Suns of Gold is now available at DriveThruRPG, serviceable for all your reckless space-mercantile needs.

They are merchants, thieves, grifters, saviors and worse. They roam the untamed void to bring the wealth of foreign worlds to their customers, trading in the treasures of half a hundred worlds for the sake of riches beyond human imagination. You will find them in dirty starport dives, in the palaces of lostworlder kings, and in the gleaming towers of their corporate palaces. They are the far traders, and the treasures of the sky are theirs for the taking.

In this supplement to the free Stars Without Number sci-fi RPG, you’ll find all that you need to add classic mercantile adventures to your campaign. Whether a doughty crew of adventurers just trying to keep their battered ship flying or a cabal of aspiring merchant princes who seek the control of whole sectors, the tools in this book provide a GM with everything necessary to plot a course for profit. Within these pages, you’ll find…

  • Rules for buying and selling cargo between the far-flung planets
  • Guidelines for building interstellar business empires and planetary holdings
  • Trade tags and tools for giving mercantile flavor to your campaign worlds
  • Adventure templates for quickly generating a session’s entertainment
  • Guides on how to establish new colony worlds to rule and exploit for profit
  • Tips and advice for running mercantile campaigns at your own table

Suns of Gold will give you everything you need to handle the commercial ambitions of your players, from short-run cargo hauls to interstellar trade empires. Unleash the forces of fearless avarice in your campaign, and seek the wealth of the skies!

The Spears of the Dawn Kickstarter is now live, offering you the finest in old-school sandbox fantasy gaming with an African-inspired flavor. Built on the Stars Without Number game system, it’s meant to ease a play group smoothly into an African-flavored setting, one that gives you all the classic pleasures of dungeon-crawling, wilderness exploration, and hard-driven politicking with a new set of toys drawn from a time and place that doesn’t get nearly the attention it deserves. Grab the free preview chapter there while you’re at it and see for yourself!

One of the great pleasures of being a one-man publishing outfit is that I can follow my whims. I can pick up a project whenever it pleases me and drop it for something else when I need a change. I need no approval from anyone else and I can control every aspect of my output to fit whatever criteria fits my mood. And lately, I’ve been annoyed.

Every month or so the larger online RPG communities seem to be roiled with a recurring complaint about inadequate diversity in role-playing games. People complain about the settings, they complain about the art, and they complain about the implicit assumptions embedded in the game. They do a great deal of textual interrogation and pointing to flaws and very little pointing to better examples. The debates never really change and nothing ever seems to be accomplished beyond personal halo-polishing and ritual public disappointment in the failings of game companies.

Last month, the usual cycle was particularly irritating to me. I don’t even particularly care whether the complainants are right or not, I’m just tired of nobody ever doing anything. Did somebody break their fingers? Burn their library card? Cut off their net access? Is something stopping people from writing their own RPG and showing how things ought to be done? So last month I decided to quit being irritated and start doing something useful.

Spears of the Dawn is an old-school RPG that provides an African-flavored take on traditional fantasy adventure gaming. Where the classic editions of old worked on a European pastiche of mythical and historical elements, Spears of the Dawn takes its inspiration from pieces of medieval Africa, its cultures and mythology. Walk with mighty-thewed warriors, masked ngangas and pious marabouts through the carved mahogany palaces of dread sorcerer-kings, with griots to sing your praises and cast stern judgment on your deeds. Plumb the tomb-houses of the dread Eternal dwellers in the black eastern deserts, or revel in the raucous marketplaces of the great stone cities of the west. Ride with the fierce hill-country lancers of the north, or fight alongside the red-handed amazons of the southern jungle kingdoms as they fight to preserve their people against the bestial Night Men from beyond civilization’s edge.

Spears of the Dawn isn’t just about making an African-flavored retrocousin with the Stars Without Number engine- it’s about encouraging other people to make the games they think should be made. There’s never been a better time in our hobby for individual creators, and people should take advantage of it. If you want a game, make that game. The old-school gaming framework provides ready-made mechanics to wrap in the setting and tropes that you think are important. You don’t have to be a mechanical innovator or a trailblazer through the mathematical jungles. You just need to write the setting and acquire the art that’s right for your idea.

To encourage this, all art used in Spears of the Dawn will be released into the public domain upon its publication. You are encouraged to use it for your own commercial or noncommercial products. I will also release the InDesign template files I use for the book, so those of you with expertise in the software can just load them up with your own text and commercially publish that. You are encouraged to do what Spears of the Dawn does, except do it better- whatever kind of “better” that is for you.

Furthermore, because the point is to show people how simple and straightforward it is to release a game like this, I’m planning to have the game fully written by the end of September, no more than two months after I started the project. You don’t need to sacrifice your life to create a role-playing game and you don’t need to monopolize your year to put something out. Yes, I’ve had more practice than most in putting together games but even a novice can move at a good clip if they really want to produce something.

As time goes on I’ll be revealing more about Spears of the Dawn and how I intend to support GMs and players in a cultural pastiche that’s not as familiar as the usual faux 14th century Eurolandia. Right now, I just want to encourage people to pay attention to the opportunities they have for creating the kind of games they think should be made. These games can happen if they’re wanted- so do people really want them?

