Stars Without Numbers is a Bundle of Holding purchase that includes Kevin Crawford’s OSR-inflected sandbox space game, and of all those qualifiers, the ones that drew me to this were Kevin Crawford and sandbox, though those are really capturing the same thing:
This dude loves random tables to pick and/or inspire the creation of very playable scenarios.
So, this being OSR-inspired, there’s classes and stats and lots of combat rules over, say, social combat rules. This also being the deluxe version of the core rule book, there’s rules for just about everything, and then accessories to add on other rules/ideas. So here’s rules for starship combat, psychics (if you want), AI (with notes for even how to create AI PCs), mechs, etc. Want magic? Heroic characters? Playable aliens? There’s add-ons and dials to twist to get the sandbox game you want.
Now, there is a loose idea for space setting, but it’s pretty generic on purpose: there was human expansion, then some great disaster (the Scream), and now people are recontacting lost colonies, etc. (If that sounds familiar, it’s because it’s very similar to the Alternity Star*Drive setting.)
What makes Stars Without Number really exciting to me is Crawford’s use of random tables — and how many there are. Crawford’s random tables are also great at inspiring, and he does a good job of adding in examples of how a DM would use them — and occasionally discard or pre-pick a roll — to fill out the world and what the PCs need.
That’s what really makes these random tables pop for me and what I noticed in Crawford’s fantasy sandbox setting, Red Tide: a real focus on making things game-able almost straight out of the box. So when designing a world, there are random tables full of descriptive tags — feral world, heavy industry, alien ruins — and each tag includes information on what possible enemies, allies, locations, situations, etc., you might run into there.
But then there’s also tables for rolling up people, societies, adventure seeds — or even a quick one page for rolling up a planetary financial crisis (in the merchant book) or a lost civilization (in that book).
The other thing that Crawford does that I would love to see in more books is give some rules for designing different factions that might be in an area, and thinking about what they might be doing in the background as the PCs are off on an adventure. There’s a real potential danger here of the DM just making up huge amounts of backstory that will never be gamed — which Crawford addresses as it seems so antithetical to his major design principle — but if played right, it would add the feeling of living universe, which seems like something that might be missing from some definitions of “sandbox play.”
This bundle included
* Stars Without Number Revised Deluxe
* Polychrome — a cyberpunk world, heavy on the poisoned atmosphere and rapacious mega-corps (with new cyberpunk rules and an adventure)
* Skyward Steel — naval campaign accessory (how navies are organized, new rules for large-scale space combat)
* Suns of Gold — a merchant campaign (special commendation for noting the disruption of large amounts of scarce/new materials), including new world tags, equipment, random trade/trouble tables, and rules for founding a new colony
* Dead Names — lost civilizations (entirely gone or with some remnants), including a lot of charts for creating the people and their history (and downfall), their ruins and artifacts for exploration and adventure. (I wonder if it would be possible to roll up some stuff at the table and improv your way through an adventure that would be meaningful, i.e., not just a dungeon crawl, but something with a theme or story.)
* Starvation Cheap — military and mercenary campaigns, including army organization, equipment, and lots of tables for rolling up random wars and missions.
* Sixteen Stars — 16 common adventure sites — places like prison colony, slum, derelict orbital — along with, what else, a lot of random tables to spark ideas for what enemies, friends, and problems the PCs will meet there