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Fading Suns (1995)
Holistic Design, Inc.
Date Reviewed: 5-6-04
Critical Kobold Rating:
(2 out of 5 Dice)
Why's it so dark in here?
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Players in the Fading Suns sci-fi rpg step into a time of
rebirth in the universe. Mankind once traveled amongst the stars,
inhabiting hundreds or thousands of worlds, dominating, exploring,
discovering, that sort of thing. There was an interstellar community
and government known as the Second Republic, and technology was at
an advanced stage.
Then, right when things were
getting good, along comes the Fall; war breaks out, and the various
star systems lose contact with each other. Humankind plunges into a
new era of Dark Ages. Governments tumble, and merchant and trade
guilds become the powerful forces in the citizens' lives. The
strongest and richest families of humans often owned planets, and
after the collapse of society, these clans set themselves up as
nobles, ruling planets and solar systems like fiefdoms.
For centuries, the various
planetary civilizations regress to a standard of living akin to
Victorian era Earth. Anyone not a noble or a skilled guild member
was a serf, a peasant who lived and died under the rule of the noble
class. The majority of humans living in the year 4996 AD dwell in
huts, ride in carts pulled by animals, and use torches and oil lamps
for light.
Partially due to the regression
into primitive means of living, the Church has again become a
predominant factor in humans' lives. The Universal Church of the
Celestial Sun is easily as powerful as the Imperial government, and
has perhaps more influence on the workings of the galaxy. |
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A new Emperor eventually unites
the remnants of the most civilized planets into a new cohesive human
empire, and now mankind is setting about rediscovering technology,
making contact with lost civilizations, and generally mucking around
in space again.
Now, the wondrous technology of the
Second Republic is still around, it's just that nobody remembers how
it works, or knows how to fix it. Aircars, computers, space ships,
laser weapons… these are all the accoutrements of the wealthy noble
class who can afford such things. However, the only people who have
any real idea how the things actually function are in the Engineers
Guild, and even they specialize more in keeping things running than
in knowing how to design new technology. Only the nobles,
governments, the church, guilds, and other staple institutions in
the galaxy can afford spacecraft, or have the personnel trained to
fly them.
In Fading Suns, star
travel was made easy by the discovery of jumpgates, which are
huge-ass floating donuts in space, usually found out beyond the
farthest planet in any given solar system. As large as moons, these
rings were the work of an archetypal mysterious ancient race, who
left the jumpgates behind and disappeared long before humans took to
flying. The jumpgates acted as a sort of interstellar highway,
instantly transporting space ships passing though them to another
jumpgate somewhere in the galaxy. To operate a jumpgate, you need a
computer key that programs the gate, rather like "dialing" your
destination. (Think of the stargate in the excellent movie of the
same name, and you've got the idea.) The problem is, most of the
jumpgate coordinates for the planets humans used to live on were
lost during the Fall. (Pizza delivery is a bitch!)
Gonna Roll Us Up
Some Space Men!
Players designing Suns
PCs first choose a Role, which is analogous to a class. The
four major role categories are Noble, Priest, Merchant, or Alien.
Within these roles are several more specific roles. For example, if
you want to be a merchant, you'd choose from a Charioteer (space
pilot), Engineer (mechanic), Scraver (salvage and repo), Muster
(slavers), etc. Altogether there are 23 roles to choose from.
PCs have four
characteristics.
Mind
Body
Spirit
Occult
These are rated form one to
ten, and beginning PCs start with a "3" in Mind and Body. These two
traits are broken down into sub-traits:
Mind has the sub-abilities
of Wits, Perception, and Tech.
Body is divided into
Strength, Dexterity, and Endurance.
The Spirit characteristic
is further broken down into "pair traits" of Passion vs.
Calm, Extrovert vs. Introvert, Faith vs. Ego, and Human vs. Alien.
These represent facets of the PC’s personality, and are used for
more social aspects of the game. For the opposed traits, the player
chooses one trait to start at a score of "3", and its pair starts at
"1". (So a beginning PC will be either more Calm or more Passionate,
depending on which part of their personality they want their space
guy to personify.)
