Frontier Worlds

Frontier Worlds is a new hard sci-fi tabletop RPG based in mine and Gendrick's Timeline universe.
The aim of Frontier Worlds is to allow players to take the role of Firefly-esque spacecraft crew, roaming the newly-colonised Frontline space for fun and profit while still sticking close to the main themes of hard sci-fi.

Frontier Worlds will offer, among other things:

  • Centuries-worth of lore and backstory
  • Complete freedom to roam the gate network and make ends meet by any means necessary
  • The ability to build, customize and upgrade your crew's fully-modular interstellar spacecraft
  • A large range of weapons and other saleable items
  • High/Low/Zero-gravity combat, with all the possibilities and dangers that come with them
  • Great player and GM customisation capability
The complete set of game data for Frontier Worlds will be split across 6 'books'.
The rule books (Game Book and GM's Guidebook) are written in an out-of-character style, giving information on how to create characters and stories and play the game properly.
The other books are written in various in-character styles and are often of varying accuracy and consistency to allow for alternative interpretations. The GM's guidebook contains additional out-of-character data for utilising the events, situations and items presented in the in-character books.

The full list of books, with brief descriptions, is given below. Links to Google Docs, Word and PDF files will be added as each book is completed. Money-permitting, small numbers of printed editions may also be produced if there is demand, however, this so far just a neat idea.

Frontier Worlds Game Book (At least 1 between the players)
Rulebook for players, including an introduction to FW and Tabletop RPGs in general, instructions on how to play and a guide and data for character creation.

Frontier Worlds Game Master's Guidebook (1 for the Game Master)
Guidebook for GMs, explaining the GM's role and how to create stories for Frontier Worlds. Also gives lots of extra GM-only detail not given in the In-Character books below. A shorter, abridged version will give only the extra data in this section, while the full version will include the information from the in-character books.

Modern Human History, 29th Edition (At least 1 between the players)
Detailed history of the Timeline Universe and Frontier Worlds lore, written in the style of a stuffy history textbook. Contains plenty of information useful for roleplaying well and interacting properly with NPCs.

Finnigan's Cursory Guide to Deep Space, 13th Edition (At least 1 between the players)
Provides semi-useful information on the universal Trinitian World Classification System, essential for explorers, lists of popular sectors and trade routes and a guide to the perks and dangers of Frontline space, written as if by an academic whom has never experienced such things. Questionably accurate, with only the GM's additional details providing concrete data.

The Privateer Captain's Handbook, 10 Steps to Immortalisation! (1 for the Captain)
Gives a useful guide to purchasing, outfitting and running a private spacecraft, written in the style of a second-hand, poor quality self-help book. As with any other self-help book, the information in this book is often overly-optimistic and sometimes inaccurate (though never critically so, that would never sell). Repeatedly mentions the opportunities for fame and fortune to be found in the Frontline space of the Great Expansion. Will have numerous margin notes correcting or decrying the information provided.

Modern Armourer's Pocket Catalogue (At least 1 between the players)
A detailed guide to the weapons and tools found in Frontier Worlds, written in the style of a buyers' guide for weapons traders. Lists most common and many rare weapons and tools, as well as well-known manufacturers. The information in this book can be valuable when trying to barter guns (for example, the market for Beaumont weapons is actually highly competitive).

Whilst designing Frontier Worlds, I have created several graphics and concept models, mostly of the different companies' logos and the cargo pods.
Here's a showcase of what I've made so far:
Artek Weapons Systems, manufacturer of big shouty guns
Beumont Personal Defence, manufacturer of much less powerful, but much cheaper, guns
Chikana [Combined Fusion Power], a leading manufacturer of spacecraft fusion power modules
An example of the Cargo Hazard Identification System hex, Frontier Worlds' equivalent of the NFPA-704 fire diamond.
From the top-left clockwise: Shock-Sensitivity (Max G), Pressure Sensitivity (Min/Max kPa), Combustion Danger, Chemical Danger, Biological Danger, Radioactivity (Interior/Exterior mSv/h)
A work-in-progress blueprint of the standard cargo pod, one of the main elements of spacecraft transportation in Frontier Worlds.

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