Mindjammer – SF role playing that’ll bring you back for more

I guess you can tell by the title of this post that I love this game. I included it in my recent Top 10 Tabletop Role Playing Games.

Mindjammer is far future space opera role playing, a la the stories of Iain M. Banks and Peter F. Hamilton. It’s a world of exploration, political intrigue, cultural conflict, post-humanity, virtual existence and rediscovery. The name of the game is taken from the sentient starships that carry communications and information between the stars.

Mindjammer uses the excellent Fate Core System as its engine. I wrote about this system recently, so to find out more about how it works, click here. The Fate Core System is about cinematic storytelling and making your players look and feel awesome. It empowers players and Gamemasters (GMs) to stretch the envelope. This means that Mindjammer adventures can be…flexible, and as such, the game probably requires a reasonably experienced GM.

The New Commonality of Mankind is the setting, 10 000 years in the future. And what a huge setting it is. The Mindjammer hardcover rule book is almost 500 pages long, and it contains literally everything you can think of for a sci-fi campaign–-technology, equipment, weapons, armour, starships (including sentient spaceships), constructs, vehicles, cultures, history, synthetics, races, divergent evolution, environments, life forms–and more.

Although characters can be New Commonality humans, there are also hominids (humans who have evolved to suit their new environments, like the genurgically-enhanced Chembu, low gravity Javawayn, symbiotic Hydragand-Dezimeer, and the artistic Viri), xenomorphs (uplifted animals, like canids, cetaceans, felines, pithecines, ursoids), synthetics (intelligent starships with humanoid avatars, mechanicals, organics, installations, etc.), Aliens (the warlike Hooyow, the mysterious Lowhigh) and post-humans (Evanescents, Evolvers, Extenders, and Longevitors). And the rules are flexible enough to allow creation of your own genotypes so the sky is, quite literally, without limit. There are multiple occupations, with suggested aspects, skills, stunts, enhancements and equipment for quick builds, but players have the freedom to create builds from scratch.

In the far future, nearly everyone has Mindscape implants that enable them to connect with everyone else via a virtual network, enabling technopsi powers. The Mindscape stores memories and personalities of the dead, and can provide additional skills. It’s another environment for players to adventure in, or can be used as an adjunct to their ‘physical’ adventures.

The New Commonality itself stretches over 3000 light years from Old Earth, and contains so many systems that only a small number are in the book (The included Darradine Rim is a great introductory setting, nestled on the edge of the New Commonality and bordering the Venu Empire–lots of intrigue and cultural stresses to fuel adventures). Full rules are included for creating your own systems and sectors.

Adventure seeds are peppered throughout the Mindjammer rule book, to give GMs ideas. There are extensive sections on creating adventures and campaigns, which can be any type of sci-fi the GM and players want. There is so much contained within that it’s a bit overwhelming at times, and impossible for me to cover here. The rule book is impeccably written and edited by author Sarah Newton (who also put together the great retro-fantasy Monsters and Magic RPG, which I’ll also get around to reviewing sometime…).

There are various adventures and supplements available, including The Far Havens, Blue, The City People, Hearts and Minds, and the quickstart PDF (introductory rules and adventure) Dominion, which is only $4.00 (Australian).

Mindjammer has a Traveller-version of the game, for grognards old and new (I have many fond memories of Traveller campaigns from my way-distant past).

Mindjammer is a fantastic game and setting. The Fate rules engine is flexible and easy to use, the sci-fi setting is suitably vast, fascinating and challenging, and the options for style of play are many. You can’t go wrong with this game. Even if you already have a preferred ruleset, you can just adopt the setting.

Try Mindjammer out with your gaming group. I guarantee they’ll be coming back for more.

 

Mindjammer is available via Modiphius Games at https://www.modiphius.net/collections/mindjammer-press

Published by Laidback DM

I’m a writer who loves tabletop role playing games, poetry and (you guessed it) writing.

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