Firstly, I should reiterate that Fading Suns was suggested by my players, not myself. I actually put forward Secrets of sha-Arthan, which I first started working on four years ago and whose recent development I've been chronicling each Friday at Grognardia Games Direct. I thought starting up a SosA campaign would be a great way to put its rules through their paces and expand on its evolving setting. However, several of the players rightly pointed out that Secrets of sha-Arthan is, by my own admission, a riff on many aspects of Tékumel. Since we'd already spent more than a decade in that kind of setting, there's a danger that we'd just be doing more of the same.
I couldn't disagree with that logic, which is why I also offered to run Dream-Quest, the Lovecraftian fantasy game I'm creating. Like Secrets of sha-Arthan, it really needs to be playtested and an ongoing campaign would be a great way to do that. This, too, was rejected on the grounds that my players didn't want to do another fantasy game, preferring instead something science fictional – or at least adjacent to that genre. You might wonder why we didn't opt for my own Thousand Suns, which I'd have gladly refereed, but the simple truth is that, by the time the conversation turned to SF, a couple of the players independently indicated that they'd always wanted to try Fading Suns, a suggestion that was soon embraced by everyone else (except one player, who decided to take the opportunity to bow out).
I had no problems with this. Fading Suns is a game for which I have a lot of affection. In the early 2000s, during the heaviest period of my freelance writing days, I contributed to three different supplements for the game, so I'm quite familiar with its setting. I also worked on the current edition of the game, writing the parts of the initial releases pertaining to the Universal Church of the Celestial Sun, along with the supplement devoted specifically to the Urth Orthodox sect. Since I haven't actually played the game since the late '90s/early 2000s, I had no problem returning to it for our new campaign. In fact, I was pleased the players were interested in it.
The campaign frame is that one of the characters is a young nobleman of House Li Halan who's something of an embarrassment to his family. Inexperienced and more than a little disrespectful of the traditions of his exalted lineage, he's been politely exiled under the guise of being sent on a Grand Tour of the Empire to "gain some seasoning" when, in reality, it's to ensure he's someone else's problem. Of course, even as troublesome as he is, the Li Halan don't want to see one of their own come to a bad end, which is why he's been sent out on his Grand Tour with a small entourage – the other player characters – including an Urth Orthodox priest-confessor who is genuinely concerned for the nobleman's soul.
Fading Suns 2nd edition is a fine choice: I also ran a campaign back when the game first came out, and my group loved it. They also recently brought up a return to it. Looking forward to seeing this take off! And good choice to use what you have, and are familiar with: I also skipped the 3rd and 4th editions.
ReplyDeleteNice! While I haven't played Fading Suns, it was one of the first non-fantasy systems I've been introduced to back in early 2000s. Seems like a nice choice.
ReplyDeleteReally looking forward to this as I have a shelf of Fading Suns staring at me. I think I’m only missing 2-3 books from the complete history of the game. Your setup is classic fading suns.
ReplyDeleteMy books are long gone, but I was most heavily invested in 1st and 2nd edition, and skipped the later editions completely. Pretty captivating setting, which I think has always been the main draw for most people rather than the actual game engines.
ReplyDeleteDidn't get to play the RPG much, but I did get a fair bit of table time with Noble Armada. The two Holistic editions weren't very good, although they meshed better with the RPG than any other (go figure). The Mongoose edition based on A Call To Arms' engine was a much better miniatures game but didn't tie in to teh RPG in any meaningful way. It had some major flaws that were just starting to get addressed when they suddenly canned the entire range - with Mongoose Matt lying about continued support right up to the day they shut the forum down without warning. That's one of the major factors in why I will never trust that company while he's still got anything to do with them, and why I'm still sad to see them in control of the Traveller IP.
There's yet another edition of NA out from the company calling itself FASA these days, but it came out almost ten years ago, has had zero support since the core book dropped, and the solitary review I can find of it online describes it as an unfinished beta with multiple errors that still haven't been fixed. At $30 for the pdf I'm not touching it nearly-blind, and if there's anyone else discussing it (or even willing to admit buying it) online I haven't been able to find signs of them.
FWIW some (but not all) of the starship minis from the Mongoose era are available from Ral Partha Europe.
While truly lambasted on all fronts, I have not seen many alternatives to the Fading Suns 2nd ed rules seriously work as a contender. Naturally, I had to do my own. I started my game of Fading Suns just a week before you, and I'm using BRP in their CoC guise. So far so good.
ReplyDeleteWe have a party of a cocky Hawkwood, but otherwise follow the classic setup you have done as well. So far they've defended the honour of a minor house indebted to the Hawkwoods and am soon to start on a pilgrimage. Fun times ahead! I love this game!
Fascinating that we both settled on Fading Suns independently of one another and so close in time. I wonder if it's an omen of some kind ...
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