I'm pleased to announce that after a decade of being out of print, my second tabletop RPG, Outlands (last published in 1995), is now available once again on the Discordia Incorporated website. You can find the PDF version of Outlands here. None of the illustrations are included, alas, but all of the text and tables are reproduced faithfully.
The purpose of Outlands was to take a variety of different classic science fiction sources - including Aliens, Angel Station, Blade Runner, Dune, Outland, Wetware and Blake's 7 - and merge them into a melange that would present a coherent science fiction setting, in the way that Dungeons & Dragons did with fantasy sources. Oddly, while D&D is usually not criticised for incorporated Orcs, Outlands was criticised at release for including the Fremen (from Dune) as a playable race, which makes me wonder if people are more open to amalgam backgrounds in fantasy than in science fiction.
Outlands is fairly mechanics heavy, and has a detailed character generation system that some players love (and play as a game in itself!) while others find it too complex and long. It's also the only game I know of which offers the possibility to play an animal species that has been artificially raised to sentience (with the possible exception of Paul Kidd's Albedo, but then, you can't play a human in Albedo!)
Some of the mechanics - such as those describing the singularity shots used to pilot from star system to star system - are effectively mini-games embedded within the larger framework. Perhaps the most interesting part of the background is the capacity for an individual to take a copy of their personality engrams via a wetdrive and upload them onto drones, or leave a copy at a Neozen temple so that they can still be spoken to after death. My favourite mechanics are those for generating stellar systems (p108-114), which I created while studying Astrophysics at Manchester University, and might be the most realistic rules of their kind.
My thanks to Peter Crowther for faithfully keeping the backup from which the game was rescued, Chris Keeling for an incredible repair job on the manuscript, and Neil for putting it up on the site.