Sunday, January 27, 2019

Starfinder: Alien Archive [RPG]

The Alien Archive is the first Starfinder "monster book."  It includes  sixty different creatures.  Although GMs would be the natural audience for a book like this, players can get a lot out of it as well because no less than 21 of the creature entries have rules for running them as PCs.  In addition, several of the entries introduce new weapons, armor, or other magical items.  The book is structured pretty much like you would expect, with a short introduction, a whole bunch of creatures in alphabetical order, and then some (very useful and important) appendices.  I'm going to go through each of these sections, but first I want to highlight the overall design and look of the book: it's absolutely gorgeous.  The full-colour artwork is uniformly excellent and fits the "feel" of the Starfinder universe perfectly, the intelligently-designed footers and page borders make it very easy to tell where you are in the book at any moment, and the layout of the creature stat blocks and description makes the text very readable.  Paizo is one of the best in the business at this part of RPG publishing, and their attention and expertise to detail (not to mention investment in quality artwork) shows here to full effect.

The book starts with a two-page introduction that has a couple of different topics.  First, there's an explanation that the aliens given special rules to allow them to be played as PCs have often been scaled back in power from the same aliens when played as NPCs by the GM.  This makes sense from a game-design perspective (because otherwise many of the playable alien races would be overpowered), but it can be somewhat disappointing as a reader to stumble on an alien that seems awesome only to realize that, if you want to play one, it's abilities will be significantly nerfed.  Second, there's a "How to Read a Stat Block" section that explains each line in a creature stat block.  Most of this will be pretty familiar to readers of Pathfinder Bestiaries, with some minor distinctions, like only showing ability score modifiers (not the scores themselves), only showing usable feats (not ones that are "built in" to the statistics), and the disappointing omission of the little one-line description in italics that I used to read out to players when they encountered a new monster.  Another minor difference is that instead of having little symbols that define monsters by environment, the Alien Archive has little symbols that identify them as "Combatants", "Experts" (skillwise), or "Spellcasters".

The core of the book (120 pages), of course, is the creature entries.  Each entry gets a full two-page spread.  The advantage of this is that many entries include multiple stat blocks (such as Space Goblins getting a CR 1/3 "Space Goblin Zaperator" and a CR 2 "Space Goblin Honchohead"), there's room for the aforementioned new items or PC racial traits, and there's a *lot* of description.  This last thing is probably one of my favourite things about the book, as the writers could go into much more depth on each creature than if they just had one-page entries.  The background/description sections are full of flavour and setting lore, and I saw some great adventure hooks buried within some of them.  The obvious drawback of two-page spreads for each entry is that it does limit the overall number of creatures in the book, which is already slim (a topic I'll talk more about below).

As for the creatures themselves, I guess it's not really practical for me to go through all sixty of them.  Some general observations:  1) They struck a reasonable balance between (re)introducing some Pathfinder creatures into the new setting (like Dragons, Drow, Elementals, and Goblins) without turning the book into just an updated Bestiary.  The vast majority of creatures in the book are new.  2) Despite being an "alien" book, most of the creatures are roughly two arm/two leg/one head humanoids.  There are definitely some exceptions, such as my beloved barathu (floating jellyfish-like creatures, one of which I'm running through Dead Suns), skittermanders (six-armed over-helpful little creatures that have become Starfinder's break-out hit), and exotic threats like the tech-devouring "assembly ooze" (cooler in theory than in practice).  3) Even with a relatively small spread of creatures, some entries are pretty unimaginative and fall flat: I'm looking at you Formians (generic ant creatures), Grays (generic mysterious aliens), Mountain eels (eels . . . on mountains!), surnoch (forgettable giant worms), and the Swarm (generic bug monsters).  4) The book somehow manages to handle, incredibly concisely, some entries for creature types that should take up several pages: all of the chromatic dragons, for example, are included into a single two-page spread (through the use of templates), and all four of the basic elemental types and sizes are summarised through similar means in just two pages.  I admire the economy of space, though I worry the templates don't include enough special features to make a white dragon play significantly differently than a blue dragon (for example) or for a water elemental to really seem different than an air elemental.  5)  A few of the creatures are large enough to post a threat to entire starships, and have been given additional stat blocks for starship combat.  6) The creatures are heavily skewed to the low to middle levels of gameplay.  There's only one or two creatures each for CRs of 13 or above.

Appendix 1 weighs in at a hefty 17 pages and provides a GM with instructions for creating custom monsters and NPCs.  There's a nine-step process which includes selecting an ability score array, creature type, special abilities, etc.  The process is designed to be quick and painless, and operates on the premise that what's important from a player-facing perspective is what cool things a creature can do during an encounter rather than whether it has precisely the right amount of skill points or one too many feats.  This was a conscious decision by the Starfinder designers, and is a big break with the D&D 3.5/Pathfinder model which operated under the premise that monsters/NPCs couldn't "cheat" (so a Level 5 Wizard NPC couldn't have more spells than a Level 5 Wizard PC "just because").  The choice has led to criticism from a lot of GMs who prefer the Pathfinder way.  I almost exclusively run pre-made adventures these days so I haven't used the monster/NPC creation rules in the Alien Archive myself.  Perhaps the only problem I've noticed is that monsters and NPCs can seem very "samey" because they're not built organically with real strengths and weaknesses (there's never a Level 6 creature running around with a 10 KAC because it's slow and doesn't wear armor, for example--it'll have a fixed KAC of 18, 19, or 20 depending on which array is chosen).

Appendix 2 (five pages) provides the rules for summoning creatures in Starfinder.  It introduces the Summon Creature spell and the associated tables for what exactly can be summoned for each level of the spell.  One of the differences from Pathfinder is that a spellcaster must decide, ahead of time, which four creatures they're familiar enough with to summon (instead of being able to summon anything on the table).  In addition, there are some alignment and class restrictions on what can be summoned, which is an intelligent limitation.  I personally hate summoned creatures, animal companions, and familiars, so anything that can be done to curb the abuse we see in Pathfinder is welcome as far as I'm concerned.

Appendix 3 (two pages) provides 16 new templates (called "Grafts" here) that can be applied to creatures to change them up a little.  A couple of these are familiar from Pathfinder (like Celestial, fiendish, and Giant), but most of the others are new for Starfinder (like Cybernetic, Synthetic, Miniature, and Two-Headed).

Appendix 4 (7 pages) is the most important of the appendices, as it contains what every GM will need to reference frequently: universe creature rules.  When a stat block says a monster has Blindsense, Grab, or Undead Immunities, they'll need to turn here to figure out exactly what that means in mechanical terms.  Some of these rules will be very familiar to Pathfinder GMs, but there are enough little differences that it's worth reading the entries carefully.

The most commonly heard complaint about the Alien Archive is that it's just too short for its price.  It's $ 39.99 for just 159 pages, while a hardcover Pathfinder Bestiary is 328 pages and a $ 44.99 retail price.  I think the criticism is fair, and I wouldn't blame people for choosing to instead get the $ 9.99 PDF.  Apart from its length/price, however, this is a really strong book full of gorgeous artwork, strong writing, and a good array of various creatures.  It's definitely worth picking up in one format or another.

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