Clever in so many ways, SWN is a very approachable and usable RPG system. In addition to the actual game system, the GM tools are brilliant fun, such as generating star systems and tracking the activities of your crime guilds and space empires.
Sessions GM'd: 35
Sessions as Player: 5
325 page PDF. I printed mine at a local print shop. I also used the Polychrome add-on for cyberpunk ideas. For adventure prep, I used a number of the ideas from Mothership's Pound of Flesh and Dead Planet modules.
I played in a short campaign, where the PCs were rebels against a human empire. Unfortunately it fell apart after a few sessions. I also ran two campaigns using SWN. Both were really successful and fun. The first one focused on a group of young scientists who became embroiled with an AI and were pursued by mobsters. The second had a space-cowboy vibe, and actually started out as a Mothership game. I quickly abandoned that system for the more robust SWN.
I'd eagerly run this game again. I'd probably disallow psionics next time, unless my campaign concept really depends on it. The core system is so adaptable, you could use it for all kinds of settings.
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