Thursday, March 7, 2013
Homecooked: House Rules for use with Stars Without Number
I've been busy the last couple days hammering out some custom starship rules for the RPG Stars Without Number, (c) Sine Nomine Productions
I love the simplicity of the basic rules, but I wanted the ships to be a bit more tough to kill, and a bit less flighty. Running away from every encounter seemed a bit wrong for a space-faring RPG, so I added some new components, changed some mechanics, and got my game design on!
I'm still testing out the balance of all the new systems, but I tried to temper the really good components with things like high cost or high power/mass requirements. I'd love some other people to run their opinions by me and let me know how it looks!
First off, if you haven't looked at Stars Without Number, you should! The basic rules are free, and the author has a myriad of free supplements to boot!
http://rpg.drivethrustuff.com/product/86467/Stars-Without-Number%3A-Free-Edition
Get the rules from the link above. If you want to look at my highly modified house-rules portion pertaining to starship components and starship combat, download my PDF file from the link below:
http://www.filefactory.com/file/29l0phql24g3/n/FP135_Stars_Without_Number_-8_pdf
Let me know what you think! I am particularly looking for opinions on the balance of the new components.
Thursday, February 28, 2013
New project: Stars Without Number
Some of the setting features are fairly unique as well. For example, in SWN, the FTL drive is called a "Spike Drive" that "drills" into another plane of existence where space is compressed, similar to a hyperspace drive. It really conveys the sense that the Spike Drive uses brute force rather than a refined technique.
Other setting features are not so unique... In the game's setting, humanity constantly expanded through the stars, and as they skipped through other dimensions to travel faster than light, some became "touched" by Multi-Dimensional-Exposure-Sickness (or MES), gaining new psychic abilities. They used their new-found psychic abilities to form jump gates that used psychics to plot courses through space, faster and more effectively than possible with spike drives. After a time, a cataclysmic event known as the "Scream" caused a great amount of psychic backlash that killed most of the psychics. This also led to the collapse of the jump gate network, disrupting space travel and reverting the massive empire back into chaos. Sound familiar?
Old tropes aside, this game seems like the perfect basis for a space-faring adventure that doesn't get too bogged down by rules. The system generation system alone is worth looking into, as it gives you a great way to create an explorable universe.
I will be writing some stuff in the coming weeks, detailing the following:
Ship designs
Planet Summaries
Character Biographies
Adventure seeds
NSL Scout Vessel |
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