Thursday, January 23, 2025

What is Thousand Suns?

I've rather surprisingly received several comments and emails about Thousand Suns and how it relates to Traveller. In retrospect, I suppose it's not really all that surprising, since I briefly touched on the game last week, in my post "Traveller and I." So, in the interests of answering some of the more basic questions people might have about Thousand Suns, I'm presenting this post. Because my goal here is to be as complete but succinct as possible, I won't be able to answer every possible question here. If you have any other questions, feel free to leave them in the comments to this post or drop me a line at the address found in the "About Me" tab above. 

Thousand Suns is a science fiction roleplaying game I wrote in 2007 and then first released in 2008. The current version of the game (the one available at the link above or the sidebar to the left) came out in 2011. It's not really a new edition so much as a revision of that original version. In addition to having a much better layout and graphic design, it's also better organized and (I hope) clearer, with lots more art. The 2011 edition has its flaws, but none of them have yet convinced me that it's time to do another revision of the game. 

I wrote Thousand Suns as an homage both to the imperial science fiction I've loved since my youth and to Traveller. By "imperial science fiction," I mean primarily literary SF from the '50s, '60s, and '70s that features mighty galactic empires and whose plots take inspiration from the 19th and early 20th century Age of Imperialism. Think authors like Anderson, Asimov, Piper, Pournelle, and the so forth and you'll have a pretty good idea what I'm talking about. These are the authors and stories that captivated me as a child and with whom I still strongly associate science fiction. Thousand Suns was thus, from the very beginning, a self-indulgent project intended to make a science fiction RPG whose primary audience was me. 

Previously, Traveller had filled that role. Back in 2007, though, I had pretty burnt out on Traveller. I'd been playing it since the early 1980s and had thoroughly immersed myself in both its rules and its official Third Imperium setting. I'd also written professionally for the game, during both its Traveller: The New Era and GURPS Traveller incarnations. At that point, I thought I'd learned enough about Traveller that I could improve upon it, creating a better game – or at least one that better suited me and my personal preferences as both a referee and a player. I did say this was a self-indulgent project, did I not? 

Specifically, I wanted to create a generic science fiction rules set, which is to say, one without an official setting. Rather than being a game about any one setting, I wanted to present a toolbox that allowed the referee to create his own imperial science fiction setting. In this, I was inspired by Traveller itself, which, in its original 1977 release, was a game just like this. Over time, though, the Third Imperium increasingly came to dominate Traveller, so much so that, in my opinion, the game became about roleplaying within that setting rather than being a toolbox for creating one's own setting. 

Now, I love the Third Imperium and consider it my favorite fictional setting of all time. But, after almost fifty years of development, the Third Imperium isn't the most welcoming to newcomers to the game. That's why I intentionally designed Thousand Suns without a setting of its own. Instead, it has a "meta-setting" – a flexible outline of a setting, in which some details have been provided, along with lots of "blank spaces" for the referee to fill in himself according to the kind of setting he wishes for his campaign. For example, I don't specify whether the main human interstellar state is a federation or an empire. I simply call it "the Terran State" and provide lots of options on how to portray it, from an idealistic and democratic alliance to an ironfisted tyranny and everything in between. My goal, above all, was to make something that was both adaptable and accessible.

Rules-wise, Thousand Suns is pretty straightforward. Character generation is either by lifepath or point buy, depending on the wishes of the player. Characters are defined by five abilities ranked from 1 to 12 and skills similarly ranked. Skill tests use a 2D12 roll under a target number based on a combination of the relevant skill rank and an appropriate ability. The amount by which the roll is under that target number is important, because, in many cases it helps to determine the effect, like damage in combat. Rolls of 2 are dramatic successes, while rolls of 24 are dramatic failures, with each having its own effects. All in all, it's a pretty simple system, though, like all system, there are wrinkles here and there, once you get into the weeds of modifiers and edges cases. 

The rulebook (also available in Spanish) contains everything you'd ever need to play – character generation, sample aliens, combat rules, equipment, psi powers, starships, trade, world generation, etc. I tried very hard to make good use of all 272 pages of this 6"×9" book. I like to think I succeeded, though there is a companion book called Starships that expands upon the rules for space vehicles, including the starship construction system. There's also Five Stars, which presents another sample sector (one is included in the rulebook), a new alien race, and an adventure that involves both. I once had plans to produce a few other books to support the game, but a combination of factors, including my focus on this blog, distracted me from doing so.

