Starbright is the home of Extreme Future, the science fiction role-playing game. Extreme Future is now in its fourth edition and has evolved into over 100 pages of sci-fi RPG fun. It is available on RPGDriveThru and Gumroad.
Extreme Future is about a universe where human space spans the galaxy, but where we share it with countless alien powers and even robot empires.
It’s a dangerous galaxy, strewn with the remains of civilizations that came before us, their secrets, powerful weapons, and enigmatic ruins waiting to be explored.
Extreme Future 4 is a role-playing game with refined rules and a lot of distictive background information and examples.
It includes everything needed to start playing, all wrapped up in a beautifully illustrated book.
The book contains character creation rules, robot creation rules, vehicle creation rules, guidelines for trading, and lots and lots of examples of vehicles, equipment and monsters. There are whole systems, planets, an adventure, mecha and psionics, all implemented in a simple but sophisticated and powerful way.
It allows you to play out games of exploration, trade or combat against the backdrop of a huge galaxy, but humans are relative latecomers, and entire civilizations of aliens have risen and fallen while humanity was still crawling out of the prehistoric swamps. These aliens had time to grow huge, grow so technologically advanced that their eldritch devices seem magical to humans, and ultimately to disappear.
Imagine a game where, on top of the usual sci-fi missions of trade and exploration, you can play investigators slowly piecing together the mysteries at the heart of ancient alien ruins, or the special forces marines tasked with protecting them, or the mecha pilots keeping the dig site secure by fighting giant angry monsters.
Its a game where the implications of artificial intelligence are truly integrated, with robot societies and empires, robot nobility, distinctions between ‘smart’ and ‘dumb’ droids, and humans ruled by AI in some areas, but violently fighting against it in others. Some robots are even developing the spiritual and esoteric sides of their consciousnesses, exploring fuzzy logic and mind powers, in order to compete with human psionics.
The setting is established right at the start of the book in the character generation section, where the universe around the characters is represented in the choices they can make. Players can choose from human, robot, alien or uplifted animal characters. Based on this choice, the players give their characters previous careers, skills, equipment, possibly metapowers, and lots of little touches that personalize a character and give the gamemaster the hooks they need to tailor adventures to their players.
The game also covers technology, including everything a space-opera game needs. Nothing has been artificially exclude because it was difficult to fit into the rules. This is not one of those games that says there is no nanotechnology, or there are no spaceships. Characters can have any technology their players’ fevered brains could imagine, though they may have to go into debt to get some of it.
Most things in the game are accomplished using percentile dice, allowing a gamemaster to easily estimate difficulties. The system for people also scales upwards for mechs, combat droids, and spaceships, too, making a seamless transition for groups that shift between hand-to-hand, vehicle and starcraft combat.
There is an introduction section for the gamemaster, and lots of specific sections to help them too. There is a bestiary, a guide to the galaxy, with lots of detail on individual cultures, individual systems, and even individual cities.
This is an investigation game, where the mysteries of the precursor empires, all populated by ultrapowerful aliens are revealed, an espionage/intrigue game, or a military strikeforce game, a mecha combat game, and a space combat game.