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Best hard science fiction rpg (for one shots)

Started by Bedrockbrendan, September 06, 2016, 01:57:24 PM

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Tod13

Quote from: BedrockBrendan;917484It certainly is cheap enough. If it has supplements that add a little more heft I will take a look.

It has three supplements, two that are sci-fi specific and then the Companion, which is more general rules. The nice thing is you can take more rules from the other games if you need and want.

The Star Legion stuff details what each adds.
http://drivethrurpg.com/product/18191/Star-Legion
http://drivethrurpg.com/product/50128/Star-Legion-Ignition
http://drivethrurpg.com/product/50129/Star-Legion-Blastoff

http://drivethrurpg.com/product/18177/The-1PG-Companion

Here is the table of contents, since the Companion lacks detailed descriptions.
Spoiler
INTRODUCTION . . . . . . . . . . . . .2
1PG TABLETOP SYSTEM . . . . .3
VEHICLES: UNDER THE HOOD . . . . .3
VEHICLE MOVEMENT . . . . . . . . . . . . . . .3
AERIALMOVEMENT . . . . . . . . . . . . . . . . .4
OUTERSPACE MOVEMENT . . . . . . . . . . .5
WATER & UNDERWATER MOVEMENT . . . .5
TERRAIN EFFECTS . . . . . . . . . . . . . . . .5
VEHICLE COMBAT . . . . . . . . . . . . . . .5
ROLL OUT THE GUNS . . . . . . . . . . . . . .5
CLOSING WITH ANOTHER VEHICLE . . . . .5
FIRING UPON ANOTHER VEHICLE . . . . . . .5
VEHICLE ARMOR & DAMAGE . . . . . . . . . .5
DAMAGE AGAINST CHARACTERS . . . . . . .6
MISCELLANEOUS RULES . . . . . . . . .6
VEHICLE DESCREPENCIES . . . . . . . . . . .6
MOUNTED MANEUVERING & COMBAT . . . .7
PLAYER CHARACTERS & VEHICLES . . . . .7
SAMPLE VEHICLES . . . . . . . . . . . . . . . .8
BLOOD AND GUTS . . . . . . . . . .9
BRAWLING . . . . . . . . . . . . . . . . . . . . .9
ATTACKS AND DAMAGE . . . . . . . . . . . . .9
RECOVERY FROM A KO . . . . . . . . . . . . .9
ADDITIONAL REALISM . . . . . . . . . . . . . .9
SEVERE BEATING RECOVERY . . . . . . . . .9
MOVEMENT . . . . . . . . . . . . . . . . . . . .9
HEALING . . . . . . . . . . . . . . . . . . . . . . .9
LOCK N' LOAD . . . . . . . . . . . . . . . . . .9
RELOADING . . . . . . . . . . . . . . . . . . . . .9
JAMMING . . . . . . . . . . . . . . . . . . . . . . .10
CALLED SHOTS . . . . . . . . . . . . . . . . . . .10
SEEKING COVER . . . . . . . . . . . . . . . . . .10
SWITCHING WEAPONS . . . . . . . . . . . . . .10
FIGHTING IN THE DARK . . . . . . . . . . . . .10
FIGHTING PRONE . . . . . . . . . . . . . . . . .10
KNOCKDOWN/KNOCKBACK . . . . . . . . . . .10
CONTROLLING THE GAME . . . .11
MIXING GENRES . . . . . . . . . . . . . . . . . .11
GETTING REALLY WEIRD . . . . . . . . . . . .11
BALANCING ERAS . . . . . . . . . . . . . . . . .11
ENEMY MINE . . . . . . . . . . . . . . . . . . . .11
PENNIES FROM HEAVEN . . . . . . . . . . . . .12
ADDING ODDITY . . . . . . . . . . . . . . . . . .12
CHARACTER ADVANCEMENT .13
ADVANCEMENT RULES . . . . . . . . . . .13
INCREASING SKILLS . . . . . . . . . . . . . . . .13
INCREASING ATTRIBUTES . . . . . . . . . . . .14
BUYING STUNTS . . . . . . . . . . . . . . . . . .14
STAT REFERENCE CHART . . . .14
DESIGNER NOTES . . . . . . . . . . .14
1PG SCENARIOS . . . . . . . . . . . .14

Shawn Driscoll

#16
Hard sci-fi just means "this is hard" to do. Any game mechanic will work pretty much for that. Ask your players which mechanic they prefer.

