Clement Sector (published by Independence Games) is a hard science-fiction, sandbox campaign setting built on the 2d6 Cepheus Engine (and heavily rooted in Classic Traveller / 2300 AD traditions).
The core premise of the setting makes it an absolute goldmine for Space Western themes: isolation, decentralization, a lack of overarching galactic authority, and a hard reliance on personal reputation and rugged self-reliance.
The Core Setting: The Collapse of the Conduit
In the year 2210, humanity discovered a wormhole named The Conduit, which linked Earth directly to a remote, resource-rich cluster of habitable star systems on the opposite side of the Milky Way galaxy—the Clement Sector.
Then, in 2342, the Conduit suddenly and inexplicably collapsed.
The sector was instantaneously severed from Earth.
Why It Fits the "Space Western" Archetype
Clement Sector strips away the comfort of the standard "Galactic Empire."
1. Distance Dictates the Law
There is no faster-than-light communication network (no "ansible"). Information only moves as fast as a starship can travel, and interstellar travel is strictly limited to a hard Jump-2 ceiling. Because a message can take weeks or months to travel across subsectors, planetary governments can only enforce laws as far as their local system defense boats can reach.
2. A "Shotguns in Space" Tech Base
While the setting features interstellar starships, cloning, and advanced robotics, the daily tech level feels incredibly grounded and industrial. Kinetic firearms (slugthrowers) remain common, repairs require mechanical ingenuity rather than technobabble, and starships are small, high-maintenance workhorses. It feels closer to Firefly or Outland than Star Trek.
3. The Human-Centric Frontier
There are no known active alien civilizations in the Clement Sector (though ruins of an enigmatic ancient race hint at past mysteries). The monsters, heroes, villains, and factions are entirely human, human-variants, or animal uplifts. The conflicts are driven by basic human motivations: greed, independence, land rights, corporate exploitation, and survival.
Space Western Campaign Frameworks
Because the setting is a vast patchwork of subsectors ranging from heavily industrialized hubs to completely uncharted rim systems, it easily supports several distinct styles of Western-inspired play:
The Cattle Drive (The Merchant Fleet): Starships are the lifelines of the sector. A crew of independent tramp-freighter merchants must navigate shifting borders, localized trade visas, and fuel costs to haul vital cargo from core worlds to resource-starved frontier outposts.
The Bounty Hunters & Lawmen: Using supplements like Manhunters or Badge, players can operate as local marshals enforcing corporate contracts, or freelance bounty hunters tracking skips across porous planetary borders where crossing into an adjacent system means entering an entirely separate legal jurisdiction.
The Wild Land Rush (Exploration): The collapse left vast swathes of the sector completely unexplored or unmapped. Exploration crews risk everything to scout new slipstreams, map mineral-rich asteroids, or stake claims on untamed worlds before predatory megacorporations can swoop in and claim monopolies.
The Outlaws & Rustlers: With supplements like Outlaw and Skull and Crossbones, players can run localized piracy, smuggling, or black-market syndicates, playing rival factions against one another while dodging corporate security cutters.
System Split Note
Originally published as a massive 600+ page single tome, the system was reorganized into three modular volumes to make sandbox tracking easier:
The Core Rulebook (the mechanical 2d6 engine)
The Character Creation Book (the lifepath system tracking career mishaps, events, and homeworld skills)
The Setting Book (the complete atlas of worlds, corporate profiles, and subsector breakdown)
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