- KMANT -

Blue Planet V2
Player's Guide

Fantasy Flight Games

Product Blurb

Welcome to Poseiden, 2199 AD

Prepare for a compelling journey into humanity’s future on a distant planet where life is hard and dying is easy. A world where GEO Marshals enforce the peace and wired mercs patrol deep waters in deadly fighter subs. A place where corporate greed and human desperation ravage an alien ecology, threatening to plunge humanity into a war of survival with an ancient legacy.

Welcome to the world of Blue Planet

Whether you are a newcomer or native, this guide contains everything a Blue Planet player needs to survive on the new frontier.

A detailed future history of the Blue Planet setting

Introductions to Poseidon, the GEO, the Incorporate, and the natives

Information on the sociopolitical landscape of both Poseidon and the Solar System

The newcomer survival guide

Detailed descriptions of personal equipment and biotechnology

Complete game rules, entirely redesigned for Blue Planet V2

- From the Blue Planet V2 Player's Guide -

Product Review

The original Blue Planet game was much like The Shining (film), oddly put together and hard to understand but with great underlying ideas and a cool setting. It had over complicated rules and was so big it put most phone books to shame. Important information seemed to have been cunningly hidden and some of the less interesting points were described in depth. The problem for many of us though was that underneath it all, there was one of the greatest roleplaying games of all time and we’d found it.

But in a true comeback style, the second edition, Blue Planet V2 has stepped up with its trusty sidearm and silenced the non-believers. It has been kitted out with great looking new hardback, featuring fantastic artwork. The rules have also been give a good going over and now with one simple read through you’ll have an idea of how things work. All in all we have to give Blue Planet V2 a great big pat on the back and take it out for a celebratory dinner.

The Players Guide is one of two books you’ll need to play the Blue Planet game properly, the other being The Moderators Guide. The Players Guide is (strangely enough) full of things the players will want to know to help keep the game moving. It gets through this information in 4 easy steps.

1) It gives you a good quick understanding of the world your in.

The game takes place on a well thought out and highly detailed planet. This was discovered when a probe was sent through a wormhole near Pluto, the probe then sent back details of a solar system called Serpentis. One of the planets in this system was Poseidon, an almost exact copy of Earth only with greater water coverage. Earth sent a team to the planet to scout it out and when they got positive results they started a colonization effort.

It was then that disaster struck. A virus known as the Blight ravaged Earth and they lost contact with the colonies on Poseidon. While Earth was sorting out its problems the colonists struggled on, and with their pioneer spirit burning strong they forged themselves new lives on the planet they now called home. Then in 2164 Earth sent a small science vessel back to the planet, but re-contact brought mixed reactions from the colonists.

Your characters play in the year 2199. It is a time of unrest, the Global Ecology Organization (GEO), a worldwide UN-like force, is trying to stop the various huge corporations from going to war with each other. The natives of the planet are also an issue as they begin turning to terrorism in an effort to protect their Planet. Everyone else is either taking advantage of the situation or trying to protect the freedom they have come to love. The characters you play are in the middle of all this and taking a backseat is not an option

2) You get to make a unique and diverse character (see how nice they are to you).

Character generation is on the whole quite good. There is not only a basic human character type but also several different “mutations” to choose from. These range from Modi’s, which are humans who have had biomods added to their bodies, to Silva’s, which are like monkey/human hybrids. Here comes the weird bit, the whales and the dolphins. Stop looking at me like that… it’s true. I have so far never managed to convince a player to take one of these characters and I’m actually quite pleased about this. I can see how having them as NPC’s can greatly increase the planets setting and mood, but I can’t help but feel that a player taking on one of these may put them off the game.

3) The new Synergy Rules System is explained.

The rules work really well. For starters you will only need D10’s and I’ve always had a soft spot for systems that don’t require millions of different dice types. Skill tests are based on difficulty numbers derived from the circumstances your in and your skill in the area your being tested on. You then roll a number of dice based on your aptitude and if you get under the difficulty you succeed, congratulations.

4) You get the rest of the history and background.

The first edition of this game made a bit of a mistake by piling loads of stuff on you the second you started reading. BPV2 however has put it either at the back or in the Moderators Guide. This is good as it let’s you get interested in the world first and explains the things you need to know to play, then it gives you the option to go deeper if you feel the need.

The information is broken up into manageable chunks as well, with sections on hardware, biotech, history and then an update on what life’s like on the frontier at the moment. There’s even a timeline so you can play Mystic Meg with all you gamers and tell them how things will be in a few years time. Nostradamus anyone?

Well there you have it, the first book in a long series hopefully. I do genuinely feel that with a good moderator in charge this game can be more involving than most systems and it let’s your players feel like their characters are actually having direct effects on the way the planets history is evolving. The fact that the setting is so diverse can make for varied campaigns as well. With corporate sabotage missions one week to GEO rescue missions the next, your games should never be less than interesting.

Blue Planet Players Guide, buy it and get your feet wet or stay dry and miss out on a pretty damn fine game.

Reviewed By Jon Simpson