Graham Sisk, Nick Greenwood, Ashley Pink, Jiroodd O Wen, Maria Ciobotaru, Steffi Hockriegl, Westley Walker, Tony Celliers
  • Where to Buy: Online store
  • Cost: $59.99 (PDF only: $10.00)

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