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Re: Best Space Opera RPG System?
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Originally Posted by
rredmond
There are these two Colonial Troopers (and Colonial Troopers: Knight Hawks) pdfs that look interesting:
https://www.thomasdenmark.com/night-owl-workshop
Check the previews (and neato video) to see if it's what you want, I don't know too much about them but they are based on OD&D type rules. They aren't free PDFs but are decent priced if you thought they might work. :D
--Ron--
Funny that they use "Knight Hawks" as an expansion just like Star Frontiers...I'm guessing by the cover that it is ship-to-ship combat, which is the same intent as the Star Frontiers expansion. Combined with the link to OD&D, I suspect it is "inspired" by Star Frontiers. Are there any other similarities?
- M
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Re: Best Space Opera RPG System?
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Originally Posted by
Digitalelf
When I first came into this thread, I was planning to second (or nth) whoever had recommended Star Wars Saga Edition, but I'm going to second this instead-- with the caveat that Alternity needs some house rules to really work.
PCs need higher ability scores across the board-- by about 2 points (10-11) each
PCs need more skill points at 1st level and each subsequent level and the effect of INT should be much less pronounced.
If an untrained skiill check is possible, the penalty needs to be smaller. This is especially true for a right space opera.
In addition to the core rules, pick up Mindwalking and Beyond FX and Starships. Most of the other supplements are potentially useful depending on your tastes.
I'm also going to suggest that Barbarians of the Void doesn't really have the starship rules you want, but BoL hacks are generally good for any "heroic action" genre.
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Re: Best Space Opera RPG System?
A few answers.
Run FATE just run FATE and have stunts represent different races and things. And its gets that cinematic quality and durability. And Mindjammer a FATE supplement is all space opera
Savage Worlds if your players are too mechanically orientated.
Eclipse Phase if you want to take a different view with it being humans surviving the apocalypse and now using these awesome cool new Stargates to travel the galaxy
Planet Mercenary is also fairly decent despite my first time playing it was with one of the worst players i have ever met.
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Re: Best Space Opera RPG System?
Haven't gotten a chance to try it, but Lasers and Feelings appears playable despite the brevity of its rules
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Re: Best Space Opera RPG System?
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Originally Posted by
Bohandas
Haven't gotten a chance to try it, but Lasers and Feelings appears playable despite the brevity of its rules
It's entirely functional - but if you're looking for spaceship customization, exploration, and mission based gameplay it's an astoundingly bad fit. It's a system that specializes in character drama, internal character conflicts, etc.
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Re: Best Space Opera RPG System?
Some of these might already have a mention but....
- Star Wars D6 (or the open D6)
- Star Frontiers
- GURPS Space (various splats)
- Alternity
- Space 1889
- Alternity
- Traveller
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Re: Best Space Opera RPG System?
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Originally Posted by
Mutazoia
Some of these might already have a mention but....
- Star Wars D6 (or the open D6)
- Star Frontiers
- GURPS Space (various splats)
- Alternity
- Space 1889
- Alternity
- Traveller
Bias towards Alternity am I sensing?
(Edit: not meaning to be provoking or anything, it just seemed funny to me that it should appear twice on the list)
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Re: Best Space Opera RPG System?
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Originally Posted by
MrSandman
Bias towards Alternity am I sensing?
(Edit: not meaning to be provoking or anything, it just seemed funny to me that it should appear twice on the list)
It's just that good.
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Re: Best Space Opera RPG System?
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Originally Posted by
FaerieGodfather
It's just that good.
Still, we should probably suggest an
:smallcool:
Alternitive.
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Re: Best Space Opera RPG System?
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Originally Posted by
Grod_The_Giant
Still, we should probably suggest an
:smallcool:
Alternitive.
Yeeaaaaahh!
LOL... ah Alternity. It's a good choice.
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Re: Best Space Opera RPG System?
No matter what system you end up using, taking a look at GURPS space is definitely a good use of time. It is a great sourcebook, with lots of good stuff to think about when setting up your universe.
