Thanks to Soypunk for the recommendation drawing this to my attention…
In a Nutshell
172 page PDF of genre-agnostic procedures and random tables for SF gaming. Available here for $20 + VAT (in my case another $4) from Lampblack & Brimstone. I daresay it will turn up on DriveThruRPG eventually, but I didn’t want to wait for that.
As a European, I dislike this US habit that the price isn’t really the price and you have to add something more at checkout which you were not expecting, but that’s not the publisher’s fault.
Intentionality Check
Q: What problem do I have currently (not in some hoped-for future) that this product might solve?
A: I’m not sure where to take either my group or solo SF games next, and none of the products I already have are helping – I’ve tried them off-camera.
What You Get
Two files; the Perilous Void itself, 172 pages, and the Campaign Dossier, 5 pages of printable (but not form-fillable) forms.
Campaign Dossier first. Blank forms for the Setting Overview, Sector Chart (10×10 hexgrid with space for 14 things in the hexes), System Profile for individual star systems, World Profile for individual worlds, Site Profile for individual sites – outposts, towns, ruins, whatever. Of these, the one that looks most interesting and different is the World Profile, because it tries to show the world as two sides of a sphere with checkboxes for the various statistics. The recommendation is one Sector Chart, one Setting Overview, and an appropriate one of the others for each element (world, site etc) as needed.
Next, the main document, which has a number of sections.
Introduction (1 page): How to use the book. Key ideas: The tables provide prompts, not perfect answers; you can either choose or roll for a result; don’t prepare anything you don’t expect to need or enjoy creating; create the upper levels of the setting as a collaboration with your players.
Overview (6 pages): This explains how the various setting components relate to each other, noting that an interstellar setting is necessarily vast, but PCs interact with things on a personal level, so the components are divided into physical and social organisation networks. The physical covers a nested collection of areas – a galaxy made up of sectors, in turn composed of subsectors, jump routes etc. and so on down to individual sites – while the social is likewise nested into species, societies, communities, and so on; each of these may be associated with one or more physical regions.
Interstellar societies occupy multiple systems, which are grouped into core, frontier or wild. The core contains relatively safe base areas, the frontier is where most adventures take place, and wildspace is uncharted and unclaimed.
Setting Creation (18 pages): This allows for three approaches; pre-written, big picture, and frontier snapshot. The latter two are intended to be co-operative endeavours undertaken in Session Zero, but neither has many star systems; the big picture has 3-5, the frontier snapshot only one. Jump routes are divided into safe, unsafe or dangerous, which are 1, 2 or 3 hexes in length, respectively; whatever your FTL technology, it can go one hex safely, two hexes are a challenge, and three is risky – you may need to adjust the scale to suit your game.
(Something which initially confused me here is that the term “subsector” is used to mean a single hex on the sector map; I’m used to the Traveller interpretation, where a subsector is 8×10 hexes, about the size of a sector in Perilous Void or Stars Without Number. A hex also has no fixed size per se.)
If using the big picture approach, this is the point at which the players determine which campaign frame, FTL technology, nonhuman species, and interstellar societies the campaign will use. The society step also includes how the societies interact with each other.
The frame is the overall situation the PCs find themselves in; cold war, rebellion, piracy, invasion, discovery and so on. This is what Mongoose Traveller refers to as the “campaign idea”, one of a number of common campaign types. By default, Stars Without Number and Ironsworn: Starforged are focussed tightly on one of these frames, Post-Apocalyptic Fragmentation.
The nonhuman species generates aliens with a two-part archetype, descriptors, and special ability. Rolling one at random to try it out, I got a species of Chitinous Historians with a feathery, pink, hexagonal body form, able to travel backward or forward in time. Time-travelling hivers perhaps, manipulating history for their own purposes? Maybe that’s how they got the pink feathers, that’ll teach ’em to mess with destiny.
The big picture next dips out to create a sector, before returning to decide core and frontier systems, jump routes, and the inciting incident for the campaign, perhaps a biohazard outbreak. Session Zero now ends and the GM uses the rest of the book to prepare the first session. The big picture approach reminds me most of Diaspora.
The frontier snapshot begins with three interstellar societies, one of which is the main presence in a single system. The system is then fleshed out using the relevant chapter, before determining the opening scene, perhaps a crash landing.
Throughout this process, there’s a lot of “discuss until you reach consensus” and “does anyone want to make any changes”.
Sector Creation (6 pages): Beginning by marking two central points of interest, players take it in turns to randomly locate more points of interest until there are at least 20. This is pretty much the way that SWN does it, but I have to ask, if placement is random, how much does it matter who rolls for it? Anyway, moving on, we now roll for what’s in the hex (sorry, subsector), which might be a star, a nebula, or an anomaly. I found it helpful to keep in mind that hexes have no fixed scale in this process, and that where the statistical likelihood of specific items seems a bit off (multiple star systems, I’m lookin’ at you), that is probably in the interests of skewing outcomes towards something useful in a game rather than an astronomy text.
System Creation (8 pages): This seems to be where we switch from group consensus to GM fiat; the GM is strongly and repeatedly advised only to develop those systems the PCs will spend time in or be affected by, and then only when that happens. The process involves working out the various bodies and population centres orbiting a specific star on the sector map; at this level, each body has a descriptive type and a notable feature.
