Dec 29

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Jake kicked the useless lantern away and listened as it crashed down the staircase in the dark. He winced as the sharp talon of a symbol scratched his face and wished he could see the fowl so he could make certain of the next day’s breakfast. “Three blasted lights!” he expectorated from his dry mouth as visions of expletive deleted danced in his head. “What does this planet do, devour light?”

The ex-scout attempted to inch his way carefully down the stairs, but the spiralling stairway was to be his descent into eternity. What a glorious feast for the Tiled Lizards had Jake turned out to be? Star Crystal (SC) is a text adventure game based on the famous Traveller series of role-playing games, aids and supplements. The fiction behind SC is placed carefully and consistently with previously published material in the Traveller universe. This adventure, the first in a series, takes place on the planet, Mertactor, in District 268, subsectors N of the Spin ward Marches Sector. SC contains many advantages for the Traveller RPG player who has no local game master and desires to play within the system.

First, the common vocabulary between the RPG and SC enables the experienced role player to identify and categorize animal and human encounters with little difficulty. Those unfamiliar with typical Traveller descriptions of “gatherers,” “killers,” and “scavengers” may need to borrow the basic rules to brush up. Second, the combat system is based upon Snapshot rules (another Traveller rule set) and is easily understood by the veteran spacer within the common universe.

Third, the series promises interaction with character generation rules from the RPG series, since a Citizens of the Emporium character generation utility will soon be available. When the utility is available, the player will no longer be limited to an ex-scout character, as he is thus far. The skills allotted to the ex-scout character are already written in basic Traveller terminology. Fourth, when SC is completed, the map of the temple, shelter, cavern and planet provides a useful setting for creating one’s own adventures for the role-playing game. Hints for “Campaign Interfacing” are included in the documentation and even the basic Library Data (included in the documentation) is familiar to the experienced role-player.

The information is given to the player via a divided screen. The upper portion of the screen describes the general location, while the lower portion of the screen accepts the player’s input and describes the immediate environment within the location. This divided screen assists in mapping the adventure, since one is never in doubt as to general location, but still has room to manoeuvre within the location. Acceptance of commands to go directly to objects within the location speeds exploration considerably.

Yet, for all it has going for it, SC is susceptible to many of the typical flaws of text adventure games. Do spelling errors annoy you? You’ll love fighting giant “TRAS” instead of “rats.” At least, I assume that’s an error, since rats are described in the SC documentation, but only “TRAS” show up. Do you hate detailed descriptions with key words which the parser doesn’t know? SC has them. Try to get a drink at the sink in the shelter. Examine the sink. You are told that it has a faucet. Try to turn on the faucet, however, and the parser doesn’t know what a “faucet” is. Try to “Turn on sink” and it wants to know how to do that. If you enjoy wasting time on a ridiculous parser, you’ll love SC. Further, as noted within the fiction, one of the main obstacles in the game seems to be finding light when your cold light lanterns, filled in the description’s own words with three days’ worth of chemical, malfunction within 24 hours. There is no logic to the malfunction. It is simply a “deus ex machina” to foil the exploration or destroy a character. I prefer more logical obstacles in my adventuring.

Last, but certainly not the least annoying is the program’s tendency to forget things. Disappearing canteens, keys and artifacts abound. No, they are not to be found by backtracking in case one has violated the weight and displacement formulae. Another criticism involves the system of encounters. Even though the computer divides the screen into a general description and specific description, it is possible to be in hand-to-hand proximity with an animal or human before having a chance to ready one’s weapon. This may not be too unreasonable in narrow corridors, but certainly seems unreasonable within an exterior clearing or courtyard.

SC is enjoyable when one is simply exploring the well-designed locations and examining the objects within each location. It isn’t fun when one is trying to play “Stump the Parser” or “What’s My Light?” But in all fairness to SC, many adventure games have evidenced this same problem. The scenario is well-conceived and the scientific thesis held by the deceased offers stimulation for its own campaign. SC bodes well for future interactive Traveller adventures, but the initial offering could have used more play testing and a more user-friendly game system.

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