Lair of the Dusk Witch

Skulls Without Number: Minimum Viable Product

The void: the forbidden frontier.
These are the voyages of the Rogue Trader House {name}. Its holy writ:
To explore benighted alien worlds;
To exploit new life and new civilizations;
To boldly conquer where Man was never meant to go!

Read the session reports here!

Skulls Without Number is my hack of Stars Without Number, with the goal of combining the basic *WN chassis with systems and concepts from Fantasy Flight Games' Warhammer 40,000: Rogue Trader TTRPG (RT).

I have a deep affinity for RT. It was the first-ever roleplaying game I actually, properly played, way back when I was wee witchling. Also the first game I ever ran (my forever-GM career started early.) I've been wanting to run another Rogue Trader game for some years now. There's lots to recommend for a game about a Rogue Trader crew. It's essentially an evil, cosmic horror-y Star Trek. Go to new worlds, conquer lost civilizations, and see things Man Was Not Meant to Know. I like settings where the player characters exist in a transitional space, one-foot-in civilization and oppression and one-foot-out in the wilderness and criminality. The Imperium is a rigid, authoritarian, fatalist empire where no one, top to bottom, has freedom - except for Rogue Traders. Rogue Traders have a mandate from the Imperium to conquer worlds and bring them into its domain, but they have a relatively free hand in how they do so, and monitoring them is an infrequent affair. In a world where the default, "canon" response of the Imperium to all aliens, heretics, non-Imperial humans, etc. is "KILL KILL KILL", Rogue Traders are allowed to treat them as people. It's a fantastic position from which to view the 40k universe, because they are simultaneously insiders and outsiders.

I'll have to hammer out my 40k thoughts1 and how I conceive of a Rogue Trader game at some other point.

As I mentioned in a previous post, I played a little test game with some friends2 and I ended up dissatisfied with the system as it is. From where I stood, there was a lot I liked, but there was a lot of cruft (especially in the combat and skill system) leading to lots of page-flipping, player decision paralysis, and general confusion. RT just has a lot of fiddly bits that I don't have the energy or time for, and which can't be fully offloaded to the players. I still want to run a Rogue Trader game, but something I've learned in my mumble mumble oh God how old am I? years of playing elfgames is that I can, in fact, just hack stuff.3

Thus, Skulls Without Number, a hack of a system I already like and think works relatively well for me, mixed what I like and think works about RT. Now, I have tried to make my own systems before, and I've always gotten bogged down in details and fretting over the exact implementation of systems. This time, I'm going to set out a list of what I need to get to Minimum Viable Product, i.e., what I think I need to get this to the table. If I complete this list, I'll feel confident enough to at least start a game, and then refine on the fly if I need to.

Skulls Without Number Elements

These are the elements I think I need to get to MVP for SkWN:

Obviously, still a lot of decisions to be made. I'll tackle these one at a time, and then post about them when I've hammered it out.

Friend of the witch Sammy J also informed me of an existing hack of SWN for 40k (Heresies Without Number). Ever the particular person, there are some things I like, some things I don't necessarily vibe with, and some solutions that we seemed to have arrived at independently. I'll definitely be using it for inspiration, and if the time comes where I just want to run the damn game, I might use it.


  1. Needless to say I am not fond of where the modern 40k setting has gone, GW's focus in the setting, Space Marines in most shapes and forms, and the fact that the framing of many narratives in the 40k universe essentially endorse a fascist worldview.

  2. Shoutout to Igneous and Doubloon of the Sci-Fi RPG Collective for being my willing guinea pigs playtesters.

  3. One thing I appreciate about a lot of the bloggers I've read and TTRPG people I've talked to is that they've all encouraged others to just... do stuff. The old meme about game design being easy is very true, at least if you're willing to accept it's never gonna be perfect.

  4. I think SWN's cybernetics is a better model for how cybernetics work in 40k, and especially RT, than CWN's are. In SWN, the sort of cybernetics that would just give you a numerical bonus (e.g. think better, move faster, skill bonuses ) are elided as part of character creation or character advancement. The only things that get called out as cybernetic items in the book are those that give you meaningfully new abilities or let you function in a new way.

#rogue-trader #rpg #skulls-without-number #swn #wh40k