When it came to "adventures among the stars" science fiction roleplaying games, Traveller was my preference. Consequently, FGU's Space Opera was merely a game of which I was aware but whose unique pleasures I did not appreciate until many years after the fact. This was partly the result of not knowing anyone who owned, let alone played, the game, as well as the fact that, for whatever reason, the hobby shops and bookstores I frequented never seemed to stock Space Opera products. Looking back on it, this strikes me as odd, since there were actually a large number of these products – not as many as Traveller but more than, say, Star Frontiers.
Today, I think the Space Atlas series tends to get a great deal more attention and perhaps understandably so, since it's in these volumes that we get a sense of the wider "kitchen sink" setting of Space Opera. Yet, FGU also published a fair selection of adventures for use with the game and some of these are well worth examining, starting with Casino Galactica, published in 1984.
Written by Steven B. Todd (of "Gnome Mountain Workshops," a would-be third party publisher of Space Opera support material under license from FGU) and illustrated by Steven S. Crompton, Casinto Galactica is billed as an "adventure setting & scenarios" on its front cover. That's a good description of its contents, as we'll see. The bulk of the book consists of an extensive description of the eponymous Casino Galactica, a luxury resort hotel on Arcturus VI established by Cosmo Filroy, a wealthy man with a mysterious – and possibly criminal – background. It's a decidedly clichéd set-up for a location, but clichés are Space Opera's bread and butter. I don't mean that as a criticism. Clichés persist because they're useful and fun; one of the genuine joys of Space Opera, in my opinion, is the way it leverages pulp SF clichés to present lively, if not necessarily coherent, settings and situations for roleplaying.
Casino Galactica is divided into several sections, the first of which focuses on "personalities," which is to say, important NPCs. Each NPC is given game statistics, as well as a background and suggestions for using them in an adventure. Accompanying many are illustrations by Crompton. The NPCs run the gamut from Filroy himself to the staff of the casino to notable guests. As one might expect, many of the NPCs have hidden agendas and goals, with some being agents of governments both foreign and domestic. The book also includes maps of the casino and its environs, along with keys of the same. Much like the NPC descriptions, some of these include suggestions for their use in an adventure. This being a casino, the book discusses the various types of gambling that take place here, along with rules on how to use them in the game. There's also a series of random encounter tables, for use with the NPCs descriptions. Likewise, the flora and fauna of Arcturus VI (with illustrations) get write-ups, completing the description of the planet on which the casino is located.
The final section of the book outlines a series of six scenarios set in and around the casino. I use the verb "outlines" advisedly, since none of these scenarios consist of no more than three or four short paragraphs presenting a skeleton of an adventure. If you're expecting fully fleshed out, ready to run scenarios, you'll be disappointed. On the other hand, if you're simply looking for a few hooks on which to hang your own ideas, they're not bad – nothing amazing, mind you, but enough to get the referee started if he's in need of a quick adventure to drop into an ongoing campaign.
I really like RPG supplements like Casino Galactica. They're reflective of an approach to refereeing that largely matches my own. I prefer to be given lots of "raw materials" from which to craft my own adventures. Give me lots of NPCs, maps, and hooks rather than a highly structured scenario anytime. Of course, I rarely use any published adventure as-is, so perhaps I'm biased. Nevertheless, I can't help but feel positively toward a book like Casino Galactica, which is both gleeful in its use of pulp SF tropes and very flexible in the hands of a confident referee. It's not for everyone, but what is?



