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Ashen Stars vs The Expanse Roleplaying Game

Compare Ashen Stars and The Expanse Roleplaying Game side by side. See differences in complexity, dice, genre, cost, and more.

Ashen StarsThe Expanse Roleplaying Game
GenreScifiScifi
TagsInvestigation, Mystery, Mission-Based, Ship-Based, Space Opera, Resource Management, Character-Driven, Strong GM Support, Skill-Based, CrunchyLicensed IP, Space Opera, Ship-Based, Crunchy, Social Combat, Investigation, Faction Play, Social Intrigue, Strong GM Support, Tactical
Core MechanicOrdinary tests roll a d6 plus ability-pool points spent before rolling, succeeding by meeting or beating the difficulty. Investigative abilities work differently: a core clue is simply given when the right ability is used, no roll needed, with point spends buying extra benefits.Roll three six-sided dice, two matched and one differently colored Drama Die, and add an ability score plus a focus bonus of +2 if applicable. The total must equal or beat a target number set by the GM or an opponent's result. Rolling doubles generates stunt points spent on combat, exploration, or social effects. The Drama Die's value sets the degree of success.
Diced63d6
ComplexityHighHigh
AccessibilityHighHigh
RunnabilityVery HighVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — GUMSHOE Community on DriveThruRPGNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherPelgrane PressGreen Ronin Publishing
Year20112019
LanguagesEnglishEnglish
Best ForGroups who want episodic space mysteries with a shared ship and recurring personal subplots. Cases put the crew's pursuit of justice in tension with its need to earn a living.Groups who want a character-focused science fiction campaign of crew jobs, faction pressure, and danger across the Solar System. It suits tables that want structured action, investigation, and social encounters alongside ship travel.
HighlightsAutomatic core clues keep missed information rolls from blocking a case. Reputation changes the wait between contracts, connecting ethical choices to the crew's upkeep bill. Ship combat assigns different attack modes to crew stations, spreading decisive actions across specialists.Backgrounds, professions, talents, and focuses build characters with mechanical ties to their lives before the campaign begins. Action, exploration, and social encounters each use dedicated stunts, giving different kinds of scenes procedures beyond a single skill roll. The Churn turns accumulated complications into escalating story events, giving the Game Master a structured way to introduce setbacks.
ConsiderationsInvestigative pools normally refresh only when a case ends, making extra benefits a case-long budget. The rules assume a working Laser crew; fugitive campaigns require changes to that framework. Ship battles use abstract goal-point races rather than positional movement on a tactical map.Combat stunts are drawn from six separate category tables covering roughly sixty options, requiring both players and the GM to check charts mid-fight to keep pace. Ground and air vehicles receive no example statistics, leaving their combat rules almost entirely improvised. The forty-page setting guide summarizes the solar system's factions and history at a survey level, so groups wanting deeper political detail need outside reading of the novels.