The Occult score is used
for psionics, magic, and other more mystical aspects of the game,
and not every character will have occult skills or powers. PCs start
with no score for Occult, but may modify this during char gen.
Players then get 20 points
to divide among their characteristics, with the stipulation of not
being able to raise any one score above "8".
I Got Some
Mad Skillz, Boyeeeee!
All PCs start with the same
set of nine Natural Skills, all at level 3. These are
rudimentary skills anyone could have picked up, like Dodge, Charm,
Observe, Melee, and Sneak.
Players may then choose
Learned Skills, which are particular to your PC’s role or your
character concept. Learned Skills are such things as Alchemy, Arts,
Gambling, Knavery, Read, Science, Streetwise, Torture, or Xeno-Empathy.
You know, the usual college stuff…
Next come the Blessings
and Curses . Not quite skills, these are just handy extras
your PC may want, and represent "features inherent to an
individual". You have 10 points to purchase blessings and curses,
with each having its own cost. For example, for 4 pts, I can be
Ambidextrous, or for only 2 pts I can have Keen Ears, or maybe Fast
Draw. If you feel like playing with a handicap, take the curse of
Mechanically Disinclined; you get negative modifiers to using tech
equipment, but for accepting a curse you get two extra points to
spend customizing your PC.
Think you're done? Oh, no,
my little galactic voyager! Next come the Benefices and
Afflictions. These work just like Blessings and Curses, only
they're based on your caste in society and your background. There
are buttloads of these in the game. Samples include Dark
Secret, Alien Upbringing, Orphan, and Vendetta. You can spend points
to buy yourself a title of Nobility, or some tech Equipment. Take
the affliction of being a Bastard for some extra points. ("Dammit,
Drake! You are one noble bastard!") Wanna be an Escaped Serf? It'll
give ya two extra points to spend, but if you get caught, you'll
prob'ly be sold to the Chainers guild as a slave.
After
all this, players receive a final 40 points to modify any aspect of
their characters that they want. Crank up the abilities, buy some
skills, some blessings, some benefices, whatever you want.
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‘Flesh Wound'? Dude,
That's Your Spleen On the Ground!
Damage is checked off a
PC's Vitality score. Vitality equals your Endurance plus
five. The levels granted by your Endurance are checked off first
when you get nailed for damage. They sting, but you can shrug them
off. The five basic levels of Vitality are your Vital levels (your
vital vitality, I guess).
When you start losing the
last five levels, you suffer impairment on all your actions.
Fighting, running, using skills all become harder. When you're down
to one lousy vitality level, it's a struggle to remain conscious.
Lose 'em all, and it's goodbye to you.
PCs heal one Vital vitality
level per month. After those five heal, your Endurance vitality
heals at a rate of one per week. |
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Mechanics of
the Game
Fading Suns
uses the simplest of resolution systems: the good ol' d20, baby!
To perform an action, PCs
have to beat a Goal Roll on a d20, by rolling less than
a target number. The Goal number is usually found by adding
abilities and skill levels. For example, if you wanna blast someone
with a laser, you add your Dexterity and your Shoot skill levels. If
my Dex is 5 and my Shoot skill is 8, my goal number is 13. If I roll
a thirteen or less on a d20, I hit the sucker.
Bonuses or penalties to the
Goal Roll are of course added depending on the difficulty of the
situation.
The
d20 roll also determines how well you succeeded, however. The number
you actually roll is compared to a "Victory Chart", and the higher
your number, the more successful you were. If you roll a 5, you
check the chart and see that a roll of 5 is "Mediocre". This chart
tells you how much damage you add to your weapon in combat, but also
tells you how well you disguised yourself, how well you fast-talked
your way past the sentry, how well you seduced the fat old geezer of
a noble whose hover car you need to borrow, that sort of thing. A
mediocre result means you weren't too swift, but a roll of 18 will
get you a "Virtuoso performance" result, which means you pull off
whatever you attempt with panache and aplomb and style.
