Looking to recreate the feel of Firefly, The Outer Worlds, The Expanse, or similar, in a ttrpg that is somewhat leaning to the hard sci fi side. Any thoughts?

I’ve been poking Traveller but it’s hard to tell what the definitive versions are. Also Stars Without Number looks interesting.

I’m particularly looking for ship based stuff – where the ship is statted and you can have ship to ship combat.

  • AldinTheMage@ttrpg.network
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    9 months ago

    I have been playing Genesys, and I LOVE it. I’m not playing in a sci-fi setting, but the whole premise behind Genesys is that is is adaptable to any setting, and from what I have seen of the system, it would be great for something like that. There are tons of rules for vehicle stats, combat, etc. and it has guidelines for how to design and balance your own vehicles.

    If you are interested in making and playing in your own setting I would definitely recommend Genesys.

    If you are wanting something with an existing setting that matches that vibe, then I’d first check and see if some of the community made settings will fit that, and if not, then maybe look elsewhere.

    There are a ton of community made resources for Genesys on DriveThruRPG and also in a dropbox maintained by one of the community members, and that dropbox has some resources for an Expanse setting and other sci-fi stuff that would be a good starting point: https://www.dropbox.com/sh/raqr7usuzwizglm/AACMnwsNyT5DPHyjokWZwQLOa/Community Content?dl=0&lst=&subfolder_nav_tracking=1

    I would also say you should definitely get the core rulebook AND the expanded players guide, as that has tons of good resources and better guidelines for creating vehicles, as well as other useful things. It’s really a fantastic GM toolkit.

    EDIT: Also regarding the dice, which can be kind of hard to get, they have an app that you can use, as well as charts for converting normal polyhedral dice to the Genesys symbols, and what I personally do is just use the Star Wars dice, which are the same (with slightly different look to the symbols) and are more available, at least where I am.

  • navigatron@beehaw.org
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    9 months ago

    Rumor has it Firefly was a game of Traveler that was made into a show. Having played traveler, I highly recommend it.

  • misery mansion@lemmy.world
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    9 months ago

    Death in Space is essentially Mörk Borg in space so has enough room for you to decide how hard you like your sci fi

    • sociableporcupine@lemmy.world
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      9 months ago

      My experience as a GM is that starship combat in Starfinder is a bit of a slog. It has loads of cool mechanics but the main issue is that the rules are so different from regular encounters that generally you don’t have much of a chance to internalise them.

  • 5too@lemmy.world
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    9 months ago

    I’ve been enjoying Starforged since it came out. The PDFs are available of course, but it sounds like they’re also getting another reprint here in a month or two.

    • Troy@lemmy.caOP
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      9 months ago

      Ah, yet another PbtA sci fi game. Between it and Impulse Drive (from another comment), I have some reading to do. Appreciate the recommendation :)

    • dino@discuss.tchncs.de
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      9 months ago

      This needs to be at the top. Starforged is amazing, because Ironsworn is an amazing system. All the influences you mentioned in starting post are also mentioned as influences for the making of Starforged. The only problem I see, is that your focus on mechanical system for the ship stuff.

      Ptba is inherently not as mechanical as other meta systems. But I highly recommend checking it out.

      Second suggestion would be Stars without Numbers, Crawford is praised for almost every release he does. You can’t go wrong for Sci Fi with his system, it offers quite more crunch than Starforged (from my knowledge, I didn’t read or play SWN myself!). But it offers, similar to Starforged, amazing tools for building worlds in a scifi setting, which can be used in any other system you might prefer.

    • Troy@lemmy.caOP
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      9 months ago

      I like Green Ronin, in general, and love The Expanse as a setting. However, I want to be in a homebrew setting rather than in The Expanse. I suppose I should have said that in the original post.

      The Expanse started as an RPG setting, which is an interesting bit of trivia :)

      • acockworkorange@mander.xyz
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        9 months ago

        The Expanse started as an RPG setting, which is an interesting bit of trivia :)

        I had no idea! That’s so cool!

        Anyway, it looks like you wouldn’t be interested in Firefly RPG either.

  • Shyfer@ttrpg.network
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    9 months ago

    I did something like this with Fate because I had specific ideas about my setting and the aliens, corporations, and organizations I wanted in it. I added some of my own mechanics for ships and stuff, giving them their own attribute tracks and letting players make rolls during space battles based on their position in the crew. It worked well enough for what I wanted, which was more of an action, space opera feel, like Outlaw Star. It won’t have a lot rules for all the hard sci-fi stuff you may be looking for if you prefer crunch.

