Recommend me a Space RPG

Loosely put, there is a theory that as you travel faster and approach the speed of light, your perception of the universe changes. Time seems to move slower for you. You can never exceed the speed of light, but the closer you get to the speed of light the greater the difference in perception between you on the ship and someone else back on the planet.
You make it sound like it was some weird and untested fringe theory, but relativistic physics is well established and has been around for quite some time. Also, it is not a matter of perception: time dilation actually happens and can be measured.
 

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I'd go with Traveller, taking away those parts you don't want. The exploration part of the game is really great thanks to the generation tables, and you can go sandbox if that's what you want.

Starblazer has the bonus of having a very solid rulesystem behind it, but I haven't read it and I can't recommend it one way or another.

The WH40K games have fantastic production value and atmosphere, but they may very well be the exact opposite to what you're looking for.
 


D20 Future contains information about Relativistic speeds, and it's system Generic, and OGC.

TIME DILATION
When a ship approaches to within 90% of the speed of light, time slows down. Characters on board the ship would not notice, but if they were to make hourly reports back to their point of origin, those reports might arrive only once every hundred hours.
This creates an interesting paradox, in that if a character managed to travel at the speed of light to another star and back again, a newborn child he left behind would now be older than him—if the child hadn’t died of old age some time ago.
The actual amount of time dilation observed aboard a ship traveling near light speed increases in proportion to just how close it is to light speed. Technically, time dilation occurs at any speed, but it only becomes noticeable at relativistic speeds. The dilation is a ratio that determines how much time passes aboard the ship; it is a multiplier when determining how much time passes outside the ship.
For example, a ship moving at 70% the speed of light has a time dilation of 1.4. Ten hours of travel aboard the ship at this speed means that 14 hours (10 × 1.4) have passed outside the ship. However, if ten hours pass for those left behind, only 7.1 hours have passed aboard the ship (10 divided by 1.4).

Code:
Table: Time Dilation		   
Starship Speed (miles/second)	AU per hour		% Speed of Light	Time Dilation	   
2,046				0.18		1.1%		1.0003	   
26,040				1.0		14%		1.01	   
52,080				2.0		28%		1.04	   
78,120				3.0		42%		1.1	   
104,160				4.0		56%		1.2	   
130,200				5.0		70%		1.4	   
154,380				6.0		83%		1.8	   
167,400				6.5		90%		2.3	   
180,420				7.0		97%		3.9	   
182,466				7.1		98.1%	5.1	   
185,981				7.239		99.99%	60.2

Starship Speed: The vessel’s speed in miles per second.
AU per Hour: How many Astronomical Units (AU) a vessel traveling at this speed can cross in 1 hour. One AU equals 93,000,000 miles (the distance between the Sun and the Earth).
% Speed of Light: The percentage of the speed of light (186,000 miles per second).
Time Dilation: Divide the time traveled by this number to arrive at the amount of time that passes on board the starship.
 

Just thumb through d20 future and pick what you want - They even have all the mechanics as part of D20 modern SRD. Usually the tech is sorted by Progress Level, with PL 5 being the regular D20 modern setting and PL 7/8 being Star Wars and Star Trek. If you're looking for something more akin to X-files, D20 Darkmatter is essentually D20 Alternity.
 

Traveller will work if you like the very unusual mechanics (character generation is love it or hate it). Jumps in Traveller are fast but not blinding and there is an explanation for humanoid aliens (genetic engineering for at least some of them) that also works with what you want. They even have a lot of published deckplans for the Alien style scenario.
 

I'd also recommend Traveller and simply multiply the length of time needed for superluminal travel by x10: at this rate it will take you around 4 months to reach Alpha Centauri (sound OK?). You can put people in hypersleep ('low berths') for the journey.

Traveller has many incarnations. If you want rules-lite, go with the original 1977 edition ("Classic Traveller"). Reprints are available. I think it's best.

T20 is pretty good. Megatraveller and Traveller: The New Era are more rules-heavy and gearhead-oriented, and with substantial errata. Avoid T4 like the plague, as it has lousy editing and even more errata. Traveller 2300AD is very quirky: colonial powers have regions in space (e.g. "The French Arm"). Mongoose Traveller is the edition currently supported: I don't like it, but YMMV.