Since you seem to be interested in some crunch with building/customizing the ship, I don't know that FATE would be a good fit. Gear in any fashion is not its strong point. I have been doing a lot of FATE personally because it is so easy to jump into playing...but it isn't really a game, it is a toolkit to build your own game.
Alternity probably would get my vote. The feel of old school traveller without the clunky old system.
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Re: Best Space Opera RPG System?
Nobody mentioned Scum and Villainy yet? Well then. Check out Scum and Villainy - it's really, really good!
It's an adaptation of the Blades in the Dark system, geared to tell the story of a rag tag of adventures and scoundrel, but in space! It covers politics, exploration, an (optional) Not-The-Force mystic ability, and can be used to run different vibes of games - main inspirations being star wars (obviously), cowboy bebop, firefly, that netflix show about space bounty hunters...all the usual suspects.
The ship is actually sort of an extra character in the party, and can really be the common thread between different campaigns and adventuring troupes - think of the Millenium Falcon. (If you are familiar with blades in the dark, the ship takes the place of the hideout / your criminal organisation).
The game expects an improvising / reactive GMing style more like Torchbearer/Mouseguard or any Powered by the Apocalypse game rather than the classic d&d "GM prepares an adventure" style, but it's actually not an hard requirement.
Also +1 for Stars without number - even if you don't end up using the system, the GMing tools in the "running a sandbox" chapter are fantastic.
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Re: Best Space Opera RPG System?
Quote:
Originally Posted by
MrSandman
Bias towards Alternity am I sensing?
(Edit: not meaning to be provoking or anything, it just seemed funny to me that it should appear twice on the list)
I got interrupted while typing the list and when I got back to it, I had forgotten I had already added it (and didn't read over what I had already listed lol).
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Re: Best Space Opera RPG System?
I'm surprised nobody has mentioned Space Opera by Fantasy Games Unlimited. This was a great game and really incorporated the aspects of space opera vs. hard science fiction. If original Traveller was on the hard science end of the spectrum, Space Opera was definitely on the space opera end.
I don't have the books anymore, but I'm not likely to ever run a science fiction campaign again. I thought it hit a real good tone because I didn't prefer the hard science stuff at the time.
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Re: Best Space Opera RPG System?
Space Opera is basically super heroes IN SPACE, so Mutants and Masterminds can handle it. I wouldn't suggest it for a more gritty sci-fi experience, but you specifically said Space Opera. Third Edition has basically the entire ruleset for free on the srd, too.
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Re: Best Space Opera RPG System?
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Originally Posted by
tonberrian
Space Opera is basically super heroes IN SPACE, so Mutants and Masterminds can handle it. I wouldn't suggest it for a more gritty sci-fi experience, but you specifically said Space Opera. Third Edition has basically the entire ruleset for free on
the srd, too.
I really disagree with this interpretation. I'm not a huge Space Opera fan, but for me SO is defined by the pulp-action feel of the setting and events. Sure, some of the characters might be super-human, but they are generally exceptions, bad guys, or balanced by sub-human characteristics.
Now, if you're suggesting that super hero stories are melodrama and pulp action, I guess I would agree they are similar...but nothing about how M&M (or any of the other supers games I've played) lends itself to an experience that feels like SO to me.
- M
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Re: Best Space Opera RPG System?
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Originally Posted by
Mordar
I really disagree with this interpretation. I'm not a huge Space Opera fan, but for me SO is defined by the pulp-action feel of the setting and events. Sure, some of the characters might be super-human, but they are generally exceptions, bad guys, or balanced by sub-human characteristics.
Now, if you're suggesting that super hero stories are melodrama and pulp action, I guess I would agree they are similar...but nothing about how M&M (or any of the other supers games I've played) lends itself to an experience that feels like SO to me.
- M
If you kept the Power Level around 7, maybe even lower; with maybe a few gadgets that break that level; limit power sources and powers, you could get the feel right. You would be leaving most of the options on the ground, although the gadgets rules would get a good workout. M&M would do a better job than some other generic systems, but would not be my first choice.
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Re: Best Space Opera RPG System?
