Every three months, through our Patreon, we release an adventure or other short supplement for Against the Dark Yogi, Shadows Over Sol or Dime Adventures. Patrons get early access to these supplements, receive both a PDF and "at cost" print copy, and always get them for cheaper than retail price.
This post is about the development of our next big release for Shadows Over Sol: Science Fiction Horror Roleplaying. It’s going to be the largest supplement for any of our game lines to date, weighing in at well over 100 pages (and likely closer to 200).
Although it was briefly mentioned in the latest Tab Update, this is the first time that we have had a chance to talk about the supplement in depth. This post will be the first of a series discussing the new supplement.
We’re tentatively calling it Shadows Over Sol: Siren’s Call, although this name may change before it sees publication. It focuses on the story of the ARC Project, humanity’s first ever attempt to colonize a world beyond the Sol system. Those familiar with the Shadows Over Sol core rulebook will remember it being mentioned there.
This is a slower-than-light colony ship that will take 10,000 colonists on a centuries-long voyage to the planet Siren, orbiting Alpha Centauri A. No one knows exactly what the colonists will find there or what challenges they will face as they make a life on the new world.
The book will be both a combined sourcebook and campaign. It will feature a detailed look at the ARC Project itself, followed by a wealth of information about the planet Siren and the Alpha Centauri system as a whole. Finally, it will feature a complete campaign arc that will bring characters from the intrigue-filled launch of the project, to their new life attempting to survive on a harsh alien world.
The campaign itself is going to be structured similarly to the “Plot Point” campaigns released by Pinnacle Entertainment and a number of other companies. This means that there will be a core campaign arc, which tells the big story of the colonization effort in the background, but it is constructed in a way that gives GMs the freedom to write and run their own stories in the foreground.
Basically there are a number of pivotal events and scenarios that drive the core story arc forward, but these are intended to be interspersed between other adventures. These interspersed scenarios can either be written by the GM to suit the players, or the GM can pick one of the many “side treks” that will be included in the book.
So that’s an introduction to Siren’s Call! It’s currently in the writing and early playtesting stage. Expect more posts discussing it as its development progresses. In the coming months we will also be looking for a handful of Shadows Over Sol fans to help us spread the world about the supplement as it nears release.