Help me pick between 2 sci-fi games

Wolfx

Explorer
I am trying to decide if I should buy Star Wars d20 or Dragonstar. I want a game that has a good style, and overall ease of playability. I would not be running either in their current storylines as I feel that restricts the players to much. I just want the most bang for my buck.

Your comments are welcome and wanted.
 

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Both are wildly different, so a bit more precision on the storyline you want to use might help.

Star Wars would be a low-magic setting with a unique spell and hit-point system.

While Dragonstar is high magic (spaceship use teleportation) and normal hit point

In the meantime, don't forget to check the numerous reviews here at ENworld.
 

As for the storyline, I am looking into an ex-millitary unit running contraband to various planets for the highest bidder. Somewhere in the persuit of the almight dollar (or whatever) they become embroiled in a dispute between three seperate planatary governments they have been suppling, and have to choose either how to survive continuing business as normal or choose a side.

Hope that helps some.
 

Did I hear Han Solo? I'll say Star-Wars d20
Faster than Light Space travel rules.
Scoundrel and Soldier classes.

A Note though, powered armor are unlikely (though, there is a book from perpetrated press IIRC that they released after Arsenal which might help).

I might as well ask the kind of technologie, psi/magic, lethality and involvement in trade that you want.

For trade, I think that their is curently 3 system, one in Blood and Space (though the list of goods is low, you have a system for trade, a bit too random perhaps). Another in Sea of Blood and the last in Western Europe a Magical Medieval Society, both with list of good a bit restrictive for a space born campaign.

BTW, if you have problems accessing the review section, try to replace www.enworld.org with enworld.cyberstreet.com
 

Sounds like what you really want is Traveller T20. Its got prior history rules all set up. While I have not yet had a chance to read the rules, I know that earlier editions of Traveller had rules for trade and commerce as well.
 

Pagan priest said:
Sounds like what you really want is Traveller T20. Its got prior history rules all set up. While I have not yet had a chance to read the rules, I know that earlier editions of Traveller had rules for trade and commerce as well.

Trade and commerce, ship and vehicle design, planetary and system development are all in there.

You can check out a free 64 page Lite version named appropriately T20 Lite
 

Pagan priest said:
Sounds like what you really want is Traveller T20. Its got prior history rules all set up. While I have not yet had a chance to read the rules, I know that earlier editions of Traveller had rules for trade and commerce as well.

I would suggest T20 as well. It's one of the best D20 products, and has the best realistic sci fi material in the market, in my opinion. It's a expensive book, compared to others, but it's well worth the price. If you want military classes to begin with, you have three choices and not just one;

1, Army
2, Navy
3, Marines
4, Scouts

Then you can pick up another class, like rogue or ace pilot, for your smuggler group. My favorite classes in the book is the big game hunter, which can easily be adapted to a bounty hunter, and the traveller
 

First off, thanks for all your help.

With what has been given, let me ask a couple of questions about T20.

1. What races are in the game? and how difficult is it to add other form other d20 sources.

2. How well does it handle Trade?

3. How does it handle planet creation?

4. How well does it handle starship creation & combat?

Thanks again.
 

Psion's Review should answer most of your questions:
http://enworld.cyberstreet.com/reviews/index.php?sub=yes&where=active&reviewer=Psion&product=trav

If your even more lazy than me, here are some snippet:

1) "Humans have the standard array of abilities that they do in the core rules. Other races include:

- Vargr: Vargr are a race of genetically engineered canines. Like the humans scattered about the galaxy, the vargr were likewise taken from earth. But the vargr were engineered by the ancients. Vargr are dextrous and have excellent senses, but are not as strong and tough as humans.
- Aslan: Aslan are descended from carnivores and are thought by humans to be lion-like, but are not connected to earthly lifeforms like humans and vargr are. Aslan are strong but not dextrous, have good hearing, and have a society that is still sharply divided along gender lines. Males have no concept of money or economics and may only take combative classes. Females, on the other hand, have exclusive province to classes like academic and merchant, but are not permitted to take combative classes.
- Luriani: A race of amphibious humanoids, also genetically engineered by the ancients.
- Sydites A race of genetically engineered humans bred to be workers, but none too sharp or charming.
- Ursa: Ursa are genetically uplifted bears. Unlike other genetically engineered races on this list, the Ursa were uplifted by a human corporation.
- Virushi: Virushi are huge but peaceful creatures with a centaur-like body form and thick plates covering their bodies.
2) "trade and commerce rules allowing characters to make money on the side of their adventures."

3) "The Universe/World Development chapter provides rules for generating star systems for use in a game. The system is not as the basic world generation system for classic Traveller that only generated the main world of each system; instead, the system is geared at generating entire star system like the classic Traveller supplement Scouts. However, the system is less computationally intensive than Scouts, simplifying many world details into single rolls that would require compuation in Scouts. "

4)"Traveller is historically a gearhead-oriented game, and D20 Traveller continues that tradition. The book provides complete rules for characters to design computers, vehicles (including robots and powered armor), and starships. The design sequences have a moderate level of complexity. The designers claim it is closely based on the classic Traveller supplement High Guard. The system looks easier to use than high guard to me, but provides a bit more detail than was available then. The system is easier to use than those in MegaTraveller and later editions, and much easier than the likes of the GURPS or CORPS vehicle design system. "

The Standard Design chapter provides a number of complete designs for computers, vehicles, and starships, including many vehicles and starship illustrations. Most of these are vehicles that have been regular edifices of the game such as air/rafts, scout ships, and free traders. As mentioned earlier, the book lacks any sort of deckplans, and also lacks illustrations of a few staple Traveller starships such as the scout and mercenary cruisers. "

"D20 Traveller uses the basic D20 combat system, but provides additions to handle conditions in an SF campaign. The combat system extends the rules to cover modern weapons and armor as well as vehicles and starships. Vehicles and starships use a different scale, and more advanced detailed systems are provided for more detailed treatment of such combat. "

edit: it got 5/5 on most reviews, seems like the winner (though I only know from dragonstar and star wars from first hand experience), unless you want to wait for d20 future ;)
 
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I think we have a winner

Blacksad, thanks for the snipets. I usually don't pay stock to reviews because I tend to think of all reviews as only comming from those who are fans/ or love the game, and don't point out the bad points. I will fully read the review to get the whole of it.

From what you posted I think T20 can handle my campaign the best. I had listed Star Wars & Dragonstar due to the available races, classes that I knew of and the fact that most things in those games most of my players would be able to identify with, but I am going to give T20 a good look .

Thanks.
 

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