Everyone is waiting for T5, currently in beta development by Marc Miller, who wrote the original (and T4, but didn't edit it).

And waiting.

And waiting.

The Citizens of the Imperium website is here:

http://www.travellerrpg.com/CotI/Discuss/

You'll need to register (it's free). Campaign ideas, deckplans, inspirational art etc. There are lots of incredibly smart people there.
 
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I'll second the suggestion that the OP should take a look at Eclipse Phase. While it doesn't fit every one of must have's, I doubt there's anything that will.

It doesn't have lots of aliens (only one alien race is fleshed out) but it has lots of transhumans that are probably more alien than aliens could ever be...

It's also quite high-tech (at least in some fields).
 

I'd recommend you to use the Mongoose Traveller rules, which are quite good, flexible and rules-light yet very adaptable to almost any sci-fi scenario you have in mind. Simply ignore most of the Official Traveller Universe (OTU) which is a Dune-esque/Foundation-esque Humano-centric universe with a 1960's sci-fi feel to it and simply build your own setting, which is quite an easy and enjoyable thing to do with the Mongoose Traveller rules.

Sure, Traveller jumps take a week each, but if you keep the tech-level low (which, it seems, what you already intend to do), that will be a week per 1-2 parsecs; a moderately-sized setting (sector or so - circa 40 parsecs across) would be months of travel away from the core. Then, if you use the optional 'hard science' world generation rules in the Mongoose edition, most worlds would be rockballs with low populations; major habitable worlds will be months of jump-travel away from each other, with various low-population, scantly-explored, Acheron-like worlds in between.

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More about Traveller - an edited repost from an old thread:

Traveller comes in many editions, and its rules and assumptions vary between them. The following will be most relevant to Classic Traveller (CT) and Mongoose Traveller (MGT), both being relatively popular versions. Mega Traveller (MT) and Marc Miller's Traveller/Traveller 4th Edition (T4) are also similar in many aspects but different in others. There are also Traveller: New Era (TNE) using a variant the Twilight:2000 rules, Traveller D20 (T20), GURPS: Traveller and Traveller Hero; these versions differ in many ways from CT, MT, T4 and MGT.

So let's get into Traveller itself. Traveller (originally published in 1977) was originally designed to be a generic sci-fi ruleset compatible with a wide array of sci-fi settings, especially of the 1960's-1970's interstellar kind. All editions of Traveller come with many world-building rules - random world generation, ship-design systems, and in some cases alien critter ("animal") generation systems and vehicle design systems. It is entirely possible - even desirable - to build your own setting for Traveller and ignore any official setting material - in fact, the original rules has no official setting at all!

Traveller has long been associated with the Official Traveller Universe (OTU), an Asimov-style (so I've been told) space-opera affair centered on the Third Imperium. But you can easily ignore the OTU and go with your own setting.

The basic Traveller game mechanic is roll 2d6+skill level+modifiers; a roll of 8 or more is a success. Skills usually range between 0 and 3 but could be higher; characteristics (ability scores) usually range from 2-12, with 1 or 13-15 in extreme cases. Classic Traveller has several varieties of this mechanics for different uses, but MegaTraveller and Mongoose Traveller use a coherent "task system" with coherent characteristic (ability) modifiers. Difficulty is also a die modifier in most versions.

Traveller is skill-based. At their heart, characters have six characteristics (Strength, Endurance, Dexterity, Intelligence, Education and Social Standing) and a number of skills. In Classic Traveller, your entire "character sheet" (other than gear, money and ships, of course) could be summarized in a single short paragraph! There is a wide range of skills, from Admin (a social skill used to deal with bureaucracies) through things such as Gun Combat (several skills, depending on which kind of guns you want to use) and Pilot (used for piloting starships) to Medic and Vehicle skills. At its core, Classic Traveller had 27 skills; later versions have more diverse skills.

