As I mentioned last week, one of the lingering questions about the future of Thousand Suns is whether the rulebook should be revised. The current edition was released in December 2011, nearly fourteen years ago. In the contemporary world of roleplaying game publishing, that’s a long lifespan for a core rulebook. That said, I’m not interested in producing a completely new edition. I remain very pleased with most of what the existing rulebook offers: its text, layout, presentation, and artwork still hold up well in my eyes. However, with the benefit of more than a decade’s hindsight – and feedback from years of play – I can see a few areas where thoughtful revision could improve clarity, accessibility, and overall usability, without discarding what already works.
The first and most important reason I’m considering a revision is to correct the handful of errors that found their way into the 2011 rulebook. There aren’t many, but they exist and addressing them would make the game clearer and easier to use, goals that have always guided the design of Thousand Suns. I’ve never been a fan of overly complex rules, whether as a designer or as a Game Master. I prefer systems that are simple, intuitive, and easy to recall at the table. That’s why it continues to bother me that these small mistakes slipped through and why, above all, I’d like to see them fixed.
Now, you might reasonably ask, “Isn’t that something you could do without revising the whole rulebook?” Technically, yes – but in practice, it’s rarely that simple. Even modest edits, like correcting a sentence or clarifying a rule, can have ripple effects on the book’s layout. Adding or removing even a few words might shift a paragraph, a column, or a page, especially in a rulebook with charts, tables, and artwork woven throughout. I’m no layout expert – fortunately, I know people who are – but I’ve learned from experience that even seemingly minor changes can require more care and coordination than one might expect.
With all that in mind, it’s only natural that I’ve started thinking about making a few additional improvements to the 2011 text, refinements aimed at helping Thousand Suns be the best version of itself. To be clear, I’m not dissatisfied with the game as it stands – far from it. I remain proud of what it accomplishes. However, with the benefit of years of play and perspective, I can now see a few areas where it could be made even stronger. Since I’m already lifting the hood to make a few essential fixes, it seems sensible to take the opportunity to tune up the engine a bit while I’m at it.
A good example of where I see room for improvement is in the starship combat and construction systems. These sections work, but I believe they could be clearer, simpler, and more accessible. I’ll admit: I’ve rarely been completely satisfied with how starships are handled in most SF RPGs. They’re often too fiddly or overly reliant on math, which has never quite suited my preferences. One (but not the only) notable exception, though, is the Knight Hawks expansion for TSR’s Star Frontiers, an expansion I still think is one of the great, underappreciated designs of the 1980s. Doug Niles did a terrific job with it and I spent countless hours enjoying it in my youth. I say that as someone with deep affection for Traveller, too. My hope is that Thousand Suns can offer a similarly enjoyable and streamlined starship experience, something that’s both functional and fun at the table.
The changes I’m considering to the starship rules represent the most extensive revisions I have in mind. Compared to that, everything else would be relatively modest – small refinements that might not even be immediately noticeable. One addition I do want to make is a sample adventure at the back of the book. Introductory scenarios are, in my experience, one of the best ways to show new players what a game is about and how it plays at the table. If I go this route, any such adventure will be made available as a free download on DriveThruRPG for those who already own the 2011 edition and are happy with it. As I’ve said before, this project isn’t about replacing Thousand Suns (2011); it’s about refining and strengthening what’s already there.
I don’t expect the revision to be finished soon, but I’ve started thinking seriously about it, because my decisions here will shape the direction of other Thousand Suns projects. Chief among them is the Companion, which was conceived as a collection of optional and expanded rules to the 2011 edition. Depending on what makes it into the revised core rulebook, some material originally planned for the Companion may shift and I’ll need to adjust its contents accordingly. Getting that balance right requires some forethought.
Ultimately, this is about approaching the development of Thousand Suns with greater deliberation. If I want the game to be the best science fiction RPG it can be, I need to plan carefully, even if that means looking years ahead. That’s why I’d welcome your thoughts. What do you think about the ideas I’ve laid out here? What would you like to see done – or not done?
Do you feel like you've had sufficient experience with the current rules in actual play and gotten enough feedback from others on them to truly justify a revision, especially given the time investment needed to actually complete the revision? If yes, as someone else said, "go for it"! If not, it seems to me like it would be putting the cart before the horse.
I am currently doing the revision of my game and it's like a neverending task... it's both pleasant and painful at the same time! In any case I like the idea and I am fully committed in it, therefore from my side you have one only answer: go for it!
May the fun be always at your table!