this post was submitted on 05 Oct 2026
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Stars Without Number is the equally solid Sci-Fi equivalent. My players like their fantasy as DnD, but I plan to win them over with this.
I love the ship combat mechanics - everybody mans a different station according to their skills.
I also love the way that the galaxy keeps going outside of what the players are doing.
Yes, I love that Worlds Without Number have tools for deciding what factions and important NPCs do in the background while the PCs are doing other things. It's been my intention to create my own tools like that, but I think I'm going to try these tools first - both for my own solo play in WWN, but also for my Pathfinder 2E campaign that I run in the same world.
Is Stars Without Numbers packaged with rules to facilitate this, somehow?
Because that's just something a good GM should be doing, regardless.
I'm not the one you replied to, but yes, I believe it is. At least Worlds Without Number - which is based on Stars Without Number - has such tools.
Can you recall any specific examples of those mechanics? Not an interrogation, just curiosity.
Also not who you replied to, but I had a quick look at what I could find online.
It is a pretty deep system, where factions take their actions in the background in turns every ingame month or adventure. They all have their own stats, bases of operation, assets, goals, etc. and can attack each other, expand, gain influence or wealth and a whole lot of other things.
Basically its a "the GM plays a strategy game by themselves behind the scenes" approach. Personally, I think its a bit too involved for its purpose unless you really enjoy playing that solo game in addition to all the other game prep.
Hmm, yeah, sounds bulky. I like simulating the world but I'm more ad hoc with it.
On page 324 in the base Worlds Without Number book, there's the "Factions and the Faction Turn" section which has mechanics for keeping track of factions, their resources, and what they do.