In the Light of a Ghost Star

In the Light of a Ghost Star is a rules-lite sci-fi RPG set on a frozen, abandoned Earth lit by a dead white dwarf. Scavengers from Martian cities brave ghosts, machines, and strange life to recover ancient treasures. With streamlined mechanics, inventory rationing, and a hex crawl, it emphasizes exploration and survival in a weird, post-human world.

At-a-glance

Science Fiction / NSR • d20 roll-under • 2-4 players + GM • Low prep • Rules-lite • 2-4 hour sessions

In the Light of a Ghost Star

Earth was abandoned ages ago during the sun's red giant expansion. Now, dimly lit by the ghost light of a dead white dwarf, it lies frozen and layered with eons of forgotten civilizations.

Theme and Setting

From the warmth of Martian reactor cities, scavengers hire illegal transportation to Earth to delve into its depths, searching for ancient treasures. There they must contend with ghosts of the past, dormant machines, and the strange life that has evolved on humankind's abandoned home world.

How Play Feels

The setting blends science fiction with post-apocalyptic survival and cosmic weirdness, creating an evocative backdrop for exploration-focused play. Ghost Star uses a streamlined, rules-lite system similar to Into the Odd but with slightly more mechanical depth.

What Makes It Distinct

Characters have ability scores and hit points, with a d20 roll-under resolution mechanic for uncertain actions. The game emphasizes player ingenuity over complex rules—gear is important and inventory space is rationed, giving play a distinct survival feel.

Where It May Not Fit

You mainly want short standalone sessions with minimal carryover You want the system to stay almost invisible at the table.

Decision guide

What this game is about

Key facts
Players
2-4 players + GM
Session
120-240 minutes
Prep
Low
Play profile
Complexity
3/5
New GM Fit
3/5
Roleplay Focus
3/5
Combat Focus
2/5
Tactical Depth
2/5
Campaign Depth
5/5
Who it suits
Best for
Players who want science-fiction ideas to shape the actual play experienceGroups that want place, travel, and discovery to stay centralPlayers who want lighter, stranger, more sharply authored old-school play
Avoid if
You mainly want short standalone sessions with minimal carryoverYou want the system to stay almost invisible at the tableYou want a much breezier tone than this game is built to support

A strong fit for groups that want science-fiction ideas to shape the actual play experience, with exploration-Driven helping define the experience.

Agent data

Structured data and an explicit decision profile JSON document are available for remote agents.

Open agent JSON