The Butcher

Quote from: BedrockBrendan;9174781) By hard science fiction I mean that the physics of the setting are bound more by real science or plausible ideas and more in the spirit of stuff like say Foundation than Star Wars or something. Each one shot might be somewhere different on the spectrum though. I guess what I am saying is less 'action/adventure' more real worldy feel.

I'm kind of stumped here because MongTrav 1e checks all of these boxes to me.

Quote from: BedrockBrendan;9174782) More streamlined might have been a better way for me to put it. But basically faster character creation, more unified mechanics, and preferably something on the light side of things. It isn't so much that traveller is too heavy though, it is more that I want a newer more shiny system to entice my players with.

Stars Without Number do anything to you? What about clash's Starcluster family of games?

Kuroth

I'll put Rogue Space in the suggestion box.  It's by the same author as Heroes and Other Worlds.  An independent system that I have seen used for quite a range of science fiction, with the lightness and breadth of a quality game.  Very nice it is.  It is over on Lulu.

TrippyHippy

Quote from: BedrockBrendan;917480Because Traveller hasn't been met with a lot of excitement when I've suggested it, and I think something newer might be.
Sorry, but the answer is still Traveller. It even has a new edition.
I pretended that a picture of a toddler was representative of the Muslim Migrant population to Europe and then lied about a Private Message I sent to Pundit when I was admonished for it.  (Edited by Admin)

Simlasa

Quote from: TrippyHippy;917609Sorry, but the answer is still Traveller. It even has a new edition.
Maybe take the Traveller book and put a big sticker across the front that says 'New Game!!!' If you've got access to a Bedazzler you could add some jewels to it as well.

jeff37923

What parts of hard science fiction do you want in your game?
"Meh."

Bedrockbrendan

Quote from: TrippyHippy;917609Sorry, but the answer is still Traveller. It even has a new edition.

Yeah, I am not going to force a game on my players if they don't have interest. I think traveller is a fine game. Just not on the table for this particular group.

Bedrockbrendan

Quote from: jeff37923;917616What parts of hard science fiction do you want in your game?

It is going to vary, because these are going to be one-shots. But what I am really looking to do is build each one shot around a lot of research into a particular subject that happens to be of interest to me at a given moment. But stuff like more realistic limits on space travel.

Bedrockbrendan

Quote from: The Butcher;917606I'm kind of stumped here because MongTrav 1e checks all of these boxes to me.

The game isn't a bad fit. It is nothing against traveller.  

Quote2) More streamlined might have been a better way for me to put it. But basically faster character creation, more unified mechanics, and preferably something on the light side of things. It isn't so much that traveller is too heavy though, it is more that I want a newer more shiny system to entice my players with.

Clash's games are awesome games. I even play tested one of them with my other group. So I think these would be good with the right crew, just like Traveller would, but they are also very much in the spirit of traveller. Stars without Numbers looked pretty good (I haven't played it before) but it sounds like an OSR, which again might work with my other group but this crowd isn't a fan of OSR or d20 stuff (but if it is different enough, it may be something I could suggest)

Bedrockbrendan

Quote from: Simlasa;917611Maybe take the Traveller book and put a big sticker across the front that says 'New Game!!!' If you've got access to a Bedazzler you could add some jewels to it as well.

I am a fan of older games. And with the right group, I am happy to run 1E, Traveller, etc. I do have a group of players who are interested in that sort of thing and for them that stuff is an easy sell. But every group is different. Some players like newer games, some players don't want stuff that is OSR or has an older vibe to it. I have no problem selecting a system that fits those preferences. I don't see it as a character flaw that people want to play something new.

Bedrockbrendan

Quote from: Kuroth;917608I'll put Rogue Space in the suggestion box.  It's by the same author as Heroes and Other Worlds.  An independent system that I have seen used for quite a range of science fiction, with the lightness and breadth of a quality game.  Very nice it is.  It is over on Lulu.

