In a Nutshell: A campaign in 16 adventures for the FATE Core Edition version of Bulldogs!. 262 page PDF, written by Gareth Hanrahan, published by Galileo Games.
The book breaks into a number of main sections: an introduction; 16 adventures, ranging from 6 pages to 54 pages in length; new species; and rules for psychic PCs, not previously an option in Bulldogs! The table of contents lists NPCs, monsters, ships, and other items separately, which is useful for the ones that can turn up several times over the course of a campaign.
The introduction gives the GM a concise summary of what’s going on – no spoilers, because figuring that out is one of the primary goals of the campaign.
The campaign as written assumes the PCs are the crew of a Class D Freighter working for the TransGalaxy shipping corporation, making high-risk cargo runs along the fringes of civilised space. The adventures can be run one after the other if you wish – the “Express Route”, the book calls it – or you can mix up the sequence and add in side quests, the “Scenic Route”, so long as you start with the first adventure and finish with the last. Sections called “Exit Trajectory” are listed for the adventures, giving several options for which scenario to run next. Some the scenarios, such as The Hunters, can be recycled and used several times over the course of the campaign. Unusually, the option where the PCs decide to go over to the Dark Side is also covered – I suppose you have to cater to that for Bulldogs.
Some of the NPCs, like the delinquent drop-out Hackragorkan (he’s an accountant), genuinely made me laugh out loud; this would not be appropriate for all games, but is definitely fitting for this one.
Colour cover around single-column black text on white with purple headlines and full-colour page borders and boxouts. A goodly number of colour cartoon illustrations.
SUGGESTIONS FOR IMPROVEMENT
PDF layers so I can turn off the colour borders and boxout backgrounds.
I don’t like the cartoonish style of the internal illustrations. Your Mileage May Vary.
I’ve come to the conclusion of late that the only way I can run space opera now is to play it for laughs, and for that, the Bulldogs! setting is ideal. Someday I may even try running it under FATE, though Savage Worlds works well with the adventures, so why change?
Bulldogs! adventures have always been a collection of challenges the GM can use in any order, depending on how the players react to the initial setup. I’d hoped Heart of the Fury would extend that to the campaign level, though it doesn’t quite – it does the next best thing, which is offer multiple routes through the plotline.
I can’t help drawing parallels between current US/UK politics and some situations in the plotline, but no doubt this is purely accidental.
Overall Rating: 5 out of 5. I do want to run this one right away, but it hardly seems fair to stop any of my existing campaigns to do so. It would be easy to kick Collateral Damage onto this track, though…