Looking for Space or Scifi RPG recommendations.


3.5/d20/OGL

RPG Superstar 2009 Top 32

Hi folks,

I'm a bit burned out on GMing fantasy campaigns (3.5 and Pathfinder) for the last 6 years.

Looking for suggestions for a good Space/Scifi RPG system.

Hopefully something that's been play-tested and has lots of campaign resource books/pdfs.

I hear Star Wars Legacy is good.

Any Star Wars and non-Star Wars recommendations.

Links to any RPG suggestions would be great as well.

Thanks,

Vic


The current Star Wars d20 rules is Saga. It's pretty good, certainly it's an improvement over the earlier Revised Core Rules.
Another D20 alternative is D20 Modern, which also has a Future supplement.
If you want a change, there is an older system called Alternity that was eventually bought out by WOTC and killed off in favor of D20 Modern.
The loyal fans of Alternity still maintain their own website:
http://www.alternityrpg.net/
Another generic rule set is GURPS. http://www.sjgames.com/gurps/

Or you can get D6: http://www.rpgnow.com/index.php?filters=0_0_0_0_0&manufacturers_id=468


My two recommendations would be Mutants & Masterminds or Savage Worlds.

Both are flexible games that have a fair amount of sci-fi setting conversion material available on the web.

Mutants & Masterminds:
Pros:
1. Incredibly flexible yet rooted in d20.
2. While billed as a superhero RPG, it easily can handle sci-fi (fantasy, too).
3. Multiple conversion/character builds can be seen on the atomicthinktank.com boards.
4. One or two-book buy-in. Hero's Handbook & Gamemaster's Guide.
5. You can build any piece of gear or power using the core rules.

Cons:
1. You're building everything yourself. For the players, it's a breeze, but there's an up-front cost to the GM to build out things for the setting. However, once done, you're all set.

Pro & Con:
1. Focuses on the abstract. This is a feature for the most part, but for some settings, things like called shots, ammo, etc. matter. For those that don't, here's an example: Rather than having a hero die, a player burns a hero point to take a critical hit (punctured lung, broken arm, etc.) -- it's designed to reinforce that in the comics, complications like this are plot devices. It's a great, and innovative mechanic, but takes some getting used to.

Savage Worlds:
Pros:
1. Incredibly flexible with shallower learning curve. Tagline of Fast, Furious, Fun! is not an exaggeration.
2. Multiple sci-fi setting conversion available on the web ranging from Star Wars, Halo, Mass Effect, & Star Trek.
3. Low entry cost/buy-in - core rulebook is a $10 PDF and will cover 90+% of what you would need. Everything else is optional/examples.
4. PCs are heroes and mechanics lend themselves to heroic results through "raises" - if you roll the highest # on your target die, you roll again and add the result.
5. Detail without sacrificing speed of play - called shots, wounds, chases, vehicle combat -- everything a good sci-fi action movie would have is there.
6. Wide support. From official sci-fi supplements for Gear & World-building to 3rd-party supplements, there's a lot of great Savage Worlds material to mine.

Cons:
1.Pretty significant departure from d20-style games. Quick to learn, but different.

Having used both for sci-fi campaigns, my recommendation would be Savage Worlds. I use Pathfinder for my fantasy RPG, but sci-fi doesn't lend itself well to RPGs with that depth of detail. In my experience, by the time the "robot book" or "spaceship book" gets published, the game or setting is on the decline. You want detail but you don't want to spend hours statting up a starship or a piece of gear -- that's where Savage Worlds edges out Mutants & Masterminds, IMO.

Finally, while I love GURPS, and found it to be incredibly fast to run once you know the rules, I can't recommend it unless you have tons of free time. Everything is so detailed that with work, wife, & kids I just didn't have the kind of time available to prep things in GURPS. Yes, you can sacrifice detail as needed, but the detail is a huge selling point of GURPS.


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I think you should take a look on Traveller. It's pretty open and well oriented to the space opera theme.

