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Science‑Fiction & Science‑Fantasy RPG Mega‑Guide

Playability, umpire (GM) ease, add‑ons, cost bands, and “how fast can we start?” — from Traveller to Stars Without Number, narrative to crunchy.

Brassy TL;DR Picks

Fastest Start Stars Without Number (Free) — sandbox tools, OSR-simple.
Classic Core Traveller / Cepheus — iconic, mid‑crunch, expandable.
Narrative / Low‑Prep Scum & Villainy — crews, flashbacks, score‑based play.
Transhuman Eclipse Phase — idea‑rich, heavier but rewarding.
Sci‑Fantasy Starfinder — d20 comfort, big toolbox (big books).
Horror One‑Shot Mothership — tense, quick to table.

Choose in 3 Minutes

  • Play tonight: SWN (free) with its sector/mission generators, or Mothership for sci‑horror.
  • Team knows d20: Starfinder (sci‑fantasy) or 5E‑adjacent sci‑fi (e.g., Esper Genesis).
  • Like ships/trade/sim: Traveller / Cepheus — add trading & patrons as needed.
  • Low GM prep: Scum & Villainy — scores, clocks, downtime handle structure.
  • Near‑future politics: The Expanse (AGE) or Eclipse Phase for deeper themes.
  • Mechs: Lancer — crunchy tactical fights, slick vibe.

Traveller (all editions) & Cepheus Engine

Vibe: Classic hard‑ish space operaCrunch: MediumGM Prep: MediumRead to Start: ~20–30 ppCost: £0–£30+ (edition)

Why run it: The free‑trader fantasy: careers, patrons, ships, trade. Cepheus offers open‑content flexibility and tons of third‑party support.

Start here: Task system, character creation, simple ship ops, one subsector — that’s session 1.

Add‑ons: Sector tools, ship design, trade, mercenary tickets. Umpiring is steady once you pick your sub‑systems.

Watch‑outs: Many editions; settle on one to avoid drift.

MGS link: Traveller hub

Stars Without Number (Free & Revised)

Vibe: OSR sandboxCrunch: Low–MedGM Prep: LowRead to Start: ~15–20 ppCost: Free / Low

Why run it: Best‑in‑class GM tools: sectors, factions, missions, encounters. Improv‑friendly and lethal enough to matter.

Sibling: Worlds Without Number for fantasy; lots of cross‑usable tools.

MGS link: SWN hub

Starfinder (Science‑Fantasy, d20)

Vibe: Bright, maximal, magic+scienceCrunch: HighGM Prep: Med–HighRead to Start: Core + pregensCost: Mid–High

Why run it: Easy on‑ramp for d20 players; oceans of content. Use Beginner material to dodge bloat early.

Scum & Villainy (Forged in the Dark)

Vibe: Crew heists & jobsCrunch: LowGM Prep: LowRead to Start: ~12–18 ppCost: Low–Mid

Why run it: Scores, position/effect, flashbacks; GM focuses on drama while the system carries pacing.

Mothership (Sci‑Fi Horror)

Vibe: Alien‑style dreadCrunch: LowGM Prep: Low–MedRead to Start: ~10–15 ppCost: Low

Why run it: Panic/stress rules drive tension; perfect for one‑shots or short arcs.

ALIEN RPG (Year Zero Engine)

Vibe: Licensed survival horrorCrunch: Low–MedGM Prep: MedRead to Start: ~20 pp + scenarioCost: Mid

Why run it: Cinematic mode is ultra‑accessible; panic dice escalate beautifully.

Eclipse Phase (Transhuman)

Vibe: Mind uploads & shellsCrunch: Med–HighGM Prep: MedRead to Start: ~30–40 ppCost: Mid (SRD options)

Why run it: Idea‑dense setting for groups who like philosophy and politics with their action.

Lancer (Tactical Mecha)

Vibe: Stylish mechsCrunch: High (combat)GM Prep: MedRead to Start: ~25–35 ppCost: Mid

Why run it: Deep, satisfying tactical layer; narrative between missions stays flexible.

The Expanse (AGE System)

Vibe: Near‑future realismCrunch: MediumGM Prep: MediumRead to Start: ~20–30 ppCost: Mid

Why run it: Credible tech & politics; a balanced midpoint between sim and story.

Star Wars (Edge/Age/Force — Narrative Dice)

Vibe: Cinematic pulpCrunch: MediumGM Prep: Low–MedRead to Start: ~20 ppCost: Mid

Why run it: Advantage/Threat results fuel big‑screen storytelling with minimal prep.

MGS link: Edge of the Empire notes

D6 Space (Generic Space Opera)

Vibe: Classic dice‑pool funCrunch: Low–MedGM Prep: MediumRead to Start: ~15 ppCost: Often Low

Why run it: Straightforward, hackable backbone for custom settings.

GURPS Space / Transhuman Space

Vibe: Realism toolkitsCrunch: Med–High (modular)GM Prep: MediumRead to Start: pick modulesCost: Mid

Why run it: Build precisely the campaign you want; Transhuman Space for near‑future hard‑SF.