Houston, We
Have a Problem.
So, where's this all leave
us?
I'm unsatisfied.
While the game system is
simplicity itself, I'm not thrilled with the background and feel of
the game. I bought the rules wanting to like the game, but I
was unaware of its rather dark and depressing atmosphere.
Now, there's nothing
inherently wrong with this game, if you're looking for a gritty,
fatalistic mood for your sci-fi role playing. And there's nothing
that says you can't play this game system as a light hearted
adventure romp, or even with comedic overtones. (Hell, you buy the
game, you do what ya want.) But the overall environment from the
authors' standpoint is a dark, paranoid, oppressive, backwater
galaxy run by an arrogant and ruthless wealthy class, while 98% of
humanity is reduced to near-poverty levels of existence, with an
ignorant and jealous church nosing in on everyone's business.
(They've even brought back the Inquisition!)
I think the idea of lost
technology and rebuilding the human's space dynasty is a great
premise, but it's been done much better in other games. (See
this kobold's
review
of
Marc Miller's Traveller for
an idea of the goodies goin' on in that part of the universe.)
It's hard to place my
clawed finger on, but I just didn't find this game presentation
attractive. I guess I like my futuristic games a bit more optimistic
and hi-tech. I mean, I grant you that it's a bold maneuver to
develop a science fiction game where the science isn't up to speed,
it's just very odd. I would think most players involved in a space
rpg would want access to, y’know, more space-y stuff. The rule book
mentions space ships, but there are no rules at all for using or
designing them. Hardware is hard to repair. No robots. My god, even
simple computers are rare and mysterious tools for the rich!
The GOOD
The method of rolling a
single d20 to undertake any task in the game is sweet, fast
resolution at its greatest. While I admitted I'm no fan of the mood
of this game, for those of you who might like this melodramatic
atmosphere, damn, it's done well! (It's kinda' like Vampire: The
Masquerade in Space.)
Rules options include
sections on magic, priestly and otherwise, and psionics, which I
have a feeling are meant to replace the techno-goodies that are
lacking in this game. There's a section devoted to a starter
adventure, and plenty of examples in the book for newbie players.
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The NEUTRAL
While I mentioned that
there are plenty of examples in
the rules, they seem out of
place on occasion. The book
gives a fairly lengthy example
of making a PC, but it comes
before the extensive sections
on choosing skills/ curses/
afflictions, etc. The example
would have been more useful if
I'd
known what all these terms meant before they were used
in a sample PC creation
summary.
The
aliens are there, as they should be in a space
game, but
I don't feel like I really know anything about them.
They
receive cursory coverage, which might be OK if they
were only
NPCs, but players may certainly choose to be
aliens as
PCs. I'd feel better having some more info on our
neighbors,
the aliens. Especially if there's one in my party
with a
large weapon... |
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The EVIL
Aside from my previous
gripe about the atmosphere of the game, it's really not a bad little
system.
Those of you who visit my
cave frequently for reviews know I'm no fan of "benefit/ drawback"
mechanics, and unfortunately this game is chock full of 'em. I've
never understood how my PC being "Clumsy" should positively affect
my Strength, or give me another level of skill at, say, Motor Home
Repair. Which is exactly what these systems do; you take a drawback
in exchange for 'points' to improve your character in some other,
but usually unrelated, way. Fading Suns basically relies on
this cheesy mechanic to design characters even an iota above
average.
I guess the worst thing I
can say is that the name of the game isn't only allegorical to the
premise of mankind's galactic power fading. It's also actually
happening. The suns in the solar system, the stars, are fading, and
no one knows why. This has absolutely no effect at all on the
game, and in fact, the authors don't even address it more than two
or three times in passing. What the hell, dudes? That's just weird.
So, I won't be blasting off
into high adventure here any time soon with Fading Suns.
Maybe plodding laboriously into adventure, but that's about it.
Now,
you'll excuse me while I go roll up a Vrusk…
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