Imperio (Part II)
What I'm Looking For
I don’t yet have formal submission guidelines for Imperio, but that’s something I plan to finish before the year’s out. My plate is pretty full right now (the second edition of Thousand Suns is demanding a lot of my attention), but Imperio #2 is nearing completion and will soon, I hope, be heading into layout. With any luck, it too will be released before year’s end. Out of all my current projects — and there are quite a few — this is the one closest to the finish line.
That said, for Imperio to really fulfill its promise as a steady source of fresh material for Thousand Suns, it needs to appear far more regularly than once every few years. Quarterly would be the dream, though biannual feels more realistic. Either way, this can’t just be a one-man show. I need more voices, more perspectives, more creators contributing, beyond myself and stalwarts like Greg Videll.
That’s why submission guidelines are so important and why I’ll be working on them soon. In the meantime, I can at least sketch out some of what I’m broadly looking for. So if you’ve ever thought about writing for Thousand Suns or if you’ve got an idea itching to make its way into print, now’s the time to start thinking seriously about it. Imperio needs contributors and your work could be part of its future.
Adventures
A roleplaying game can never have too many adventures. That goes double for a game like Thousand Suns, whose canvas is vast enough to support espionage thrillers, military campaigns, exploratory voyages, political intrigues, or even small-scale stories of survival and trade. While I find that breadth incredibly liberating, I know that some Game Masters (and potential Game Masters) can feel daunted by it. That’s why having a steady stream of ready-to-play adventures is so important. Imperio can showcase the full range of scenarios possible in Thousand Suns and serve as inspiration for GMs everywhere.
Species
What’s a galaxy-spanning science fiction RPG without new species, both alien and human clades? The second edition rulebook will include additional examples of both, but there’s still plenty of room for more. I’d love to see playable species that bring something distinctive and compelling to the game, whether through unusual biology, innovative technologies, unique cultures, or even philosophical outlooks that challenge how Terrans see the universe. New species can add both color and depth to a setting, giving players and Game Masters alike more options for character creation and world-building.
Starships
Starships are the beating heart of interstellar adventure. I’d especially like to see new “adventure-class” vessels: small but capable ships that can serve as mobile bases for player characters. Occasionally, larger vessels — corporate haulers, imperial cruisers, alien dreadnoughts — might also have a place in Imperio, especially if they bring something interesting to the game. Starships are more than vehicles; they shape the kinds of adventures we play. They can become homes, symbols, or even characters in their own right. A GM can always use more detailed write-ups to spark adventures among the stars.
Allies and Antagonists
No campaign survives on setting alone. NPCs also breathe life into the galaxy. Patrons, rivals, allies, antagonists, and mysterious strangers all provide the personal connections that keep adventures moving forward. What motivates them? What resources do they command? How might they complicate the lives of the player characters? Submissions that present memorable NPCs, whether as full write-ups or quick-use templates, are especially welcome. Game Masters can never have too many personalities to draw upon.
Technology and Equipment
Players love cool gear. From new weapons and armor to medical devices, cybernetics, or exotic tools of exploration, technology is at the heart of science fiction. Even the smallest gadget can inspire an adventure hook: Where did it come from? Who wants it? What does it reveal about the society that produced it? Articles that introduce new equipment (or reimagine familiar gear with a twist) are an easy way to add excitement and variety to a campaign.
Alien Life
Distinct from playable species, alien life encompasses the myriad creatures that inhabit strange worlds. From dangerous predators to symbiotic plants to seemingly insignificant microbes with hidden potential, these beings can serve as obstacles, curiosities, or the focus of entire adventures. A good bestiary entry not only describes the creature but also suggests how it might fit into a scenario, whether as a threat, resource, or mystery to unravel.
Worlds
The Thousand Suns universe is vast and every campaign benefits from fresh, ready-to-use worlds. A single planetary write-up can provide a springboard for countless adventures. What’s its environment like? Who lives there? What role does it play in the larger interstellar order? Whether it’s a bustling capital, a remote mining colony, or a forbidden world best left undisturbed, new worlds expand the playground in which players and GMs play.
These categories should give you a sense of the kinds of material I’d love to see in Imperio. However, they’re not meant to be limits — far from it. If you’ve got an idea that doesn’t fit neatly into any of these boxes, don’t let that stop you. Surprise me! Some of the best contributions are the ones I wouldn’t expect and I’m eager to see what directions other creators can take Thousand Suns.



Hello James,
This sounds awesome! I have a mildly novel idea for an adventure seed. What is the best way to submit?
Thanks,
Zak