    Although recommending a generic system like Fate makes me feel like the kind of guy who suggests GURPs every time a question on a recommended system pops up lol.

    • Troy@lemmy.caOP
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      9 months ago

      So, have you tried using GURPS? Hey at least no one has recommended d20 Future yet ;)

      I appreciate the recommendation nevertheless. Sometimes it does feel better to roll your own with a basic framework. In so many RPGs, the system and setting are inextricably linked, and disentangling them becomes far to tiresome. (Try playing D&D5e in a non-forgotten realms setting – as much as you try to avoid references…) Rolling your own lets you start entangled, but in a way that fits your universe.

      What’re the odds you have some favourite details on what you did that made it feel right for you?

      • agamemnonymous@sh.itjust.works
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        9 months ago

        I am that guy that recommends GURPS, which I’m actually using right now to run a sci-fi campaign. 3d6 is a great system, there are tons of sci-fi skills baked right in, Ultra Tech is a great resource for laser guns and robots and all sorts of fun tech, and there are like half a dozen supplements full of ship stat blocks. Yeah the crunch can be a lot, if you want it to. You can also ignore most of it if you want, or slow-drip it to your players.

        I think the broad nature of sci-fi means that, when it comes to systems, your choices are to either find a system that fits the exact universe you’re running, or build it piece by piece.

      • fibojoly@sh.itjust.works
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        9 months ago

        If you like The Expanse because of the hard sci-fi and you don’t know about GURPS Transhuman Space, you absolutely need to check it out. It will blow your mind. Even if since then, the transhuman sci-fi movement has evolved, it’s still choke-full of inspiration, imho.
        I dream of combining that setting with Stars Without Number…

        • Troy@lemmy.caOP
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          9 months ago

          Interesting. I’ll check it out. Google is getting worse for finding things, so discussions like this become more important. Appreciate the rec. :)

  • Yeahboy92@lemmy.world
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    9 months ago

    Stars Without Number is a fun system. Traveller can be a bit complex but the character generation is the best.

    • Troy@lemmy.caOP
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      9 months ago

      Questions since you seem to have experience :)

      Stars Without Number looks interesting – been poking the free basic ruleset PDF. I don’t like the focus on psionics and teleportation and other sci fi tropes that are not as hard. If one were to run a zero-psi game, would the system still work?

      Which “edition” of traveller have you used, and how do you even pick an edition? Are there inter-edition and inter-publisher compatibility?

      • fibojoly@sh.itjust.works
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        9 months ago

        Psionics is the reason there is FTL in the default setting, and also why it’s a post-apocalyptic setting. You don’t need psionics to travel, like in 40k, but I reckon removing psionics from the setting is taking away some of its flavor.
        But from a gameplay point of view, I really don’t think it’s a problem. You could probably search the Reddit sub for Kevin’s word on it, but from what I recall, it’s a non issue, because it’s OSR and the game isn’t “calibrated” for a particular party, like say DnD3.5. You could always leave psionics in the background, something dreadful and not known to the public, like in Babylon 5 or Firefly. Even in SWN itself, like I said, psionics is the reason for the whole mess the universe is in, so they’re definitely not omnipresent, and more likely to be a trouble magnet, if present in the party.

      • misery mansion@lemmy.world
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        9 months ago

        From my limited investigations, I think the modern version from Mongoose is the one to go with

        The character generation system is amazing but from my POV its a bit Star Trek instead of Star Wars or the expanse, if that makes sense?

        My only experience of it is listening to bits of it on the Glass Cannon so I may have a skewed perspective

  • AdellcomdoisL@beehaw.org
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    9 months ago

    I have not played any of these, so this is less of a reccomendation and more listing things that you can look at, and ask other folks if they agree its better suited for you, but I’ve heard of a few games that fit some ‘extremes’ of sci-fi roleplaying

    Scum and Villainy probably being the most famous, having a Forged in the Dark style of gameplay where your characters are rogue-ish underdogs, constantly on the run, striving for each job to make them last a few more days

    Farflung With a post-scarcity, lighthearted style, where you’re travelling, romancing, exploring, creating and living among the stars with your crew

    and Impulse Drive for something that’s more middle of the road. You have a crew taking jobs and exploring, but they aren’t as scrappy and struggling, but also aren’t as free and lackadaisical

  • Jovian Chronicles has a good base system that you can divorce from the setting pretty easily. (The same system is used in a planet-bound SF game—Heavy Gear—and an apocalyptic fantasy game—Tribe 8.) It has a pretty simple system for making vehicles which scratches your “statted ships with ship to ship combat” itch.