The Stars, Like Dust 2020 -1

Brass Jester

Staff member
OMG, he’s at it again with a solo game

To start; I have NOT abandoned Hostile: The Currents of Space

However, I recently acquired the SWN Revised edition HB. Now, I already own this as I was a kickstarter backer. But owning the HB has fired my imagination.

I decided to set up a new solo Game, using SWNR and SOLO (plus some of my own stuff) to run a full sandbox Game for me.


I set out some rules for me to follow:

  1. a) Don’t think ahead too much and over-create.

This is one of my biggest faults over the years, and is the hardest thing NOT TO DO!

  1. b) Don’t write more than you have to.

Same logic applies. I once wrote an eleven-page background and rationale for a superhero setting; only to find that the PC’s didn’t give a damn.

  1. c) Having said that; I need to keep myself happy.

I like background and legacy; to fit things in and to make sure they make sense.

But, if it’s too detailed, then I’ve painted myself into a corner.

SO: Keep it brief and expand as needed.

So, Here We Go

REM: A lot of this setting is not developed and so may change.

I use these star names because I like them and they are evocative. As SWN drillspace is not meant to represent actual spatial distances; it doesn’t really matter.

The original L’Chal-Dah (LCD) appeared in the TSR games Starforce, Starsoldier etc. I like the name; and other than them being humanoid, there wasn’t a lot written about them.


A Timeline

Era 1

3050 The Great Vault opens on Canopus. Spike-1 Drive redeveloped. Humans began to explore back into space

3055 Epsilon Eridani

3075 Delta Eridani and 61 Cygni.

EridiCorp founded

3100 Delta Pavonis and Mu Herculis

3125 Gamma Leporis.

GamLepCo founded.

Era 2

3150 Spike-2 developed.

Sigma Draconis, Eta Cassiopiea and Cor Caroli.

Discovery of the Jump Gate at Cor Caroli

3155 Zeta Reticuli.

First Contact with the L’Chal-Dah at Zeta Reticuli

3160 Gamma Crucis

3175 An encounter between a human exploration ship and an LCD warship at Delta Orionis triggers the First Zone War. LCD forces attacked and occupied Gamma Leporis.

3178 The various human worlds band together under the banner of The Pan-Human League (PHL)

3180 Second Zone War. LCD forces attack and occupy Mu Herculis.

3200 Delta Corvi, Beta Comae, Sigma Orionis and Mu Draconis.

3216 Cor Caroli nova, triggered by a device that came through the Jump Gate.

Era 3

3225 Spike-3 developed.

Third Zone War. Following diversionary raids at Delta Orionis, a GLC-backed military force retook Mu Herculis and Gamma Leporis. Mu Herculis now under GLC control.

3230 Current year


I drafted a star map on a standard subsector, placed Canopus and set to exploring all systems that could be reached by Spike-1.

Era 2 started with the development of Spike-2; I also had the idea of the Canopan Time Vault opening at set intervals, like a Seldon Vault.

Era 3 is the current Era, five years after the end of the Third Zone War.

The LCD had to be at Zeta Reticuli. As I’d already determined that they were going to fight at least one war with the Pan-Human League (PHL); it just took a few dice rolls to determine when, where and the outcome (Savage Worlds Mass Battles came into use here.)

Next was system generation. I generated World Tags and stats for all of the PHL worlds and left it at that (although a few interesting possibilities came up; I forced myself just to only scribble a couple of notes.)

A die roll indicated if the system was a brand-new colony, a re-contacted human colony or (not found yet) an alien civilisation. This then influenced the size of the population (no system; I just hand-waved this; but there are no human populations up in the billions.)

Finally (I know), I wanted a simple system of mapping out a world. There are lots of good ones out there; which give really realistic worlds; but it wasn’t what I wanted. I wanted something that gave me some discrete areas and locations that I could visit. Taking inspiration from Star Smuggler, I ended up with a simple regular grid of 37 hexes laid out in a hexagonal pattern. A die roll gave me the terrain in a given hex; 2d6+6 gave me location sites of which the first d3+3 are linked to the world tags; a roll of D66 gave me the hex, with a maximum of three sites per hex and any extra spilling into adjacent hexes. Travel times per hex are based on the Tech Level of the world and the hexes aren’t to any particular scale.

Next: Character Generation

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