World Creation (28 pages): Here we start into world stats. Position relative to the star, climate, size, gravity, resources, atmosphere, water, and life, each rated as one of 4-5 descriptive terms such as “large” or “plentiful”. In keeping with the theme of not preparing more than you need at any given time, which is stressed even more here than in Stars Without Number, worlds can generated in stages; initial scan (“we looked it up in Library Data”), data analysis (“we scanned it and analysed it personally from orbit”), or backfill (“we lived on it for three months”). Depending on how much detail you want, you work through sets of tables for each of the initial factors, which might tell you (for example) that this medium-sized world has a diameter of 12,000 km, moderate gravity, one moon and 12 different regions. It looks to me as if some of these results potentially clash with those developed in an earlier stage, but I’d have to work through it in more depth to be sure.
Here’s the statblock for the example in the chapter to give you some idea what to expect:
GLANOS IV: Oceanic planet, far, large, cold, G moderate, A medium (nitrogen), W maximal (98%), L simple, R ultra-rich. Deep-sea trenches interconnected by vast tunnel networks, violent storms, mutated marine life with electric defences.
One thing I do welcome is the guidance on atmospheric composition, which is something most games gloss over beyond saying “wear a mask”.
Lifeform Creation (12 pages): The GM is advised to generate 3-5 signature lifeforms for each world or region thereof you know they will visit, shortly before they do so. A life form may be microbial, simple, complex, or sentient, with up to five tag characteristics to generate depending on complexity. Complex or sentient lifeforms may also have random adaptations to various features of their homeworld. This chapter looks like Ironsworn: Starforged, with tables on tables of information; it’s bigger than I expected because it takes the trouble to explain the table entries with a sentence or two each.
Society Creation (6 pages): Each society has a tech level, condition (nascent, stable, collapsing etc), and political system; if it has a parent society, it influences these but does not dictate them. The condition might indicate a disaster, shortage or other problem which can be a scenario hook.
Faction Creation (6 pages): Factions are organised groups, from street gangs to cults to interstellar governments. Each has a name, a base, a reach, a goal, a leader, assorted assets, and a scenario-generating complication such as “crisis of leadership”. Here’s the example:
THE WAYKEEPERS: Traditionalist, B New Manu (moon of Farsid IV), R System, G To preserve the Old Ways of Yorn, L Waymaster Vutar Lamaris (he/him, survival; daring, irreverent, thoughtful), A Charismatic idealogues, effective propaganda, informants/moles (+5 more).
A faction can have a lot of assets, but the GM is advised to treat the first three as its signature assets, adding more in play as necessary. Stars Without Number focuses on factions in a similar way, but it has complex rules for what the factions are doing and why; Perilous Void takes a much more loose and fluid approach.
Community Creation (21 pages): There are seven types of community, ranging from outpost to megacity. They have a society, a tech level and a political system, each possibly self-contained or possibly part of a larger one; multiple locations such as hangar bays; multiple types of inhabitants, such as miners; a community profile composed of a theme, an appearance, and a complication; and a problem needing PC interaction. Larger communities can have multiple districts, each a community in its own right. The numerical population is a dice roll based on type, and ranges from 50 to one billion, but remember a world can have multiple communities. Again, here’s an example from the rulebook:
GREEN HEIGHTS: District (Glanopolis, city), TL 3, C Nascent, P Elder council. Newest district of Glanopolis, built on a platform extending into the Green Sea. Multi-tiered, skeletal, unfinished structures. Invasive marine species (giant barnacles) have recently brought construction to a standstill. Workers and residents alike are restive, district council strives to maintain order.
This chapter is also reminiscent of Ironsworn: Starforged in its depth of tables.
Development Creation (16 pages): So far, we have been looking at the static form a setting might take before the director calls “Action!”. Developments bring a narrative which changes over time, in the form of accidents, commissions, and random events. These introduce changes whether the PCs address them or ignore them. The GM rolls up a few developments and presents them to the PCs as options; these may be situations (context that happens around the PCs), an incident or encounter (something that happens to the PCs), an event (which they notice happening), or an offer, discovery, or job (which presents itself to the PCs or they actively seek out). Tables for all of them, obviously.
NPC Creation (8 pages): The GM is encouraged to focus on significant NPCs; those met in passing get a species and an occupation, if PCs talk to them they get a descriptive detail, but as soon as they need to make a decision, they need a motivation and some traits, as well as possibly an archetype (perhaps “sympathetic ally” or “heartless monster”) and maybe a faction they are aligned with. Again, the level of detail depends on how much you expect the PCs to interact with them; first impression, second glance, introduction, and so on. Tables for all of them.
Site Creation (8 pages): Sites are specific locations important to an adventure. The GM should focus on overall concepts, as details are easier to improvise; you might have a node-based diagram or floorplans, but less-interesting areas are best treated as a narrative montage between the cool bits. Each site has a type and a theme (the paragraph for this seems duplicated); a sketch map based on the areas it contains and the connections between them, with each area having a detail, a prop, and/or a threat. Tailored tables are given for derelict ships, facilities and ruins.
Other Tables (15 pages): Random tables for miscellaneous things not covered elsewhere; robots, spaceships, artefacts or gadgets, details of setting elements, names for people, places, and factions. These answer three questions: What does it look like, what is it called, and what does it do?
What I Think
I was expecting this to be just a collection of random tables, but actually there is quite a lot of procedure tying them together. I’m pleased to see it allow for either top-down or middle-out generation, and also for prewritten settings. Of the numerous products I already have which overlap with this, it reminds me most of Ironsworn: Starforged, but is about one-quarter the size (probably because it is a supplement rather than a full-blown RPG) and not specifically tied to a post-apocalyptic society of multiple tiny outposts.
I quite like the idea of supporting each review with a couple of “actual play” posts going forward, so let’s do that. I’ll begin by using it to set up the various aspects of the Aslan Route campaign, and see where that takes me.