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Thousand Suns: Rulebook $30.00 $7.50
Publisher: Grognardia Games
by Jason C. [Featured Reviewer] Date Added: 01/20/2014 13:07:34

Although I wrote a review of some early 1KS material, the new rulebook is worth another look.

Science fiction roleplaying in the Traveller mold has been a long standing part of our hobby. However, few explicitly acknowledge or attempt to seek out mechanics that chase after the roots of this variety of science fiction. Thousand Suns, by contrast, both acknowledges and supports the classic science fiction literary underpinnings of "imperial sf".

The mechanics of the game are simple, and use the best die, the d12. If you don't like d12s, a) don't buy this game, and b) you have bad taste.

The most important part of this rulebook for me is the setting creation and GM section. These channel GM preparation into clearly, immediately actionable locations that the players will immediately want to interact with. The trade system is just random enough to give a risk of a loss, but manipulable enough to entice characters to try it. The system is also transparent enough that players can build a strategy around trade.

I do have some reservations about the systems simulating trade and planetary events because how reliable it is. What I mean is, in much of the source material sf, the characters end up on an adventure out of desperation because they lost their shirt in a business deal or in a war. The system doesn't make any allowances for this, and the principles by which GMs approach the game make it difficult to do something like this in a fair way.

If you're looking for vividly drawn, strange, sf settings, look elsewhere - the literary antecedents of this game offered a universe that was eminently recognizable to Earthlings in the 1950s. However, if you want a game about exploration, shady or somewhat blinkered PCs being put into tight situations, boostrapping themselves to free market success and shooting bad guys, this is a rollicking, fast-moving, fun adventure. I'm reviewer tiling up one star because it explicitly calls out exactly what kind of sf it is chasing after and because the speed and simplicity of a solid, workable system. Check it out and I can't wait for more to come!



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Thousand Suns: Rulebook
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