Savage Worlds (Sci‑Fi Companion)

Vibe: Pulpy & fastCrunch: Medium (swingy)GM Prep: Low–MedRead to Start: ~12–20 ppCost: Low–Mid

Why run it: Fast action, vehicles, starfaring — great for set‑piece nights.

Science‑Fantasy & Multi‑Genre

Starfinder

d20 bones with spells and super‑science. Start with beginner material to avoid overload.

RIFTS (Palladium)

Maximalist cross‑genre chaos — mechs, magic, post‑apoc. Crunchy; thrives with an experienced umpire.

Numenera (Cypher)

Far‑future wonder; rules are streamlined and discovery‑driven.

Costs & Page Counts — Practical Bands

  • Cost bands: Free (£0), Low (£1–£10), Mid (£11–£30), High (£31+). Many lines have SRDs/quickstarts.
  • Start‑Tonight Plan: Quickstart + pregens; simple mission (heist/salvage/SOS); 1–2 meaningful combats.
  • GM sanity: Pick 2–3 subsystems for Session 1; “unlock” more later.

90‑Minute Starter Recipe (Any System)

  1. Pitch (2 min): “Small crew, big debt; derelict sends a weak SOS.”
  2. PCs (10–15): Pregens/fast builds + one hook each.
  3. Scene 1: Dock & breach (skill + single hazard).
  4. Scene 2: Complication (trap/hostile/timer) + moral choice.
  5. Scene 3: Extraction (chase/combat/negotiation clock).
  6. Epilogue: Payout, new problem, next hook.

Related MGS Hubs

  • Sci‑Fi Roleplaying Hub
  • Tomorrow — Sci‑Fi & Future Conflict
  • Spaceship Combat Rules (review)
  • Sci‑Fi Ground Combat

Costs and “pages to play” are ballpark for quick choosing. Check current SRDs/quickstarts for exact details. Want printable one‑page cheat sheets per system? Say the word and I’ll convert these cards.

Picture
Always difficult to choose which system from a choice of outstanding rules....

...from the highly-rated but pre-determined & relatively expensive Star Wars franchise through to the excellent Stars Without Number there are some great rules, many add-ons.

Many who have played Traveller, the first successful Sci-fi RPG, will have had many characters die in what is an often deadly, but fun, character generation process.... but it still has massive support with the ever popular Spinward Marches fully mapped....

.... and we should not forget to mention the excellent Eclipse Phase and Diaspora.

May the Force be with you.... or dare I say Live Long & Prosper?


Picture

may the dice be with you!

  • Home
  • MGS Blogs
    • Let's B Frank Wargaming Reviews
    • MGS Wargaming & RPG Blog
  • 3000 BCE - 400CE
    • Ancient Naval Rules
    • Digital Atlas of the Roman EmpireLink Page >
      • Ancient Land Wargaming >
        • Wargaming the 6th Century BCE >
          • Warfare in 6th Cent BC Italy
        • Wargaming the 5th Cent, BCE >
          • 5th Cent, BCE Land Scenarios
    • Cavalry in the Ancient Greek World
    • How to truly replicate Hoplite warfare in wargaming
    • DBA 3.0 Next level
    • The Spartan Rebellion (Pack 1)
    • Alternative History - Alexander Dies
  • 401 CE - 1490 CE
    • Wargaming the 4th Cent. BCE >
      • 4th Cent. BCE Naval Battle Secnarios
      • 4th Cent. BCE Land Warfare Scenarios
    • Wargaming the Burgundian-Swiss 1474 -- 77 Wars >
      • Burgundian Wars Scenario Generator
  • 1491 CE - 1700 CE
    • A Very Manx Civil War
  • 1701 CE - 1860 CE
    • Platoon & Subdivision Fire
    • Napoleonic Warfare for Wargamers
  • 1861 CE - 1921 CE
    • The Italian Turkish War of 1912
    • World War 1 >
      • Naval Warfare in WW1 : Manx Gaming Solutions >
        • GWAS WW1 Mediterranean Scenario Generator
        • GWAS: Jutland
        • Attacking The Dover Barrage in WW1
  • 1922 CE - 1960 CE
    • World War II >
      • WW2 detailed maps
      • The Submarine Campaigns
      • Britain Invaded 1940?
      • EuroFront >
        • EuroFront Production Mods
        • EuroFront Diplomacy & Game Play
        • Hearts of Iron IV - a wargame?
        • EuroFront - unofficial Rules
      • Land Warfare in WW2
      • WW2 Soviet Armoured Doctrine - Radios
      • German Anti Tank Gun Doctrine
      • Tanks - Battlefield reliability in WW2
  • 1961 CE - Today
  • Role Playing Games
    • Fantasy RPG >
      • Pathfinder RPG
      • Calll of Cthulu RPG
      • Fantasy RPG Figures
  • Sci-Fi Role-playing
    • Traveller RPG
    • Isaac Asimov's History & Roots of the Trantorian Empire
  • Universal RPG Systems
  • Science Fiction gamimg
    • Sci-fi Ground Combat
    • Sci-fi Space Combat
    • Space Race Board Games
  • Fantasy Battles
  • Junior General
  • Ancient Ship Models
  • Manx Wargames Group Page
  • Snipers in Wargaming
  • Wargaming Assets from Around The World
  • The United Nations at War