I'm a Referee of the old Classic Traveller, which this game was sort of based on. I could run this, if you all don't mind a gamemaster that is new to this specific system. I picked up Stars Without Number a few weeks ago, and have been seeking to run it. this seems like a good chance. The rules are free in .pdf from Drivethru. Get the book, check it out, roll a character. <a href="http://rpg.drivethrustuff.com/product/86467/Stars-" rel="nofollow">http://rpg.drivethrustuff.com/product/86467/Stars-</a>... Psychics will not be all that common. There will be some, mostly
Psychic Astrogators from the Temple of Enlightenment, and some of the
larger Megacorporations will use them. Some governments will use them as spies. Mostly they are feared and mistrusted. I will provide a list of worlds suitable to the sector. Select one of the worlds on that list, or else work out the details of a more unusual origin with me. Beginning characters can buy starting equipment of tech level 4 or lower as their funds allow. It is a sandbox game. There will be plot lines, and NPC agendas and schemes, but the story is on the actions of the player's characters. You run your characters, I'll run the setting. This means that there will be a huge frontier out
there, of hundreds of varied, and different worlds and factions. not
all of what is there will be scaled to the characters level, like most
D&D is. Sometimes if it's a ship a mile long, and guns to match,
it is there as part of the setting, not as "What you need to beat to win
today's scenario." The combat system (like it's forerunner, Traveller) will tend to be very lethal. This means that fights won't be all that frequent, because we don't want to wipe out the crew, every scenario. Use ambush, recon, stealth, etc. If you get your buzz from killing things in a game, eventually the numbers will go against you, so realize that, when you play your space Marine, space marines are heroes because a lot of them die getting to the objective. Death will be a hard stop limit. This will be more like "hard" science fiction like Isaac Asimov and Robert Heinlein. Aliens, and Bladerunner, and Dune. Not like Douglas Adams / Hitchhiker's guide. If your character is killed, roll up a new one. If you don't want your character killed off, play accordingly. Factions will be big players. I like that sort of larger scale action, and what flows from that. I'll come up with a list of factions. Players need to be self starters.
Complaining that "The Pacing is off" is not the deal. The pacing is up
to you all as players, who should generate active dynamic characters who
take charge of their lives, fates, and futures. If you all as
characters decide to sit around the spaceport for weeks on end, drawing
unemployment checks from the Space Salvage Authority, then you do, and
it's up to you all to get moving. Don't blame the GM. Since it is
a sandbox, it has to be detailed and is more than a little work. If I'm
working to provide the best experience, and players are working to
provide characters and dynamic choices with that, it will work. If not,
this will fall apart like every other game here that doesn't get past
session 3. Show up and play, or drop. Don't leave the group
guessing that you decided to bail. Just a note saying you are out is
sufficient. The dealbreakers for me are: - I'm not interested in streaming, twitch, or youtube, and I don't run games that will be streamed or uploaded. I don't watch them, since it's like me watching a game I'm not involved in, featuring people I don't know. - No inter-player conflict. If players can't get along, it's impossible to run a game, and I refuse. I'm not talking arguing for or against a proposed action, I'm talking "I shoot that guy, because (insert reason here)" - No endless arguments, and egos, make a decision. Take a few sessions to get to know each other, and your characters, then Pick or vote a Captain, who is going to be a good, decisive leader. That players has the final say. Too many games fall apart because two or more factions develop on the ship, and it's 3 hours of arguing should we sell the ores or refine them? Should we attack or flee? If you all can agree to abide by the above, that's what I'm planning to run. Let me know, and I'll PM you the link to the campaign. Welcome to the Far Future.