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Sci-fi space fantasy choice?

Started by Batjon, January 04, 2022, 02:07:27 AM

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Batjon

If you were to run a sci-fi space fantasy game that is a mix of Star Wars and Firefly, which game/system would you choose from the list below?

FrontierSpace by DWD Studios
White Star Galaxy Edition by Gallant Knight Games
Stars Without Number Revised by Sine Nomine Publishing
Solar Blades & Cosmic Spells by Old Skull Publishing / Gallant Knight Games
Fading Suns 4th. Edition by Ulisses Spiele
Battlelords of the 23rd. Century 7th. Edition by 23rd. Century Productions


RebelSky

Fading Suns is the one I've been looking at myself but from the provided list I'd choose Stars Without Number.

palaeomerus

#2
Probably from that list White Star, as it has lots of decent stuff in their side products to do Star Wars with, including monastic space taoist psych-swordsmen but Solar Blades & Cosmic Spells (Red List sadly) or Machinations of the Space Princess would be my first choice for that sort of thing.

Solar Blades is flexible and has tables and tables and tables to help a GM fake it, while Space Princess keeps everything very casual. I don't stick to the "my dick is on %$#%in' space drugs lel" setting but I do like the 'bar fights and break ins for cash & favors' model of adventure and that's how I'd play most Star Wars stuff.
Emery

S'mon

Quote from: Batjon on January 04, 2022, 02:07:27 AM
If you were to run a sci-fi space fantasy game that is a mix of Star Wars and Firefly, which game/system would you choose from the list below?

FrontierSpace by DWD Studios
White Star Galaxy Edition by Gallant Knight Games
Stars Without Number Revised by Sine Nomine Publishing
Battlelords of the 23rd. Century 7th. Edition by 23rd. Century Productions

I'd use White Star I think, it's brilliant at mash-ups, and its zero-to-hero OD&D frame allows for transition between genres; you can start as hardscrabble Firefly types at 1st level and end up saving the Galaxy at 10th level, meanwhile going through Guardians of the Galaxy at 6th. :D

palaeomerus

BTW, Stars Without Number is also a very good product, but it's more of an off the rails, hex-crawl sand boxy type of thing about exploring and getting by and less about caper/chase/raid adventuring in some exotic location with exotic gear. Not much Starwars or Firefly going on, and maybe better for doing Larry Niven or Voyage of the Space Beagle type stuff.
Emery

Slipshot762


Batjon

Quote from: Slipshot762 on January 04, 2022, 08:44:53 AM
I use D6 system for everything.

Are you referring to the WEG D6 generic genre books like D6 Space?

Slipshot762

Yes, the D6 Space-adventure-fantasy trio of books.

Batjon

UPDATE: I should have had Fading Suns 4e and Solar Blades & Cosmic Spells as options as well, as I own both games.  I've now added them to the list of options at the top of the thread.

Batjon

When it comes to Solar Blades & Cosmic Spells and White Star Galaxy Edition, I'm struggling to think of which one I'd prefer.  They are both so similar in what they are going for.

SavageSchemer

For me, easily Solar Blades & Cosmic Spells. It's a wonderful, lightweight OSR-like system. I love that it makes running NPC's a non-chore while not going so far as to make all the dice rolling "player facing" the way Black Hack does (from which the game is partially inspired). Plus its "sword and sorcery meets space opera" is exactly how I like my games. It's what you'd get if Star Wars and Heavy Metal magazine had a baby, and it's glorious.
The more clichéd my group plays their characters, the better. I don't want Deep Drama™ and Real Acting™ in the precious few hours away from my family and job. I want cheap thrills, constant action, involved-but-not-super-complex plots, and cheesy but lovable characters.
From "Play worlds, not rules"

Batjon

If you were looking between White Star Galaxy Edition and Solar Blades & Cosmic Spells, which would you choose?

They cover pretty much the exact same ground slightly differently.

S'mon


David Johansen

Probably Fading Suns if I was wanting a setting and Frontier Space if I was going to home brew something.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Premier

Quote from: palaeomerus on January 04, 2022, 05:35:07 AM
BTW, Stars Without Number is also a very good product, but it's more of an off the rails, hex-crawl sand boxy type of thing about exploring and getting by and less about caper/chase/raid adventuring in some exotic location with exotic gear. Not much Starwars or Firefly going on,

The hell you're talking about? SWN is perfect for Firefly. The party has a spaceship, check. If they want to, they can get heavily involved with maintaining and upgrading their ship, check. The constant financial strain of keeping the ship running forces them to live as free traders and supplement their income with capers, heists and whatnot, check. Optional trading rules if you want to feature that part more heavily, check. A skill system that has elements specifically set up to let your party run into contacts/friends/enemies on whichever planet they end up on, check. A fundamentally D&D-based ruleset which is suitable for the sort of action you're likely to see on capers, check. A setting where starships coexist with 19th century (or earlier) technology, check. Adventure creation aids specifically set up for "your friend asks you help -> caper ensues" types of escapades, check.

What exactly do you think there's in Firefly that SWN doesn't do?
Obvious troll is obvious. RIP, Bill.