The site is due for a little maintenance in the near future as I wrest time away from Other Dust to do some housecleaning about the place. But to console your hard-taxed patience, have a peek at the current draft cover of the game. It’s on course for a summer release and in time your patience will be richly rewarded.

For the benefit of those world-hopping freebooters who prefer their adventures in  unpowered formats, Sine Nomine Publishing offers you the convenient 50-page printout of the Mandate Archives Collection 2011, including all entries published this year. Within these pages, you’ll find…

  • Bannerjee Construction Solutions- Frontier space stations for those worlds with nothing but gumption, resolve, and a cheerful carelessness with human life!
  • The Bruxelles-class Battlecruiser- Stats and plot seeds for these ancient emissaries of the Terran Mandate’s will. Will you find one before your world’s enemies do?
  • The Cabals of Hydra Sector- A list of sinister conspiracies and dark cabals in Hydra Sector, along with detailed writeups of two organizations compatible with Darkness Visible!
  • The Dust- Nanite clouds from the Mandate’s latter days lie in wait in long-lost installations, along with details for randomly-generated pretech super-science!
  • Martial Arts- Want a campaign where lighting-handed unarmed warriors are a match for gunslinging space marines? Try out these ten martial arts styles and tips for creating your own!
  • The Qotah- For six centuries, these avian aliens have kept an honor-bound peace with humanity. Learn about their warlike culture and brooding integrity; is their word strong enough to bind the tempests of war?
  • The Red Sangha Mercenary Corps- Cursed from birth with bloodless calm, these Buddhist warrior-monks sell their implacable courage to support their world. What ends can drive an army without passions?

As a special bonus for those patient souls who have awaited a print format, this book also includes details on The Judicators- heirs to the ancient Bureau of Rectification and its ruthless policing of Mandate officaldom, these psychics wield a unique and subtle psionic discipline. Their arts allow them to use a victim’s own sense of guilt and duty to mold their choices, goading them on with the fires of their own burning shames.

You never know when the blind exertions of cosmic law might annihilate all traces of our advanced technology, so buy now and mock uncaring destiny with your foresight!

 

Heeding the plaintive cries of the estimable public, a softcover compilation of the free Mandate Archive PDFs is about to be sent off for print proofing. Those who prefer to have their materials in physical format may rejoice at the sublime ease of use which the codex provides. As a bonus for these patient souls, it will also include an exclusive Archive entry on the Judicators- the enigmatic heirs of the ancient Bureau of Rectification, once the remorseless internal security of the decadent Terran Mandate. Their specialized psionic abilities play off the victim’s darkest guilts and deepest social taboos, allowing the psychic to sense their expectations and control their actions through the spurs of shame and duty. Here’s a taste of the new discipline:

In Your Place        Level 1

The judicator has an instinctive awareness of the expectations of others around him. In ordinary social situations and when exchanging common courtesies, the judicator always knows precisely what social behavior is expected of him by his interlocutor, whether in action, appearance, or speech. He can even speak formulaic courtesies and make flawless small talk in languages he does not actually understand, instinctively making the sounds expected of him.

The judicator fails Culture checks related to common etiquette and ordinary behavior only on a natural 2 on the skil check, and can masquerade as a native member of any culture or social group, assuming his appearance makes it plausible. Activation of this power lasts for one conversation or social situation. If mastered, this power is permanently active.

 
Despite this brief detour to accommodate the format preferences of loyal readers, work on An Echo, Resounding continues apace. This guidebook contains great heaping piles of help for a Labyrinth Lord keen on adding domain management and mass combat rules to their campaign in the customary Sine Nomine style. The guide focuses on building domains into your campaign as a natural, organic part of the setting rather than a phenomenon that simply pops up at 9th level with a sheaf of fresh paperwork. These tools help you build city-states, princedoms, border baronies, and stubbornly independent allods into your campaign from the very start, using them throughout the game’s life to fuel new conflicts, new adventures, and new opportunities for your players to engage with your creations. Even those Labyrinth Lords with existing campaign worlds are shown how to retrofit the mechanics into their games, adding fresh life and activity into old favorites.

But the contents aren’t just for Labyrinth Lords. Players are introduced to Leadership abilities, special powers and knacks related to running a domain or fighting a pitched battle. Accomplished rulers start to acquire Leader levels after they reach a certain point in their heroic progression, their earned XP now raising their level in this parallel class.  As they grow in the arts of rulership, they acquire new abilities to aid their hard-pressed dominion or become more fearsome in the roil of a bloody battlefield. Behold a mighty fighter carve a red path through enemy legions, a master thief cut a general’s throat in the midst of his personal guard, or a dwarven clanmaster marshal his people to fashion wealth beyond the dreaming of less artful breeds. These levels can also be used to reflect the talents of less heroic rulers who yet retain a genius for battlefield command or the ordering of a state; the elderly general may have long since retired to his country estates and be hard-pressed to defend himself against a younger warrior, but put him in command of an army and may the gods have mercy on any foe that dares defy him.

