home : news : reviews : features : fiction : podcast : blogs : t-shirts : wtf?

The Babylon 5 Roleplaying Game
Reviewed by Matt Cowger, © 2005

Format: Game
By:   Mongoose Publishing
Genre:   Science Fiction
Review Date:   April 18, 2005
RevSF Rating:   7/10 (What Is This?)

When perusing through any of Mongoose’s Babylon 5 product line a reader first thinks one thing: “Man, these are some good-looking books.” Every book (with the exception of the E_Z portable B5 Pocket Players Handbook) features slick color pages, tons of great screen captures and crisp, easy-to-read text. The layout is good and the books are solidly put together, especially the hard covers. The writing inside is strong, and for the most part written with a scholar’s knowledge of, and deep fondness for, the source material. The main blemish is Mongoose’s sometimes slipshod editing and sometimes headscratch-worthy choices in the order of presentation of material.

The System

I will echo something I’ve heard a couple of other reviewers say about the Babylon 5 line: Why, oh why is this a D20 product and not just OGL? For those not savvy to insider gamer nerd speak, a bit of history and definition. Wizards of the Coast essentially ‘open sourced’ the core rules for the 3rd edition of the venerable Dungeons and Dragons, allowing development of products using those rules by other publishers. The license comes in two flavors: D20 and Open Gaming License. Products made under the D20 license can only be used if you also have one or more of the big three core books of D&D — the Player’s Handbook, the Dungeon Master’s Guide and the Monster Manual — or if you download and print out the free System Resource Document. Products licensed instead under the OGL or Open Gaming License don’t need those core books and have a bit more wiggle room.

Mongoose's Babylon 5 is D20, and, well, having to have the Dungeons and Dragons Players’ Handbook in order to make a Babylon 5 character just seems weird.

That gripe notwithstanding, character creation follows the standard, fairly painless D&D method. Roll your character's six main abilities (strength, intelligence, charisma, etc.); choose a race (human, elf, dwarf, or whatever in D&D; human, Minbari, Narn, or whatever in Babylon 5); choose a class; choose a whole lot of skills and feats and other special abilities.

The classes are . . . well, they're classes, but they make sense for the Babylon 5 universe and hold together well. The core classes are different from the fighters and wizards of D&D, of course; the telepath is a new standalone class, for instance. The usual collection of skills and feats, with add-ons for the various races and consideration given for the futuristic era. One of the largest and most fundamental changes a seasoned D20 player will notice is a drastic reduction in the hit points characters receive. I’ll get to that in the combat section below.

Obviously alien races play a big part in the universe of Babylon 5, and characters have a lot of options here. The initial races allowed for character creation are human, Narn, Centauri, Minbari, Drazi and Brakiri. Each race has its own strengths and weaknesses, as well as various dedicated prestige classes and feats. If you have the money to burn, the "big four" — the Narn Regime, the Centauri Republic and the Minbari Federation — also get their own dedicated game books, all of them nice, if pricey, hardback affairs, packed with Babylon 5 information.

Telepathy is handled in a fairly elegant manner that really keeps in the spirit of the show. Telepathy itself is a skill, with the relative strength of the telepath (measured in “P” ratings) increasing his or her own skills and abilities, but limiting the telepath’s skill set in regard to other, “real world” skills and abilities. The logic being, I suppose, that the telepath is spending more time concentrating and honing his paranormal abilities than learning to, say, fix a jump gate. The breakdown allows for a nice range of characters from working-Joe, commercial telepaths to grim Psi-Cops on the beat (a prestige class).

Combat in the universe of Babylon 5 is deadly. The low hit points of the average character, and the large amount of damage even a tiny firearm can do, make any combat potentially lethal. Ship-to-ship combat is handled the same way: short and brutal. If you climb into a starfury in this game, you better be a damn good pilot and a damn good shot. Again in keeping with the vibe of the Babylon 5 universe, people can die pretty easily. Except for Captain Sheridan, of course.

The Universe

The last part of the main rule book is essentially an episode-by-episode breakdown of the first season, including character descriptions and rules, equipment and other miscellany particular to each episode. It is here that the book really shines. This final section as well as the four other season guides are my favorite part of the product line. Being a pretty diehard Babylon 5 fan, I read these analyses raptly. Whoever Mongoose hired or had on staff to watch the episodes and report on them was seriously on task.

It is here where Mongoose’s attention shines. Sure, they can’t edit for a tinker’s damn, but man, someone had the remote in hand with notes nearby for the season breakdowns. I’d like to rewatch the series with the season books in hand to see if I agreed with them or not. Seriously, they're good. The race books and the specialized groups’ books are decently written, but the real strength is in the season guides.

The specialized group books, Rangers and Technomages, are a tad weak. The technomages book borrows heavily from the Technomages novels by Jeanne Cavelos, a decent series, but not shown on the, uh, show. And the Rangers book feels more like a collection of columns for Signs and Portents, Mongoose’s house magazine, than an actual book. They have two adventure collections as well, with “The Fiery Trial” being a pretty standout adventure collection. The second collection, “Into the Crucible,” not so much.

They do a good job presenting the characters of Babylon 5, showing them in the first series with starting stats and then updating them through the season books so you can see how they have grown. One problem: There are prestige classes that obviously seem based on the characters — but the characters themselves don’t have them! But otherwise, they do a fantastic job of developing the characters through the years.

There is a lot to like in Mongoose’s work. They have a genuine love for the show and a scholarly knowledge of the source material. There is also a bit to dislike: lackadaisical editing, placement of material in no logical order, and, again, using the D20 license instead of the OGL. If you are a Babylon 5 fan, you are going to fall in love with this collection. And if you aren’t, the psi-corp will roust you from your bunk and expose you for the Earth Traitor that you are.

Matt Cowger is currently on a spoo-free diet.

Recommend Us
  • Send to a Friend
  • Digg This
  • Reddit It
  • Add to del.ic.ious
  • Share at Facebook
  • Discuss!
  • Send Feedback
  • Angel rewatch and discussion thread
  • Firefly / Serenity
  • 4ed D&D
  • Game Forum
  • Related Pages
  • Print This Page
  • Babylon 5 Not Coming Back; An Internet Mourns Anew
  • Sci Fi Countdown of Death
  • Sci Fi Love: Unrequited Love
  • Search RevSF
  • New on RevSF
  • Star Wars: The Last Jedi
  • Book Probe: BattleMaster, Wade of Aquitaine, Kriendria of Amorium
  • RevSF Podcast: Drowning in Moonlight: Remembering Carrie Fisher
  • Logan
  • RevSF Home


    Things From Our Brains
    Get even more out of RevSF.

    Geek Confidential:
    Echoes From the 21st Century
    RevolutionSF RSS Feed
    Search RevSF

    Random RevSF
    The Magicians

    contact : advertising : submissions : legal : privacy
    RevolutionSF is ™ and © Revolution Web Development, Inc., except as noted.
    Intended for readers age 18 and above.