Compared to Traveller, Thousand Suns is, I think, a bit simpler rules-wise, but not hugely so. It's also a bit more "modern" in its approach to science fiction, though, again, not hugely so. For example, there are cybernetics and robots in the rulebook, things Traveller has never really made much space for. I also included lots more advice on designing an imperial SF setting than Traveller ever did, because, as I said at the beginning of this post, I wanted Thousand Suns to be accessible to newcomers who'd never played this kind of science fiction roleplaying game before.

That said, I still call Thousand Suns "a love letter to Traveller," because it's very much informed by my decades of playing that game, which I still adore and consider one of the best RPGs ever designed. Thousand Suns is not a replacement for Traveller so much as another take on the same subject matter, one with slightly different emphases and esthetics reflective of my own idiosyncratic preferences. If you're a fan of Traveller, you might find Thousand Suns useful as a source of ideas, but its rules are sufficiently different that none of its content can be used without modification. 

This turned out to be a lot longer of a post than I intended and I'm not certain I said everything I wanted to say. If you have any questions I didn't answer about Thousand Suns, go ahead and leave a comment below or send me an email. I'll do my best to answer them. 

18 comments:

  1. While the Imperium is interesting, it never captured my imagination. The vast setting kept me away from Traveller in the old days. It wasn't even until the 2000s with all its indie creativity that I realized one could play Traveller without the Imperium.

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  2. I've run one nearly year-long campaign using Thousand Suns and there were two things that stood out as being major plusses:

    1) The 2d12 mechanic allowed for a broader range of power levels than 2d6 before the game starts breaking down. That was by far my biggest gripe with Traveller.

    2) The 2d12 mechanic allowed for relatively easy conversions of Traveller adventures to Thousand Suns.

    It's been a couple of years or so since we've played, but when the sci-fi bug bites again it will definitely be Thousand Suns over Traveller.

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    1. Derek, doesn't the conversion process work both ways? One could easily convert 2d6 to 2d12 and back again. It seems to me that these mechanics aren't mutually exclusive. Simple multiplication and division should facilitate this.

      However, would you expand on what you mean about "a broader range of power levels," please? Do you think the extra granularity is all that important? Does it really provide for significantly different play at the table?

      Nevertheless, any system which offers the d12 some love has my support. The d12 seems to be the least used die in my ttrpg circles.

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    2. Yes, you’re absolutely right, the conversion process can work the same in reverse. It’s just that there isn’t much TS material to convert over to Traveller, while there’s tons of Traveller material that can be converted to TS. I’m grateful that I can still easily use my Traveller materials just with a mechanic that’s a better fit for the preferences of me and my group.

      As to the power level comment, what I mean is that the 2d6 mechanic starts to break down with dice modifiers beyond 2 or 3, thus limiting the range of skill levels that the game can effectively handle. Switching to 2d12 doubles that range. Coming from a D&D background initially, my group didn’t particularly like the fact that character improvement/advancement was basically missing from the game. 2d12 leaves more room for that, as well as being able to handle a broader range of adversaries.

      I get that not everyone will feel this way and that’s ok, different strokes for different folks, but for my group it was a substantial improvement.

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  3. I'm aware there is a WH40K rpg. I'm just not a fan of the approach they took.

    Could one build a class + skill system based upon WH40K with Thousand Suns?

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    1. I'm not familiar enough with 40K to say for certain. It's probably possible, but I imagine you'd probably have to create a lot of new material for things with no real analog in more traditional imperial SF.

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    2. 40k is Dune+ 2000ad, so if "imperial SF" includes Dune, then you should be able to make it work with some bodging.

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  4. Above, you said “I thought I'd learned enough about Traveller that I could improve upon it, creating a better game – or at least one that better suited me and my personal preferences as both a referee and a player.”

    I wonder then - did it accomplish that goal for you? Did you create a game you preferred to run/play over Traveller? How frequently did you find yourself running it over Traveller?

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    1. That's a great question. I'd say "yes," with the qualification that, much like D&D, Traveller is so well known to most of the people with whom I game regularly that they generally find playing it the path of least resistance and thus prefer it. I can't say that I blame them for that, even if I'd prefer to run TS in many circumstances.

