Fading Suns is often described as kitchen-sink space opera, and it is something that I have always found amusing about it. As a fan of Space Opera series like Dune and Warhammer 40k, I’m perpetually amused by how Fading Suns manages to come up with a compelling setting that has several dozen nods to popular sci-fi, without falling apart in the process.
Fading Suns is classic Space Opera at it’s finest. Space empires, squabbling noble houses, the presence of a powerful space church, warring merchant guilds and strange enigmatic aliens are all in there, and every piece has a place in this grand stage. The latest book in this franchise, the Revised Edition Player’s Guide from FASA, continues this tradition.
I’ll have to admit that I’ve been looking forward to a new edition of Fading Suns for so long now, having missed the chance to collect the physical books before. That said, it’s good to remember that this is technically a revision as opposed to an entirely different edition of the book.
All of the things that made the original game great is still all here, with the various factions (Nobles, Guilds and Church) and the infighting that goes with it. The crazy space archaeology and mystery tech is also still here, along with the myriad of enemies and threats to humanity.
Fading Suns is perhaps the best Space Opera game to highlight the awesome things about science fiction that doesn’t cleave too closely to technology and science. GMs get to add their spin on things, and a Fading Suns campaign can be anything from planetary exploration to high intrigue. It’s this kind of flexibility that leaves me constantly impressed with Fading Suns, and looking forward to the rest of the books.
Something tells me that I’ll have to get around to doing a Let’s Study of this book to get into the real meat of the matter though, but only the Pancreator knows how many entries that series will take.