When comparing Star Wars RPG by Fantasy Flight Games vs Traveller, the Slant community recommends Traveller for most people. In the question“What are the best tabletop RPGs?” Traveller is ranked 7th while Star Wars RPG by Fantasy Flight Games is ranked 18th. The most important reason people chose Traveller is:
No magic, no fantasy conventions. This is actually science fiction.
Ranked in these QuestionsQuestion Ranking
Pros
Pro Story focused instead of combat focused
Rather than focus on combat encounters and character stats, Fantasy Flight Games system allows the group to focus on telling a great Star Wars story. The players and the GM alike are major contributors due to FFG's unique system and dice mechanics.
Pro Drives improvisation through its die roll mechanics
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.
Pro Super-customizable character creation system
The Star Wars RPG's point-buy system allows characters to easily gain skills outside their career while still making each build feel unique. Focused builds are rewarded, but, in the narrative system, min/maxed characters are no more overpowered than their (equally rewarded) all-around counterparts. Players can easily create a bounty hunter, ambassador, or mystic, or even all of them in one character. Rigid classes ("I am a cleric") are a thing of the past. Your character is no longer defined by such constraining borders—he is what you want him to be. The level-less system places literal millions of possibilities at your fingertips.
Pro Set in the Star Wars Universe
The Star Wars Universe is arguably one of the largest and most beloved in the world, and this RPG captures it's depth and diversity very well. Players can choose from hundred of class and specialization combinations for creating unique characters and stories set in classic Star Wars settings, or create entirely new worlds and stories.
Pro Now available in setting free format with Genesys
Pro Easier to play online
Because the Star Wars RPG focuses more on story and role play and less on combat, maps and hard stats, it is easier to play online using Voice Software like Skype, Google Hangouts or Discord. There are also online platforms such as Roll20 that allow for digital dice rolls and resources.
Pro It's actually science fiction
No magic, no fantasy conventions. This is actually science fiction.
Pro Expansive library of reference materials
Pro Diversity in setting and thematic complexity
Traveller is one of the oldest science fiction roleplaying games, and has 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.
Pro Smooth, fast gameplay
Pro Adaptable
Thanks to various reference materials over the years, and numerous updates, it is possible to run almost any science fiction setting you want, from 1970's space opera, to cyberpunk and transhuman games (thanks to settings like Mindjammer and the addition of cybernetics in recent editions).
Pro Games-within-a-game
Traveller was, arguably, the original 'tool box' game, utilizing 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.
Pro No zero to hero
Gets away from the character leveling motif so you can just focus on role playing. Very much the story of typical people doing stupendous things.
Pro Makes complex concepts easy
Starship combat can be a bear in many games. The current incarnation of Traveller has reduced it to a simple, fast, and easy to use game within the game that makes for fun and realistic (enough) game play that doesn't take away from the experience. The vehicle combat system and other rules subsystems work equally well. None are perfect but they enhance the flow of a good game which is what most players want more than anything.
Cons
Con You need custom dice, and they take some getting used to
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. Of course, some people come to love the custom dice (no more automatic 1-or-20 successes or fails).
Con All the worst money-grabbing faults in RPG design incorporated here
Multiple, nearly redundant corebooks. Supplements are high on price and low on content. It even has custom dice. Fans should be able to apply for a second mortgage at the fantasy flight website.
Con Very little digitally distributed content
While Fantasy Flight has added a few digitally distributed(PDF) resources that are all free; such as character sheets, pre-generated characters and campaigns; there are no official digital versions available for any of their print materials.
Con Three flavoured "separated" subvariants for smuggler theme, rebel stories and Jedi path
A lot of redundant text in the there "corebooks". The rest of the subgames lines are similar structured with in depth class type rule books. Patterns of the lines are very similar: Core book, beginner box, class types expansions and adventures books. You can mix the variants. Rules are compatible.
Con The old WEG edition is so much better
This is clunky and doesn't create a heroic STAR WARS feel.
Con Retro future basis can get in the way
It's 1970's sci-fi. So some unexpected modern motifs aren't well represented (transhumanism, wireless tech, internet, etc). There are, in modern editions of the game, plenty of examples of these, however.
Con All editions not created equal
Because of its numerous editions and rulesets, finding a proper entry point can be confusing for newcomers.
Con No character development
Although this CAN be a plus, as you know what your players can/can't do and it doesn't change. Plus its easy to mod it if you want it.