Much of An Echo Resounding is finished, but the mechanical systems yet require the good sharp shaking that comes of careful playtesting. With luck, you’ll hear its onrushing hooves by the end of January.

At the request of a player, here’s the Stars Without Number character sheet separated out into a lone PDF. I’ll also take the opportunity to plug once more the excellent character sheets for SWN made by John Harper.

Discover Sights of Woe

Rain-slick streets beneath an alien sky. Untraceable mail on a private terminal. A man in a shabby coat who is always watching. Poison in a glistening needle. From the distant ages of humanity’s dawn to the far end of the Silence, espionage changes only its tools. A useful lie is eternal.

With this book, GMs and players are equipped with everything they need to run campaigns of interstellar intrigue and covert action. New backgrounds, training packages and equipment options will kit out your starfaring spies, and the history and context of interstellar espionage will help you plan your adventures in a cosmos in dire need.

GMs are given special help in assembling an espionage campaign, with tools for the cooperative creation of enigmatic intelligence agencies and long-hidden Perimeter outposts. You’ll also find concrete, step-by-step techniques for building complex spy adventures and sinister plots, complete with detailed support material to keep your focus on the fun.

Look inside to find…

  • The history of interstellar spying in the Stars Without Number universe.
  • Details of the hideous maltech cults that threaten the very future of humanity.
  • A system for cooperatively creating intelligence agencies for your campaign and handling exploits against their nefarious rivals.
  • 36 new tags for flavoring your cults, all of which can be used as world tags as well.
  • Over 200 new adventure seeds, each one keyed to a different aspect of an espionage agency.
  • NPC, scheme, and method tables for fleshing out conspiracies and dark plots.

Get it now at DriveThruRPG!

Now that Darkness Visible has been entrusted to the tender hands of Lightning Source and I have another week or so to wait for the printed proofs, I can start work on the next project.

An Echo, Resounding will provide the tools and resources to help a GM run princely domains and sweeping mass combats under Labyrinth Lord rules. While specifically set in the devil-haunted world of the Red Tide, the tools in this book are applicable to almost any old-school game or retroclone. An initial chapter helps the GM build a sandbox region that both provides immediate outlets for adventure and embeds the necessary framework for future political machinations. Rather than having to suddenly retrofit everything in as soon as the PCs start to show an interest in influencing the local powers, these tools let the GM build those elements right into the sandbox. PCs that want to lead a village to victory over its oppressors or who are suddenly placed at the head of a city-state’s ragged militia can now effortlessly step into place without forcing a sudden rush of ad-hoc judgment calls and improvisations by the GM.

Many old-school domain management systems focus on simulating the strict details of a fantasy fief- gold income, population, peasant morale, food supplies, and other specifics. While this is a perfectly natural approach, An Echo, Resounding instead abstracts the fundamental elements of a domain into Military, Wealth, and Social values. These totals rise and fall depending on the types of locations held by the domain and the sort of special resources or advantages the PCs can bring to their homes. These totals are then used to support Assets, which reflect the military units, unique traditions, temples, schools, and other specific resources the domain has at its disposal. Outside threats and conflicts between domains then become focused on these Assets and the locations that support them. Struggles become specific, and every clash or sudden peril from the wilderness becomes a ready-made adventure hook for the redoubtable rulers. In addition to these domain rules, a mass combat system is provided that can flex to accommodate heroic PCs, massed troops, and special monstrous foes all on the same battlefield.

An Echo, Resounding is going to require extensive playtesting on the appropriate balance of location values and asset costs, so keep an eye on this space for playtest invitations over the course of the next month. And fear not, Stars Without Number fans; the lessons and playtesting data drawn from An Echo, Resounding are going to be directly useful for the project to follow; Other Dust, the standalone SWN-compatible game covering the post-apocalyptic savagery of Terra in the wake of Scream’s horrific devastation.

The sinister secrets of interstellar espionage are set to be revealed at the end of the month, as Darkness Visible makes its PDF and print debut on DriveThruRPG. Guidelines and tools are provided for forging your own campaign of star-spanning intrigue and trans-solar spies, complete with specific mechanics for generating both the agencies that employ these daring covert operatives and the vicious cabals that threaten all they hold dear.

In the customary Sine Nomine style, it is not counted satisfactory to simply give you dozens of pages of practical advice and specific pointers for emulating dashing interstellar agents. No, it is not enough. Darkness Visible provides page after page of specific, focused tools to produce concrete results for your game, along with step-by-step instructions for using them to generate the content you need.

You need a spy agency for your players? Follow these steps to build one. Your players want to break into a maximum-security prison satellite to kidnap an alien framed for war crimes? Take this template and fill it in from these tables. You need to dish up an adventure full of double-dealing and hidden actors but have no idea how to support the players’ investigation attempts? Use this adventure structure, lift the challenge rules from this chapter, and prepare these things for the session. Darkness Visible gives you the direct, specific guidance you need to get the job done.

Darkness Visible is written for the Stars Without Number role-playing game, but the guides and tools it uses are system-neutral and compatible with a vast swath of science-fiction settings. Expect it by the end of October.

© 2013 Sine Nomine Publishing Suffusion theme by Sayontan Sinha