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Information
RPG
Genre
Setting
Series Code
 
Category
Mechanic
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Artist
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Publisher
Year Published
2011
Primary Name
Thousand Suns: Rulebook
Alternate Names
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ObjectID: 115685
Versions
Pg. 1
Nick: 
Hardcover Version
Publisher: 
Year: 2011
Hard Cover
Product Code: GRG 1000
275 pages
Size: Digest
1.00 pounds
English
View
Corrections
Link Image
Nick: 
PDF Version
Publisher: 
Year: 2011
Electronic (PDF, DOC, eBook, HTML, etc.)
Product Code: GRG 1000
275 pages
Size: Digest
English
View
Corrections
Link Image
Nick: 
Softcover Version
Publisher: 
Year: 2011
Soft Cover
Product Code: GRG 1000
275 pages
Size: Digest
1.00 pounds
English
View
Corrections
Link Image
Description Edit | History

Publisher's blurb and user summary:

It is a time of wonder.

Humanity has reached the stars and created a society of glittering sophistication and diversity on hundreds of planets. Poets declaim, lovers rendezvous, and rakes duel with wits and monoblades. Colonists settle virgin worlds, merchant princes vie for emerging markets, and free traders hawk their exotic wares. The Navy rules the jumplines, putting down pirates and charting new star systems. Scientists uncover startling new truths on long-dead worlds and posit revolutionary theories dizzying in their implications. Technology advances at a rapid pace, each year improving the lot of all who accept its boons. None dare deny the bright destiny Man has seized for himself.

It is a time of upheaval.

The inhabited galaxy-the Thousand Suns-teeters on the brink of chaos. Half a millennium since the Concord, and a generation since the bloody Civil War, the dynamism that ended the Age of Warring States is sorely tested. Diplomats try new gambits, shifting their ground for an unknown future. On dozens of worlds across known space, the lights are going out again and the process of decivilization begins anew. Despots and tyrants who would rather lord it over benighted backwaters than bend their knee to even a distant authority, arise once more. At the edges of explored space, rivals-both human and alien-watch and wait.

It is a time of glory.

Victorious fleets smash enemy armadas in distant star systems. Soldiers parade through liberated planets to alien cheers. Sector governors draw up breathtaking visions of terraforming and orbital cities. New jumplines open to the heart of unex- plored space, daring the bold to venture into the unknown for profit and peril. Surveyors stumble upon lost colonies and puzzle out the mysteries of inscrutable clades. Captains with blazing eyes save worlds from barbarism-and rule them as gods. Daring thieves turn new technologies to unexpected ends or sell them to shadowy cartels on the fringes of known space.

Meanwhile, bold operatives seek out these criminal plans for reprisal. Everything is possible with enough beauty, brains, or blasters, and it's all within reach of a single jump.

It is a time of adventure.


The Thousand Suns: Rulebook is a complete 276-page science fiction roleplaying game consisting of 15 chapters that cover everything from character generation to starship combat to world and alien lifeform design.

Thousand Suns is a straightforward, flexible toolbox game that draws heavily on the "imperial" science fiction literature of the '50s, '60s, and '70s -- authors like Poul Anderson, Isaac Asimov, Bertram Chandler, Gordon Dickson, and H. Beam Piper, among others.

More Information Edit | History

From James Maliszewski's blog regarding differences with this and Thousand Suns:

"The primary improvement of this new edition over the old is organization and presentation. The new game is 90%+ compatible with the old one, so there's no need to get it, provided you don't mind the frankly awful layout of the original. I personally can't stand to look at the old one anymore, but I'd never recommend anyone buy it just for looks if they're happy with the old one.

"(That said, there are a few small additions to the revised edition that might make it worthwhile, primarily in the starship, world generation, and alien lifeform chapters)"

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