Fading Suns

Many people compare the universe to that of Frank Herbert's Dune, though Bridges points to Gene Wolfe's The Book of the New Sun, Isaac Asimov's Foundation and others as his inspiration.

[3] The action is set in the Known Worlds, a future medieval-analogue empire built on the remains of a previous, more sophisticated human space-faring civilization made possible by ancient "jumpgates".

The atmosphere is strongly reminiscent of Frank Herbert's Dune and of the Hyperion stories by Dan Simmons, but is influenced by many other science fiction and horror books and movies as well, including the Cthulhu Mythos.

While most role-playing situations arise from the strict codes regulating the everyday life of the empire's citizens, the Imperial Age is rife with opportunities for adventure.

Pushing at the borders of the Known Worlds lurk the mutangenic horror of the Symbiots, the ancient and enigmatic Vau, and the barbarian empires of the Kurgan and the Vuldrok, all waiting for their chance to throw humanity into darkness and chaos.

A number of alien species, most notably the human-like 'psychic' Ukar and Obun, and the six-limbed, bestial Vorox, are also available as player characters.

Theurgy is a kind of ordained divine sorcery practiced by the Church through various approved rites and is capable of producing miracles, often by calling on the assistance of various saints and angels.

[6] In the August 1997 edition of Dragon (Issue 238), Rick Swan liked the somber setting, but criticized the task resolution system: "Inexplicably, the designers pile on the numbers, adding stuff like effect dice, effect numbers, and complementary actions, all of which are intended to make task resolution more realistic, but just make it more confusing."

But Swan liked the rest of the game, and gave it a rating of 5 out of 6, saying, "Although Fading Suns fails to scale the heights of Traveller — the setting isn't as rich, and the rules, though solid, aren't nearly as elegant — it succeeds on its own terms, evoking a vividly imagined future where street smarts count more than computer literacy, where betrayal and despair are more common than sunshine.