Recommend me a Space RPG

Wow, so many suggestions. Not sure if I'm more or less confused than when I started!

I took a look at GURPS Transhuman Space and for some reason I always get a bad taste in my mouth when reading GURPS. It has the "jack-of-all trades, but master of none" feeling to the system that I just can't get past.

Traveller has always sounded appealing, especially since I've heard it has loads of tables for generating random systems. I'm put off by the setting though, but if it is easy to change the setting then I'd go for it.

I'm not sure what exactly is the difference between the different Traveller systems. How is the Mongoose edition different from the others?
 

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Mongoose is like a refresh of the classic rules.

Note that i think the 2300 AD rules are getting a refresh to something called 2320 AD using the T20 rules, essentially traveller using D20. Some people loved those rules some hated them.

2300 AD is 300 years after the twilight 2000 setting, though it does include ftl.

I might consider starting with BRP. Still do the setting in something like 2100 or 2200 or even 2300 and have ram scoop ships and sleep pods. Keep almost all the other tech 'modern'. If the ships are more like those in transhuman space then they are pretty delicate.
 


Traveller has always sounded appealing, especially since I've heard it has loads of tables for generating random systems. I'm put off by the setting though, but if it is easy to change the setting then I'd go for it.
It is quite easy to ignore the official setting and play traveller using a homebrew setting. The game itself provides you with rules to design your own worlds, alien critters and starships (and vehicles, too, using an additional sourcebook from Mongoose), and the rules themselves are easy enough to adapt to any sci-fi (or modern or post-apocalyptic or even fantasy for that matter) setting you want them to work with.

I'm not sure what exactly is the difference between the different Traveller systems. How is the Mongoose edition different from the others?
The Mongoose version is a modernized, streamlined version of Traveller, essentially a modern variant of the Classic Traveller rules. the best thing about the Mongoose version is that you get everything you need to play and run the game from the single 190-page core-book. Sure, the supplements add a few more options for ship design (High Guard) and to character generation (many supplements) and allow you to design vehicles (Civilian/Military Vehicles), but you can very easily play and run the game with the core-book alone. The rules are streamlined as well and quite aesy to learn and use.
 

Just because a game is billed as "interstellar adventure" doesn't necessarily mean you'll get much (if any) more use from it. Much may depend on just how far you really mean to go in your departures from "the usual".

+ Emphasis on exploration: I want to spend most of the time in a space RPG, having adventures in a space ship or on unexplored planets. Visiting space ports, dealing with traders, diplomats and other active colonies should be rare.

Does "Star Trek" ring a bell? Setting aside the Trek-specific stuff, exploration was the fictional mission of the Enterprise -- and its dramatic mission was to provide a "Wagon Train" (other TV show) kind of setup for interpersonal "adventures in a space ship". One could theoretically find a story in almost any gangway, among the 400 or so people aboard.

Unless one happens to be a geologist, exploring another ball of rock and ice might not be very exciting regardless of what sun it orbits. Life is what's most interesting, and it's no coincidence that SF explorers tend to find new civilizations on those new worlds.

Besides SF and popular science literature, I recommend looking into the GURPS line from Steve Jackson Games. I have not used the rules system in a couple of decades, but continue to find the supplements of interest. GURPS Space (2nd ed.) comes especially to mind as covering a lot of topics in "just enough" detail. If you want more about everything to do with making up worlds to explore, from stellar characteristics to societies, check out GURPS Traveller: First In.

- No Humanoid vs Humanoid: I don't mind dealing with my fellow species or species with different foreheads every once in a while, but this BETTER not be the prevailing model in my RPG. I want the universe to feel extremely Alien and surprising.

Traveller's basic world generation assumes frequent occupation by humans or similar beings. Population, government, law level and tech level are all oriented to that, and so is even the frequency of breathable atmospheres (which pretty much presumes ecology, probably "terraforming").

Other games with such systems are, in my experience, pretty similar in that regard. What may seem a "wide variety" of biologies and civilizations is actually absurdly homogeneous -- in a way that facilitates "space opera" exploration of perennially human concerns, and even distinctively "modern" (i.e., this year's) values and issues.

Traveller's animal generation tables are more widely applicable. They give you 15 different ecological niches (in four broad divisions of herbivores, omnivores, carnivores and scavengers). Those affect behavior, speed, numbers and other attributes. You'll get weight in kg, and general combat abilities. Details -- such as the critter's appearance -- are up to you.

