Other Games Fading Suns 4th Edition (in 2019)

The easiest way to avoid techgnostic compulsion is to offload equipment — just stop carrying too many devices. Once the number of high-tech devices you’re carrying is equal to or below your Techgnosis rating, your devices no longer trigger compulsions.

I wonder if modern mobile phones were an attempt so stop carrying many technological devices and instead became a uniquely new compulsion to skirt the Fading Suns basic compulsion rules outlined below:

When you carry and operate more tech devices than allowed by your Techgnosis rating, you are overloaded and begin to suffer one or more compulsions levied by your tech. These come in the form of states.

The types of states imposed by technology tend to be different than those caused by influence or occult powers. It almost seems like a tech compulsion represents that technology’s desire to be used more frequently. Ridiculous, of course. Perhaps it’s just that the user has become enamored of using the tech and wants to keep using it. And yet, it really does seem sometimes that it’s the device itself that seems to be exerting its needs.
I have been reading the design diaries of Fading Suns 4th Edition, and like some critics mentioned, it has adopted that DnD3e feel of Starfinder, with classes and levels, and options for character advancements being selections from a luxurious menu as par for the course.

Since, I never played the original editions of Fading Suns, maybe those with that level of ancient wisdom may enlighten me on what made the first Fading Suns some special?

Personally, I will likely enjoy the crunchy mechanics I see in Fading Suns 4th Edition, including a whole section of dice resolutions for social combat among the nobility and clergy and others.

The crunch level I see in Fading suns 4th Edition makes it stand out from the medium rules weight of d6 dice pools for Coriolis: The Third Horizon, which is my favorite Space Opera of the Persian persuasion.
So I have been digging around to learn more about the earlier editions of Fading Suns, and reflect upon some of the criticism of the Classes and Levels of the 4th Edition vs earlier editions like the 2nd Edition, though the mention of Dune archetypes below, is tempting me to just skip Fading Suns for Modiphius' Dune, which may, hopefully, use favourite 2d20 games engine). :

Chapter Three: Characters (2nd Edition)
Characters in Fading Suns have no classes or levels, but are instead primarily defined by what faction they belong to in the social structure of the Known Worlds. There are four groups of factions: The Nobility, the Church, the Guilds, and aliens.
The Nobility is divided into five factions, each representing one of the major noble houses in the Known Worlds:

  • The pious, but once wicked Li-Halan, with their distinctly Asian flair.
  • The fiery Hazat, Latin in flavor. Zorro with a spaceship.
  • The al-Malik, with Arabic sensibilities.
  • The decadent, despicable Decados, who will remind many of Dune’s House Harkonnen.
  • And their mortal enemies, the Hawkwoods, who bear resemblance to Dune’s House Atriedes.
Characters that are part of the Universal Church of the Celestial Sun will belong to one of the six main sects:

  • The Orthodoxy, the primary sect with the most political power.
  • The Eskatonic Order, barely tolerated for their mystical teachings.
  • Sanctuary Aeon, the healing order.
  • Brother Battle, the monastic order of Warrior Priests.
  • Temple Avesti, the fanatics with flame guns who control the Inquisition
  • Mendicant Monks, who eschew the politics of the church.
Merchant Guild characters are divided into:

  • The Charioteers, star pilots, merchants and smugglers. Hello, Han Solo.
  • The Engineers, who hold the keys to technology.
  • The Scravers, who can get you anything you need for a price.
  • The Muster, mercenaries and sometime slavers.
  • The Reeves, who control the financial and banking systems in the Known Worlds.
  • And Yeoman, freelancers who work outside the formal guild structure.

First Age

D&D h@ck3r
Staff member
I'll take a look. I'm a long standing Fading Suns fan, who actually ran the game. I thought the old system was OK, having quite a bit of flexibility to it.

I'm a bit wary of what you describe. I'd hoped for something lighter and not so Pathfinder, but let me dip in and I'll come back.


I think the added crunch will really rule it out for me, despite being a long term fan who had all of 1st and 2nd edition (and now has most in PDF).