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Legacy of Dragonholt
Rangers of Shadow Deep: A Tabletop Adventure Game
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The Fantasy Trip: Legacy Edition
TimeWatch
The Book of Changing Years
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Vampire: The Masquerade 5th Edition Core Book
The Camarilla
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Eldritch Tales: Lovecraftian White Box Role-Playing
We Have Been, We Are, We Will Be
B2: The Keep on the Borderlands
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Rise of the Runelords Anniversary Edition
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Firefly Role-Playing Game
The Crossroads Region
Dungeons & Dragons Starter Set
Player's Handbook (D&D 5e)
Tales from the Yawning Portal
Adventurer's Almanac
Genesys Core Rulebook
Kids on Bikes
Waterdeep: Dragon Heist
Masks of Nyarlathotep (5th edition)
The Vaults of K'Horror
Time Fiasco
The Krell Effect
Lemurian Legends: The Complete Adventures
Xothian Legends: The Vault of Yigthrahotep
Weird Wild Wuxia West
Mutants & Masterminds
The Enemy Within Campaign Volume 1: Shadows Over Bögenhafen
Dust Devils Revenged
Dungeons & Dragons Set 1: Basic Rules
Trail of Cthulhu
Grimm
Fudge
Forgotten Realms Interactive Atlas
White Dwarf (Issue 100 - Apr 1988)
Mythic Game Master Emulator
The Black Company
Sartar: Kingdom of Heroes
Versions
Pg. 1
Nick: 
PDF version
Publisher: 
Year: 2007
Electronic (PDF, DOC, eBook, HTML, etc.)
129 pages
Size: Letter
English
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Description Edit | History

From Introduction:

My gaming group never used this supplement. Well, that’s not entirely true.

The new races are a cool new addition to an already great game. The new frontier detail was incredibly valuable. The new gear was really cool after tiring of the old handful of things to be found in the frontier. The skill system in the old Star Frontiers game is built around solid frameworks that didn’t allow certain character concepts (“I want to be a stealthy assassin type, but don’t give a hoot about analyzing mineral samples!”), so the different skill list seemed like an interesting idea.

But we didn’t like the modified game mechanic. It was good, as it stood, but not for our sacred Star Frontiers. We liked the way things worked already. We had house-ruled a few things, and made decisions about how to handle this or that. For us to do all that over again didn’t wound like a very fun idea.

Additionally, the new options, if implemented, made all the other existing published data no longer compatible. For example, what about the character statistics found in all supplements and adventure modules? What skills to THEY have?

So that is why I didn’t convert the original book to these rules and stick with them throughout. Since I liked the old rules, I figured everyone did. I was wrong.

It turns out that as I distributed this file to friends and they distributed it to theirs... people started asking for Zebulon’s Guide to the Frontier. Who am I to argue with the masses? I’ve seen Frankenstein too many times to ever want to anger a mob.

So here it is, in its original glory, reformatted and organized to make it more like today’s role-playing games. As I worked on this, I found that the new game mechanics are actually very sound. I like them. Use them if you’d prefer these, but just like the original Star Frontiers, I’ll only make rules and supplements for public consumption that rely on the original Star Frontiers game.

More Information Edit | History

From Title Page:

STAR FRONTIERS, WIZARDS OF THE COAST, and the WIZARDS OF THE COAST logo are trademarks belonging to Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used here without permission. © 2001 Wizards of the Coast. All Rights Reserved. The free distribution of this revised edition of the out-of-print game system is not intended to detract income from Wizards of the Coast.

COPYRIGHT INFRINGING ITEM

After some discussion and research, this product is not officially licensed by the copyright holders and as such is a bootleg/unofficial product. As such, we will allow the listing here on the RPG geek for informational use only but no marketplace items, no links nor files will be allowed for this entry and no trades/sales are allowed for this item. No exceptions.

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