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Originally Posted by
lightningcat
If you kept the Power Level around 7, maybe even lower; with maybe a few gadgets that break that level; limit power sources and powers, you could get the feel right. You would be leaving most of the options on the ground, although the gadgets rules would get a good workout. M&M would do a better job than some other generic systems, but would not be my first choice.
"If you throw out 90% of the rules and limit choices to next to nothing, this game will be a perfect fit."
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Re: Best Space Opera RPG System?
It depends on what sort of game you're running. M&M is great for really gonzo settings, where you have all sorts of wild aliens and cyborgs and gene-mods running around. If your party is going to have, I dunno, a guy with a collective consciousness shared among his dozens of clones, a super-strong alien barbarian, a techie with an improbably advanced suit of power armor, and an elder alien with telepathic powers? Sure, PL 6-8 M&M is a great fit. If not, better to go a different direction.
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Re: Best Space Opera RPG System?
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Originally Posted by
Mordar
I really disagree with this interpretation. I'm not a huge Space Opera fan, but for me SO is defined by the pulp-action feel of the setting and events. Sure, some of the characters might be super-human, but they are generally exceptions, bad guys, or balanced by sub-human characteristics.
Now, if you're suggesting that super hero stories are melodrama and pulp action, I guess I would agree they are similar...but nothing about how M&M (or any of the other supers games I've played) lends itself to an experience that feels like SO to me.
- M
You and I have very different ideas of what makes a space opera tick.
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Re: Best Space Opera RPG System?
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Originally Posted by
tonberrian
You and I have very different ideas of what makes a space opera tick.
Space Opera is easy to define.
The action is hard and fast, and the science is soft and squishy.
“In those days spirits were brave, the stakes were high, men were real men, women were real women and small furry creatures from Alpha Centauri were real small furry creatures from Alpha Centauri.”
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Re: Best Space Opera RPG System?
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Originally Posted by
Mutazoia
Space Opera is easy to define.
The action is hard and fast, and the science is soft and squishy.
“In those days spirits were brave, the stakes were high, men were real men, women were real women and small furry creatures from Alpha Centauri were real small furry creatures from Alpha Centauri.”
And that is exactly what M&M is good at.
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Re: Best Space Opera RPG System?
I would use Savage Worlds.
But Stars Without Number gets an honorable mention because its starship combat includes a "crisis" option, where some event can happen rather than taking HP damage. Reminds me a lot of Star Trek.
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Re: Best Space Opera RPG System?
Quote:
Originally Posted by
Mordar
I really disagree with this interpretation. I'm not a huge Space Opera fan, but for me SO is defined by the pulp-action feel of the setting and events. Sure, some of the characters might be super-human, but they are generally exceptions, bad guys, or balanced by sub-human characteristics.
Now, if you're suggesting that super hero stories are melodrama and pulp action, I guess I would agree they are similar...but nothing about how M&M (or any of the other supers games I've played) lends itself to an experience that feels like SO to me.
I'd agree -- you can have space opera without a single "super power". Star Wars can be done without Jedi, and it's still Star Wars. The Vorkosigan Saga is space opera, and doesn't really have super-powers.
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Re: Best Space Opera RPG System?
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Originally Posted by
Max_Killjoy
I'd agree -- you can have space opera without a single "super power". Star Wars can be done without Jedi, and it's still Star Wars. The Vorkosigan Saga is space opera, and doesn't really have super-powers.
Miles' ability to fast-talk BS his way out of anything is basically a superpower. 😁
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Re: Best Space Opera RPG System?
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Originally Posted by
Mutazoia
"If you throw out 90% of the rules and limit choices to next to nothing, this game will be a perfect fit."
That's pretty standard for a toolkit system; not every work is expected to need every tool. M&M is nominally a superhero system, but much like HERO it approaches it by building a whole power based toolkit that can cover the breadth of the genre, and that tends to get a decently sized toolkit on its own. Not quite to the level of a true generic game, but for another larger than life action heavy genre which centers on notable characters doing dramatic things? It'll fit.
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Re: Best Space Opera RPG System?
