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Traveller is one of the oldest science fiction roleplaying games, and has a a default setting that is even older. As such, there is a lot of cumulative depth that has been developed over the years. The current version of the rules (Mongoose Traveller 2nd edition) is very accessible, however, and allows new players to approach the game without a heavy load of baggage. Anybody who has seen an episode of Firefly, or any other typical space travelling fiction, will immediately understand the tropes. From the basis of its simple system, lots of interesting sci-fi ideas can be developed and there is a lot of material to use as inspiration. See More
Traveller was, arguably, the original 'tool box' game, utilising tables, dicerolling and design judgment, to generate things such as aliens, planets, star systems, economies, weapons, vehicles, spacecraft and characters. Character generation is a unique experience of taking risks to develop a lifepath history through career development. A bad roll could lead to unfortunate events, injury, prison or even death, while good rolls can lead to boons in skills, resources, contacts and reputation. It's actually fun to generate characters before you even begin play. See More
Everybody knows Star Wars, and quite a lot people of people really love it. However, the license has shifted hands several times over the years, and many people still prefer the classic ruleset which were largely flawless and meshed perfectly with the tone of the original movies. Even Fantasy Flight Games acknowledged this, by reissuing a 30th Anniversary slipcase of the original game. See More
This game doesn't use the regular dice so common in most RPGs, but requires the use of a special set of dice that only Fantasy Flight sells. It's kinda pricey, and it takes some getting used to the weird symbols on the dice. There is a die roller app. But it's worth mentioning that the dice comes with any of the Beginner Box Sets or Edge of the Empire/Age of Rebellion/Force and Destiny. Also, there are downloadable sticker sheets if you want to save the money but spend time putting them onto the correct sided die. See More
The die roll mechanic leads to more than just a simple success and failure. The result often requires positive and negative side effects; sometimes dramatic ones! Very rewarding with a GM who's good at making stuff up on the spot. See More
Paranoia offers a different experience to a typical roleplaying game, and tends to lead to characters suffering multiple deaths (they have 6 clones = 'lives'). While it doesn't lend itself well to long campaigns, it has a tight scenario-design formula, which makes running games off the cuff quite easy for the referee. Players don't normally need much encouragement to get into the spirit of the game - making it ideal for a short notice, one shot game. See More
Savage Worlds is not a science fiction-themed tabletop RPG. It is a generic system with no setting of its own. See More
Set in a time that is almost upon us, the 1980s vision of the dark future can seem anachronistic, and it may require serious suspension of disbelief for anyone who did not grow up with the genre. Imagine cassette tapes were still around, mobile phones were still the size of a brick, and wifi was rare and expensive. See More
There is a universal roll of using a character's appropriate Stat, a Skill related to that stat and to the action needed, and an exploding d10 die (if you roll a 10, you will start to have adequate "critical hit" thrills by rolling some more, but if you roll a 1 that is a potentially dangerous Fumble on the Fumble Chart, 60% of the time). See More
With its system for creating character traits and backstory, CB2020 inspires players to build well-rounded characters with adventure seeds built directly into their histories. Skill-checks are based on a D10 roles plus attribute and skill values against difficulty levels, and combat tends to be quick and dirty, keeping the focus on the action and allowing for cinematic gameplay. See More
Percentile combat-system is based on a Base Skill % + 10%/Level of Skill. Skill levels are from 1-6. Combat occurs in six-second turns. Modifiers for melee, ranged, vehicle and aerial combat are added to the base %'s. Rolls of 01-05 are automatic successes, 01-02 in addition are "Knockouts". But rolls of 96-00 are Failures no matter how good you may become. See More
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