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In search of a Sci-Fi system

My gaming group wants to eventually try out a sci-fi setting and I am looking for a decent system.
Maybe you can help me out here...I am a fairly experienced GM (having about 15 years of GMing on a weekly basis under my belt), but at the same time I am no longer as easger to get into highly crunchy systems.
My group's the same.
So I am looking for a game that is not too dark (so Warhammer, Mothership, Alien and Hostile are out, as is Star Wars but for other reasons), allows for some flexibility while at the same time not being too crunch-heavy. Can someone give me some pointers?
 

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Derren

Hero
Traveller (I liked the mongoose edition).
Very flexible rules (2d6 + skill, roll over 8). Not especially combat heavy unless you want to.
Its more on the harder side of SciFi compared to many current products.

Combat is very deadly without armor (no hp, damage goes to attributes) and the official setting is a bit outdated (70s-80s). The way FTL works takes a bit to get used to, but I think the book has variant rules for "normal" warp drives.
Biggest turnoff for many is that there is not much of character progression besides gear and that you don't exactly have much control over what character you play.
 
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Nytmare

David Jose
Scum and Villainy is a scifi game using the Blades in the Dark engine. You piece together a ragtag team of ne'er-do-wells, hunting bounties, smuggling goods, and/or rebelling against the Hegemony. Like Blades, in S&V the group has a single shared character that they level up along with the party, in this game it's their ship.

The game's inspiration is readily apparent (most notably Star Wars and Firefly) and the game leans heavily on them.

 

Umbran

Mod Squad
Staff member
Supporter
Ashen Stars is a sci-fi game built on the Gumshoe system

You may also take a look at the new Alternity. Alternity Core Rulebook - Sasquatch Game Studio | Alternity | DriveThruRPG.com

Ghost Planets is based on FATE Core Ghost Planets • A World of Adventure for Fate Core - Evil Hat Productions, LLC | Fate Worlds (Slim) | DriveThruRPG.com

Tachyon Squadron is also a FATE-based game Tachyon Squadron

Savage Worlds has its Science Fiction Companion, as well as several settings/game variations Science Fiction Companion | Pinnacle Entertainment Group
 

payn

He'll flip ya...Flip ya for real...
Traveller (I liked the mongoose edition).
Very flexible rules (2d6 + skill, roll over 8). Not especially combat heavy unless you want to.
Its more on the harder side of SciFi compared to many current products.

Combat is very deadly without armor (no hp, damage goes to attributes) and the official setting is a bit outdated (70s-80s). The way FTL works takes a bit to get used to, but I think the book has variant rules for "normal" warp drives.
Biggest turnoff for many is that there is not much of character progression besides gear and that you don't exactly have much control over what character you play.

I'll second Mongoose Traveller. This system is pretty easy to pick up and there is an SRD to investigate for free. The intersteller travel is nothing like Star Trek or Star Wars. Takes a week or more to get to a new solar system. My players love it in a sense its a little more like sailing in the 16th and 17th century. A captain and crew need to be clever in order to win the day.

Some dont like the lack of leveling and chargen mastery that Traveller lacks, but my group doesnt seem to mind since they are more focused on the adventures than the gear and fighting. YMMV.

The Pirates of Drinax sandbox campaign has many mini-adventures and tons of maps. It is pretty easy to hack it apart to your tastes as well.
 

Aldarc

Legend
I would also recommend the Cypher System. You can pick up the Cypher System Rulebook and run sci-fi game easily. Its flagship setting Numenera is science-fantasy, while The Stars Are Fire is harder sci-fi.
 

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