Thanks. I haven't heard of this one before. Is it only available on Lulu?

Kuroth

#27
No Problem!  Ya, I believe only on lulu. Christopher offers Rogue Space in print and pdf there.  The booklet is nicely illustrated too.  Here are some links.  

http://roguespacerpg.blogspot.com/

http://www.lulu.com/spotlight/fenwayfive

Christopher's more often updated Heroes page:
http://heroworlds.blogspot.com


Stars without Numbers is D&D (1980s) combined with Traveller, with some interesting additions by Kevin.  It's a favorite of this site.  Sort of surprised you haven't played it at some point Brendan given your contribution level here! ha  I'm pretty sure it would be Pundit's suggestion.  It does have adventure seeds and Kevin's Tag method of developing campaigns, which are both handy to use with other games too.  The Tags are interesting from a purely game design point of view too.

Something I have done in the past is use a standard game paired with a new setting art book for views of a world, people and such.  For example, I used The Art of Mass Effect for my Traveller (1977) Mass Effect campaign.  So, the origin game was given the gloss of shiny newness.  Players didn't need to look at the Traveller booklets, since I made up a few little sheets for them. It was a way to keep things fresh in appearance for players, and they were able to forget that it was the old game they knew from ages past.  Select an artist or collection that captures the science fiction world you have in mind, which the internet is your friend to find.

I didn't really care for Savage Worlds in the past, but the most recent explorers edition removed the layout and presentation elements that I disliked.  The Last Parsec is a really nice science fiction setting ready to play, though not the most hard science fiction setting ever.  Just as hard as Stars Without Number, though. It is quite nice and very shiny!  Might be more investment in a game than you are interested, though.

Simlasa

Quote from: BedrockBrendan;917656I don't see it as a character flaw that people want to play something new.
I don't either but it's not a very meaningful quality to judge a game by... might as well be, 'We don't want to play any games with blue on the cover.'
On second thought, maybe I do see it as a character flaw... not a big one though, just a quirk. Like my friend who just refuses to watch any movies older than late 90s... unless it's Star Wars or Indiana Jones.

Bedrockbrendan

Quote from: Kuroth;917660No Problem!  Ya, I believe only on lulu. Christopher offers Rogue Space in print and pdf there.  The booklet is nicely illustrated too.  Here are some links.  

http://roguespacerpg.blogspot.com/

http://www.lulu.com/spotlight/fenwayfive

Christopher's more often updated Heroes page:
http://heroworlds.blogspot.com


Thanks. I will pick up a copy.


QuoteStars without Numbers is D&D (1980s) combined with Traveller, with some interesting additions by Kevin.  It's a favorite of this site.  Sort of surprised you haven't played it at some point Brendan given your contribution level here! ha  I'm pretty sure it would be Pundit's suggestion.  It does have adventure seeds and Kevin's Tag method of developing campaigns, which are both handy to use with other games too.  The Tags are interesting from a purely game design point of view too.

Something I have done in the past is use a standard game paired with a new setting art book for views of a world, people and such.  For example, I used The Art of Mass Effect for my Traveller (1977) Mass Effect campaign.  So, the origin game was given the gloss of shiny newness.  Players didn't need to look at the Traveller booklets, since I made up a few little sheets for them. It was a way to keep things fresh in appearance for players, and they were able to forget that it was the old game they knew from ages past.  Select an artist or collection that captures the science fiction world you have in mind, which the internet is your friend to find.

I didn't really care for Savage Worlds in the past, but the most recent explorers edition removed the layout and presentation elements that I disliked.  The Last Parsec is a really nice science fiction setting ready to play, though not the most hard science fiction setting ever.  Just as hard as Stars Without Number, though. It is quite nice and very shiny!  Might be more investment in a game than you are interested, though.

I came late to Kevin Crawford's stuff. But just ordered Stars without Numbers since it sounds like I could pull a lot from it even if we don't go with the actual system.  

I am currently playing in a Savage Worlds noir campaign. I like it fine. But I have trouble seeing it used for anything that isn't like Star Wars or Flash Gordon without changing a lot of the underlying mechanics (and Savage Worlds comes with some built in flavor expectations...people see the logo and assume 'pulp').