If you want to know what is this about:
Here, take a look at the Wikipedia Article:
Traveller

It's pretty fun. Also, I highly recommend the character creation chapter.

RPG Superstar 2009 Top 32

Thanks BPorter for the information.

Savage Worlds sounds like a good fast way to kickstart and get a space/scifi adventure up and running.

I want the space adventures not to be based on character level advancement but on action, adventure and actual game play.

Less prep time for a game would also be a bonus.

Stating up NPCs and advancing creatures for d20 Pathfinder feels like work sometimes. So by the time I get to the game as GM I'm already worn out an over the game session.

More action, less mechanics.


A good RPG to play that is sci-fi is the Fantasy Flight's Warhammer 40k series of games. Depending what type of game you want to play, there is: Dark Heresy, Rogue Trader, Deathwatch, Black Crusade, and Only War. It is a grim universe that is always at war. It has a lot of history and background for the game. You can even play the evil bad guys in Black Crusade.(Nobody's truly good, at best it is shades of gray.)

RPG Superstar 2009 Top 32

Thanks for the suggestion Lorm Dragonheart.

However I'm trying to avoid the galaxy/universe at war. Or the setting with too much history.

I'm looking for more of the Star Trek explore the galaxy rescue and alien encounters RPG versus the gloom and doom Star Wars/Warhammer 40K galaxy where someone always has there boot on your throat RPG.

I'm really thinking Alternity or Star Frontiers at this point.

I like the Traveller rules but I think its still to human centric for an RPG.

I want lots of alien races and cultures.

I'm tired of so many RPGs being human centric. It's fantasy and scifi folks lets get outside of ourselves with the races we play.

RPG Superstar 2009 Top 32

Has anyone used True 20 for a space/scifi campaign or adventure?

How did it work out?

Liberty's Edge

kid america wrote:
I'm looking for more of the Star Trek explore the galaxy rescue and alien encounters RPG versus the gloom and doom Star Wars/Warhammer 40K galaxy where someone always has there boot on your throat RPG.

I get what you mean – and for this you want something with grit – like Alternity. Can’t be recommended highly enough for this…or at least the concept. The game play was really neat back in the day, but after nearly 14 years we’ve been spoiled my much faster moving game engines.

That said (and I might lose my gaming license for this), when I want to do gritty sci-fi role playing I use Alternity’s setting but use the d20 Modern & Future rules. They still work great for my group.

RPG Superstar 2009 Top 32

I found a wonderful d20 conversion for Alternity. A lot of time and care was put in to it.

www.angelfire.com/games4/doctorwhoeyespy/d20alternity.doc

I love the Alternity game and the StarDrive campaign setting.

So I am combining the d20 Alternity conversion with True 20 which focuses on skills like the original Alternity system did.

I figure this way I don't risk all my players abandoning the starship before it takes off. Also the players don't need to learn a completely new game system, just the True 20 mechanics. I get the Alternity system, but most of them learned on d20 and that's all they know.


THREAD LICH!
If anybody finds this thread, I thought I'd mention the only game I really liked for Sci Fi 3.5/PF was Big Eyes Small Mouth D20 and its sister game, Silver Age Sentinels D20. Both were made by turning the class benefits of 3.5 classes into points and then creating new classes for anime. Anime, as you may know, includes a lot of sci-fi stuff. So there are classes like Gunbunny, Mech Pilot, Ninja and Sentai (a sort of teamwork specialist). Best of all the system allowed you to find your own power level by giving your characters a bag of points they could use to buy abilities. Silver Age Sentinels was their supers approach, but a lot of sci-fi tropes (cyborgs, mecha, telepaths) are pretty superpowered.
I looked at Saga and I found it to be pretty underpowered, even compared to 3.5, and after pathfinder its just too vanilla for me to wrap my head around. One of the selling points was that you could mix and match their classes with the OGL classes. You could do the same with PF, you'd just have to give the classes more points to match the higher starting power levels.


This is one of the coolest ive found,

santiagoadventurepath.wordpress.com/

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