Character creation is semi-random and based on resolving the character's pre-adventuring career. Traveller characters start the game as experienced adults rather than 18-years-old beginners. Most character development (in the game-mechanics sense) takes place during character generation; during play, most character development is in terms of knowledge, personality, possessions and political power, while acquiring new skills is a very slow process. But that's OK, since you could start the game as a very experienced professional!

Traveller technology mostly has a "hard science" feel to it. Sure, there are anti-gravity vehicles, reactionless drives, psionics and jump (read: slow FTL) drives, but other for these the technology seems very plausible and even "conservative" (AIs are rare and there is almost no nano-tech to speak of). The majority of ground weapons are slug-throwing guns, with energy weapons typically being heavy support weapons.

A basic concept of Traveller is that communications are limited to the speed of travel - there are no "hyperwave" or "subspace", so the fastest way you could communicate is by courier ships, and these at best could cross 6 parsecs (about 19 light-years) in a week-long Jump, and that's with the highest possible tech-level. Most ships - in fact, all ships for lower-tech settings - are far slower, a week-long Jump for them cross less parsecs (a parsec is approximately 3.26 light-years). Due to this communication lag, large interstellar governments have to be fairly decentralized - as asking for specific orders would take week, months, or even years. This is a good thing for the game as it means that PCs in a frontier area are on their own, with the major authority figures tucked away a few weeks (at most) of jumps away.

As I've mentioned in my previous post, Traveller has a comprehensive random system for generating worlds. Each world has eight characteristics - Starport (how good the port facilities are), Size (how large/heavy is the world), Atmosphere (what atmosphere it has - some kinds are breathable, others are not), Hydrographics (which percent of the world is covered with water or other fluids), Population (how many people are there), Government (general class of government - e.g. Representative Democracy, Impersonal Bureaucracy, Charismatic Dictatorship and so on), Law Level (how restrictive the world's law enforcement system is, especially in regard to guns) and Tech Level (how advanced is the local technology, ranging from "0" for stone-age to "15" or "16" for sci-fi high-tech). Generating worlds in Classic or Mongoose Traveller is fast once you're experienced with it - I've recently generated a whole subsector (see below) of around 30 worlds in about 2-3 hours.

As an abstraction, Traveller uses 2D space maps (rather than realistic 3D). It isn't very realistic but its very comfortable to work with. The game divides space into hex-grid "subsectors" of 8 parsecs by 10 parsecs (neatly fitting unto an A4 page). Four subsectors are a quadrant; four quadrants (or sixteen subsectors) are a sector; and four sectors are a domain (in the official universe's Imperium, and Archduke rules a domain). Most campaigns could be played in a single subsector or quadrant, or, at most, a sector.

Combat is fast, rules-light (yet, in Mongoose Traveller, covering a surprisingly wide range of possibilities for its mere 9 pages) and deadly. Very deadly. While a typical character has a good chance of surviving a gun shot, each shot is very damaging and two or three shots (or even one in some occasions) would kill each character. Combat uses the same basic "2d6+skill+modifiers for 8 or more" mechanic as any other skill roll; things such as range or cover modify that roll. Damage is subtracted directly from the target's physical characteristics; when two are reduced to zero, the character becomes seriously wounded and unconscious; when all three are zeroed the character is killed. Vehicle and ship combat is similar and quite rules-light but uses hit-location tables (listing things such as weapons, drives, passengers, fuel etc).
 

Hiya.

I'd like to echo an earlier posters recommendation of the D6 system. You can get it all for free, and it can easily combine what you want. You can get the downloads at the "main site", here: http://www.wegfansite.com/forum/showthread.php?1451-OGL-Books-Link&highlight=download (or just go to www.wegfansite.com forums and search for "download").

Another game system that might work for you, but you would be doing a lot of creative stuff yourself, would be the Silhouette CORE system from DreamPod9 ( Dream Pod 9 ). A fairly easy system where actual skill matters more than simply rolling high.

Other than that, I'd go with the grand ol' Star Frontiers system (which, again, you can download; get it and a swack of other stuff here: Digitally Remastered | Star Frontiersman ).

EDIT: Oh! I almost forgot! What about Mechwarrior? Set it pre-clans and you've got a GREAT "dark n' gritty" space game. :)

^_^

Paul L. Ming
 

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