Stranger Stars #03: Building Factions & Creating Planets

A key part of any setting-focused roleplaying game is… well… actually building that setting. For Stranger Stars, I’m hoping to strike my preferred balance of in-text worldbuilding which is enough to understand and envision a majority of the universe while leaving plenty of voids to be filled in at each table during play (or by the GM during their prep, if desired). Ideally, that will be something a bit more expansive than MÖRK BORG’s world information (12 or so pages in the BAREBONES EDITION) but far more streamlined/focused than a trad game’s setting section (which can easily be hundreds of pages long, if not being entire books unto themselves).

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Stranger Stars #01: Putting Canon Back into the Anti-Canon

One of my background projects for the last few months has been picking away at what I’m calling a “total conversion mod” for Mothership - something akin to Cloud Empress in that it’s Mothership compatible but also so steeped in a particular setting and style as to be functionally its own game, like the total conversion mods of PC gaming yore.

My working title is Stranger Stars and the basic premise is:

99 years after a wormhole gate leads humanity (and its largest corporations) to a new, resource-rich galaxy far across the observable universe, the gate collapses. In the Collapse, all ties with Earth and Milky Way are instantly and entirely severed. A century of chaos, corporate war, religious reawakening, and bitter survival followed.

Some cybernetically-enhanced humans are old enough to remember the original worlds of mankind, even Earth, but their numbers dwindle every day. Thousands more androids of that era, known now as Pregalactics, remain in operation either in their corporeal forms or as cores operating entirely within digital systems. They are the scholars of the Old Worlds.

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