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  5. Thank you for posting about this, James. It is a great start to, hopefully, many more TS posts. As you stated, this seems to just scratch the surface of the planet, if you will. I believe the many comments and emails you have received concerning same (TS) only proves there is much interest in the topic.

    A few questions/comments, if I may?

    How robust is the TOC and index in TS? I would much rather purchase a game with better ways to locate info than pretty pictures. Pictures can be great, don't get me wrong, but when art is supposed to replace a well built book/reference document, I have a design issue with that. I'd, personally, rather skip or limit page flipping as much as possible.

    I understand your desire to wipe the slate clean with a fresh "meta-setting," as you refer to it. Personally, I was steeped in the Forgotten Realms from its inception. From its (FR) first edition to present, there are something like 100+ books, modules, supplements, etc. (and that doesn't include all the novels written in the setting over the years). That much content becomes to unwieldly. Peeling that all back to something more user friendly is always the best/better approach, IMHO. Nothing like ruining a gaming session by having discussions/arguments over campaign (canon) lore.

    Can you expand on "imperial sci-fi," as a literary genre and game theme, and could you share some insights you provide on setting up an imperial sci-fi campaign setting that you allude to at the end of your post, please? How is what you propose different/same as Traveller, for example?

    Many thanks again. I look forward to future posts on TS and CT.

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    1. The rulebook has a very good table of contents, but no index. If I were ever to do a further revision, an index would be close to the top of things I'd like to include. The PDF version is, of course, searchable and its TOC is fully hyperlinked.

      The subject of imperial science fiction is a big, probably deserving of its own post. There's an entire chapter of the TS rulebook devoted to exploring its themes and using them to create adventures. This is, I think, one of the biggest ways that TS differs from Traveller: it's much more explicit and intentional about its subject matter. Whereas Traveller simply presents itself to the reader without any discussion of why it's designed the way it is, I made a point of talking openly about this in TS. Whether that's what people want/need, I don't know, but it's something I felt would help referees as they ran the game.

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    2. I found an image, assuming its from TS appendix, from an old post of yours from 12-13 years ago. I believe it will help me get started understanding where you are trying to come from in TS concerning your preferred sci-fi literary influence:

      https://grognardia.blogspot.com/2012/02/sci-fi-and-book.html

      I look forward to you posting more about TS, too.

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  6. If I can toot my own horn for a nonce, it appears we were on the similar timeline: I published "Speed Rally" in 2008, a racing game that was informed by Formula De, Car Wars, and a half dozen other racing games I'd played over the decades — followed in 2011 by the expansion "Light Bikes," which allowed gamers to play the light cycle races from TRON.

    Self-promotion aside — and a question for you re: A Thousand Suns — one of the big debates I had in designing the game was: do you go with HIGH ROLLS as a good thing? Or rolling UNDER a target number as the ideal?

    Having grown up on OD&D, where some dice rolls you wanted to go high, and others where you want to roll low, I found myself wanting to create a consistent mechanic where it was one or the other. In this case, I decided it was always more emotionally satisfying for a player to roll a BIG number, so all of my stats were setup so any roll *equal to or above* is a success.

    Why did you decide to go with a “target number and under” for success rolls?

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    1. I wish I remembered why I went that route at the time. I suspect it's because I was already very comfortable with a number of other games where that mechanic was used, so it simply made the sense to me.

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  7. James, was there any active consideration given to the ease of cross-compatibility with Traveller when selecting the 2d12 mechanic or was this just a happy coincidence?

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    1. Purely a coincidence. I just liked the d12, which I think is underused.

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  8. I saw mention of the Starships book and winced. While I think I did a good job of it overall, (take that for what it's worth), I've never been happy with the starship design system. For a multitude of reasons I wound up reverse engineering the D20 inspired stats from the original ships in the book; it's a clunky system as a result. Years later I posted a simpler design system which is compatible with the game. There is a link to it on Google Drive at https://sites.google.com/site/thousunswiki/home/starships/simple-starship-design-system. I am not posting the link for self promotion, honestly, I simply want to offer up the design system and the site as potential resources and inspiration.

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    1. We should talk about a revised Starships sometime then :)

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