(Yes, I know I said I'd do a post today about Argon Gambit, the other adventure found in GDW's Double Adventure 3 and I will, but the Muse had other thoughts, as she often does, and here we are.)
When I initiated the Retrospective series back in 2008, my unthinking assumption was that I would limit myself to writing about RPG products from the first decade or so of the hobby, since that was, more or less, the period when most of what we now call old school games were published. Even though I hadn't given it much thought beforehand, this was, I think, a perfectly defensible position at the time. However, eighteen(!) years have passed since I wrote that first Retrospective post, meaning that more and more of RPG history is now further in the rearview mirror, with even the mid-1990s being three decades ago.Likewise, my own interest in the history and development of the hobby has similarly expanded, meaning that the scope of what I want to discuss here is not quite as narrow as it once was. That and the fact that I'm now seventeen sessions into my Dark Between the Stars campaign made me think that maybe I should take a look at Holistic Design's Fading Suns science fiction roleplaying game, whose first edition was released in 1996.
I distinctly recall when I first saw a copy Fading Suns on the shelf of my local game store, sitting right beside Deadlands, which had come out at the same time. Being an inveterate science fiction fan, I was naturally drawn to the book's weird and moody cover, featuring what I eventually realized was a jumpgate floating in the void of space. Flipping through it, I was similarly struck by its black and white artwork, which reminded me of the illustrations I'd seen in some of White Wolf's offerings. That shouldn't have been a surprise, since the creators of Fading Suns, Bill Bridges and Andrew Greenberg, who had previously been the developers of Werewolf: The Apocalypse and Vampire: The Masquerade before working at Holistic Design and brought some of White Wolf's sensibilities with them.
It's worth noting that Holistic Design is not primarily a roleplaying game publisher but rather a developer of computer games. One of its games was the turned-based strategy game Emperor of the Fading Suns, released in early 1997, six months or so after the RPG. From what I understand, Bridges and Greenberg were brought in to develop the setting of the computer game, which eventually became sufficiently detailed and complex that it was decided to release it as a tabletop roleplaying game. At the time, I knew nothing about the computer game, so my interest was entirely in the RPG, whose aesthetics brought to mind a mash-up of Dune, Warhammer 40K, and Gene Wolfe's "New Sun" series.
As it turned out, my instincts on this score were not far off, as that's pretty close to the general vibe of the setting of the game. Set at the dawn of the 51st century, Fading Suns posits a kind of interstellar Middle Ages, after the fall of a technologically sophisticated Republic. In its place arose an empire composed of scheming noble houses, a Church whose priests command real divine powers, and merchant guilds who retain some of the technology of earlier times. Arrayed against the empire are rebels, heretics, barbarians, and – worst of all – demonic powers dwelling in the dark between the stars. Then there's also the phenomenon of the titular fading suns, as the stars themselves are noticeably dimmed from an unknown cause, adding to the pre-apocalyptic feel of the setting.
The result is a portentous, wonderfully baroque setting that pulls on multiple threads of sci-fi, fantasy, and horror, byzantine political and religious intrigue, and some genuinely compelling mystical flights of fancy. For someone like me, this is catnip. Fading Suns manages to combine all these different elements together in a way that doesn't always cohere, but they nonetheless have a vibe that feels distinctive even if it's very obvious from where they're ultimately derived. It's an impressive act of creative alchemy that still holds up well three decades after its original release.
Where Fading Suns falls down, in my view, is its Victory Point rules system. They are, at best, workable, combining elements from White Wolf's Storyteller system and Pendragon with a blackjack-style "roll high but stay under a target number" approach. It's not the worst system ever conceived for a roleplaying game but it's often clunky in play. More than that, I have always found it hard to remember, which leads to frequent rulebook-flipping to confirm details of its implementation. That's always been the biggest downside to a game I've otherwise considered one of my personal favorites.
Fading Suns cannot, by any stretch of the term, be considered an old school RPG. It's very much an example of the '90s push for more "narrative" games that placed a greater emphasis on mechanizing a character's inner life (i.e. beliefs, drives, passions, etc.) in a way intended to mimic literature and other media. These efforts are still in an embryonic form compared to later, more focused designs, so they don't bother me much. I still referee my current campaign in a rather old school, almost sandbox fashion, with the characters interacting with a setting full of factions all pursuing their own plans independent of them. Fading Suns practically begs for this kind of approach, since the Known Worlds already possess a multiplicity of power groups contending with one another for dominance.
Having contributed professional to its second and current editions, I am no doubt biased, but, for all its flaws, I consider Fading Suns a really good game, one that I've had a lot of fun with over the years. It's not perfect – what game is? – but it packs a lot of compelling, evocative ideas under one cover. I'm very glad to be revisiting it with the former House of Worms crew for however long the campaign lasts.

No comments:
Post a Comment