+ Low Tech: I mean something akin to the technology in the Firefly series. So no warp drive, jump gates, transporters (ala Star Trek).

For interstellar travel with a light-speed limit, you're necessarily dealing with at least one of:
A) deep time
B) vast energies
C) minds as data

Any one of those by itself, if taken even half seriously, introduces matters orders of magnitude more significant than a "Voyage of the Space Beagle". It both requires and produces changes in society, perhaps even (especially for case C) to something in which we can barely recognize ourselves.

Handwaving some sort of "FTL" allows us to tell stories about people much like us exploring other worlds. A voyage can take a long time in terms of individual lives, but not so long as to turn it into a "time travel" story. It can be costly enough to be uncommon, without having travelers pack energies that dwarf (and could easily destroy) all the works of our 21st-century civilization. It need involve no state of being too much more exotic than that of astronauts today.

"Space is big. You just won't believe how vastly, hugely, mind- bogglingly big it is."
- Douglas Adams, The Hitchhiker's Guide to the Galaxy

Do a little reading about the difficulties we face in planning a mission to Mars. See how many times further it is on average to Jupiter, to Saturn, to Uranus, to Pluto. Consider that sometimes planets are on opposite sides of the Sun. Even with fusion-powered rocketry, crossing a single star system could be quite a trip!

Traveller assumes constant accelerations of 1G or more with its utterly fantastic "reactionless" drives, and at 1G a Terra-Mars trip would average about 2 days. That's already about as far out as "warp drive", and a ship built like the Millennium Falcon instead of a Saturn V just makes it more so.

The thing is that Han Solo makes some sense with ships like that. He doesn't have to make a whole lot of sense, because "Star Wars" is in a galaxy far, far away from "hard science fiction" -- but he fits in better than he would with the Discovery from "2001: A Space Odyssey".

Somewhere in between, perhaps, is a setup that's semi-realistic in terms of interplanetary travel but -- as with Traveller's "jump drive", 2300 AD's "stutterwarp", Larry Niven's "hyperspace", the "jump lines" in Niven's and Pournelle's The Mote in God's Eye, and other fictional FTL schemes -- allows rapid transit from star to star once some distance from any planets.
 

Traveller assumes constant accelerations of 1G or more with its utterly fantastic "reactionless" drives, and at 1G a Terra-Mars trip would average about 2 days. That's already about as far out as "warp drive", and a ship built like the Millennium Falcon instead of a Saturn V just makes it more so.
There are alternative reaction engines in the High Guard supplement; for another harder-science alternative, look HERE (under STL - SLOWER THAN LIGHT)...
 


Shades of Green said:
There are alternative reaction engines in the High Guard supplement
There are not in old Book 5, so I presume you mean a supplement of the same name for "Rikki-Tikki Traveller".

Anyhow, one hardly needs to buy a game supplement to say that people in the imagined universe use ion rockets (or solar sails, or whatever one wishes). One might even imagine monster rockets (nuclear or anti-matter) capable of G-months of acceleration and cruise velocities of 10% or more of the speed of light.

My main point was not especially about Traveller, or even about apparent violations of conservation laws. It was that at some point the situation is likely to become so blatantly high-powered and/or far-fetched that it might well be the better part of suspension of disbelief just to throw in some FTL that gets its job done and then gets off the stage.

If one wants a game about billionaires who could/can/must do things on not merely a global but a trans-global scale, then that's one thing. (One might think, for instance, of Timemaster by Robert L. Forward, or A Deepness in the Sky by Vernor Vinge.) It's typically not the kind of thing, though, that puts a premium on the factors to which RPG rules -- and RPG players -- tend to be devoted.

If characters flying around with the equivalent of huge arsenals of nuclear warheads is bothersome, though, then one might consider cutting down the need for speed.
 
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Another vote for Mongoose's Traveller. Like the original, very adaptable to any setting. It includes tech levels, which means you can design your campaign to any tech level you prefer. I ignore the Imperium setting, and instead run it more like a Halo setting. Marine/exploration heavy, with lots of encounters with weird aliens and artifacts, underground ruins (dungeon like). Character generation is a game unto itself. Alien generation very straightforward. Lots of options, and really great for sandboxing. Did I just say sandboxing? :eek:
 

There are not in old Book 5, so I presume you mean a supplement of the same name for "Rikki-Tikki Traveller".
My omission - yes, it is in the Mongoose High Guard Supplement. But the link I've provided above contains, IMHO, even better rules for low-tech, harder-science travel.
 

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