Quote:
Originally Posted by
Knaight
That's pretty standard for a toolkit system; not every work is expected to need every tool. M&M is nominally a superhero system, but much like HERO it approaches it by building a whole power based toolkit that can cover the breadth of the genre, and that tends to get a decently sized toolkit on its own. Not quite to the level of a true generic game, but for another larger than life action heavy genre which centers on notable characters doing dramatic things? It'll fit.
With a generic/toolkit system you have the general mechanics....rules that you are going to use every single time. Will you use all of the skills (for example)? No, but you have the option to use any that you choose. Then you get optional, setting specific rules, that will mostly add fluff, and a few extra rules that are unique to, and required, by said setting.
Shoehorning a Superhero system into a Space Opera setting, is like buying a 50lb sledge to drive nails. It's not the right tool for the job. Sure...you can do it, with a lot of extra work and effort, but why bother? Use a hammer to drive nails, use a Space Opera Rule Set to play a Space Opera game.
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Re: Best Space Opera RPG System?
Quote:
Originally Posted by
Mutazoia
Shoehorning a Superhero system into a Space Opera setting, is like buying a 50lb sledge to drive nails. It's not the right tool for the job. Sure...you can do it, with a lot of extra work and effort, but why bother? Use a hammer to drive nails, use a Space Opera Rule Set to play a Space Opera game.
Huh? Space Opera is superheroics. Especially when you have psionics all over the place. (What are psionics if not straight up super powers?) Granted, you don't have Superman or Captain Marvel (though you can), you have tons of Ironmen, Booster Golds, Nebulas, and character types like that. Sure, they don't make their own stuff, but in Space Opera, you don't need to; someone else does. But you still get to be (or can be) an Ironman.
From the comics side, things like Legion of Superheroes, Green Lantern Corps, and Gardians of the Galaxy are straight up Space Opera with superheroes. From the Space Opera side, Star Wars can perfectly be modeled using a superhero system. That's what Jedi are: superheroes. The old Lensmen is so superhero that it was ripped off to make Green Lantern.
If you want hard or hard-ish sci-fi, then, no superheroics don't apply. But space opera with squishy super-science? Superheroics not only applies, but is basically the same thing.
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Re: Best Space Opera RPG System?
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Originally Posted by
daryen
Huh? Space Opera is superheroics. Especially when you have psionics all over the place. (What are psionics if not straight up super powers?) Granted, you don't have Superman or Captain Marvel (though you can), you have tons of Ironmen, Booster Golds, Nebulas, and character types like that. Sure, they don't make their own stuff, but in Space Opera, you don't need to; someone else does. But you still get to be (or can be) an Ironman.
From the comics side, things like Legion of Superheroes, Green Lantern Corps, and Gardians of the Galaxy are straight up Space Opera with superheroes. From the Space Opera side, Star Wars can perfectly be modeled using a superhero system. That's what Jedi are: superheroes. The old Lensmen is so superhero that it was ripped off to make Green Lantern.
If you want hard or hard-ish sci-fi, then, no superheroics don't apply. But space opera with squishy super-science? Superheroics not only applies, but is basically the same thing.
Soooooooooooo...... Super Heroes in Space, as opposed to Space Opera.
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Re: Best Space Opera RPG System?
Quote:
Originally Posted by
daryen
Huh? Space Opera is superheroics. Especially when you have psionics all over the place. (What are psionics if not straight up super powers?) Granted, you don't have Superman or Captain Marvel (though you can), you have tons of Ironmen, Booster Golds, Nebulas, and character types like that. Sure, they don't make their own stuff, but in Space Opera, you don't need to; someone else does. But you still get to be (or can be) an Ironman.
From the comics side, things like Legion of Superheroes, Green Lantern Corps, and Gardians of the Galaxy are straight up Space Opera with superheroes. From the Space Opera side, Star Wars can perfectly be modeled using a superhero system. That's what Jedi are: superheroes. The old Lensmen is so superhero that it was ripped off to make Green Lantern.
If you want hard or hard-ish sci-fi, then, no superheroics don't apply. But space opera with squishy super-science? Superheroics not only applies, but is basically the same thing.
Is Star Wars without the Jedi "space opera"?