100 Planets (Print)
100 Planets — Print Edition
One hundred worlds, stations and other places to take your science-fiction campaign.
Every science-fiction campaign eventually reaches the same awkward question:
Where are the characters going next?
100 Planets provides the answer one hundred times over, giving Games Masters a substantial collection of ready-made locations for science-fiction adventures.
Each world has its own society, geography, political situation and story opportunities, providing enough material to inspire a visit, an adventure or an entire campaign.
One Hundred Detailed Locations
Every numbered entry occupies a single page and follows a consistent format.
Each location includes:
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A memorable title and three-digit reference number.
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A concise overview of the world or location.
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Its government or relevant political interests.
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Its broad geography and important physical features.
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Several short adventure seeds.
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Additional tips, research suggestions or sources of inspiration where appropriate.
The entries are designed for quick reference. Select a world, read its page and begin developing the next destination.
More Than Conventional Planets
Despite the title, not every entry is literally a planet.
The collection also includes:
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Space stations.
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Asteroids.
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Artificial and engineered environments.
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Colonies and industrial settlements.
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Alien societies.
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Scientific projects.
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Diplomatic and commercial locations.
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Other unusual places that can support science-fiction adventure.
The variety allows 100 Planets to provide destinations for exploration, trade, diplomacy, investigation, political intrigue and survival.
From the Solar System to Deep Space
The opening eleven entries present a connected interpretation of the Solar System.
These locations can be used separately or treated as the foundation of a single campaign setting, giving Games Masters an immediate framework for adventures closer to Earth.
The remaining entries move farther afield into original systems, alien worlds and stranger locations.
Use the collection to populate an established universe or begin assembling one of your own.
Hard(ish) Science-Fiction
100 Planets is written with a broadly hard—or at least hard(ish)—science-fiction baseline, drawing inspiration from writers including:
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Arthur C. Clarke.
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David Brin.
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Peter F. Hamilton.
Individual entries may depart from that baseline, but the book generally treats societies, environments, resources, technology and political interests as important parts of each location.
These are not merely coloured spheres waiting for somebody to place a monster upon them.
They are places where people live, govern, trade, compete and create problems for visiting player characters.
Completely System-Neutral
100 Planets was not written for any single roleplaying system.
There are no game-specific statistics to convert and no assumed rules engine. Games Masters can adapt the locations to space opera, planetary romance, harder science fiction or other interstellar campaigns.
Some adjustment may be needed to match the technology, alien life or assumptions of a particular setting, but the central ideas remain independent of system.
Ready When Inspiration Is Not
Use 100 Planets when you need:
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A destination for the next session.
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A new colony or alien civilisation.
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Political complications for a trading campaign.
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A world suitable for exploration.
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Several immediate adventure hooks.
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Background locations for a larger interstellar setting.
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An emergency answer when the players abruptly decide to ignore everything you prepared.
The book is also a companion to 100 Science-Fiction Adventure Seeds, providing locations in which those adventures—or your own—can take place.
A Galaxy of Possibilities
One hundred locations.
One hundred societies, environments and political situations.
Hundreds of possible stories.
Choose a number.
Open the book.
Discover your next world.
This listing is for the physical print edition of 100 Planets, written by James “Grim” Desborough and published by Postmortem Studios. It is a system-neutral science-fiction Games Master resource; no particular core roleplaying game is required.