Mapache's Role-Playing Game Stuff

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Fading Suns

Fading Suns is a role-playing game set in an interplanetary dark age, which bears a lot of resemblance to the Dune universe.

Fading Suns Setting Changes

Fading Suns has an interesting setting, but there's several details that range from boring to nonsensical to infuriating. As such, when I ran it, I made several changes as follows:

Languages

According to the book, everyone, on all forty or fifty known worlds, which have only in the past half-century been unified under a common empire, speaks Urthish. This is so far beyond the bounds of credulity as to be impossible. In general, I think the worlds under each house should have a common language, due to common settlement history (though this will vary in cases of conquest and such). While still not that realistic, it's a reasonable balance of flavorful and gameable.

Ships of the Inquisition

The Inquisition utilizes a variety of ships in carrying out their duties. Some of the better known include:

Needle of Inquiry
A fast medium-small ship used by groups of Inquisitors to get to destinations quickly and investigate matters.
Instrument of Correction
A capital warship used by the Inquisition for both naval engagements and escorting convoys.
Vessel of Manna
A heavy cargo ship used to transport supplies.
Sacrament of Penance

Fading Suns with the Storytelling System

When I ran Fading Suns, I decided that I was displeased with the rules. Not only were they another set of combat rules for my players to learn, they have some serious issues for my tastes. They rely on a single die roll for action resolution, yielding a much higher variance than die pool systems, and an ostensibly competent character actually has an unreasonably high chance of failing at tasks that should be simple going by the rules as written.

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