I'm looking to join another Stars Without Number game. If you're unfamiliar with the Stars Without Number, I explained the game and setting a bit below. While I have a few days open for scheduling, Tuesday between 10AM and midnight(MST) would work best for me as I don't have any classes on that day. I've played a few sessions so far as well as read through the majority of the core and supplements, so I can help people get acquainted with the system as well as warn of some minor issues with the supplements. I'm looking for any sort of campaign, besides wanting at least a healthy dose of roleplaying. As said above, I'm acquainted with the extra settings/campaign types that the game has on offer, so I can help the group/GM pick out worthwhile non-core books. If you have any questions about me or the system please don't hesitate to ask here or in PM. Below is a vague description of the system and setting, no need to read further if you are already familiar with SWN. Some describe this system as a lighter version of Traveller(both lighter scifi and lighter on rules) while others insist it's essentially the best bits of OD&D in space. Most rolls are 2d6 with modifiers, except for many combat rolls being d20. There are three main classes with additional rules for other curiosities like playing as a human-level AI or humanoid alien. Given the setting, a campaign could easily take place on a single planet, aboard a free merchant ship, aboard a battle cruiser, or even within the secretive organizations that hold a multitude of goals. While not very hard-scifi, the ruleset feels consistent and helps encourage interesting things to happen. The generation of a sector of space alone can offer a GM dozens if not hundreds of hooks before they have to rely on themselves, and there are even between-session actions a GM may perform to keep the setting in a state of change. The gist of the setting is that a few hundred years ago, all hell broke loose when the Scream happened. Much of the most advanced technology, most notably the warp gates, were destroyed when every Psychic was killed or maddened. Worlds that relied on imported food died off, becoming tomb worlds. Others were lucky, able to keep a healthy portion of food, technology, and social order in their grasp. The year is 3200, and humanity relies on old Spike Jump technology to get to only the nearest sector worth of stars.