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Beam Saber vs Comrades

Compare Beam Saber and Comrades side by side. See differences in complexity, dice, genre, and more.

Beam SaberComrades
GenreSci-FiHistorical
TagsMecha, Playbook-Driven, Fiction-First, Narrative, Faction Play, Mission-Based, Character-Driven, CollaborativePlaybook-Driven, Narrative, Fiction-First, Collaborative, Character-Driven, Faction Play, Deadly, Worldbuilding, Drama
Core MechanicForged in the Dark: roll a d6 dice pool based on action rating and take the highest: 6 is a full success, 4–5 is a partial success, 1–3 is a bad outcome. Position (controlled/risky/desperate) sets consequences. Pilots and vehicles have separate action sets and stress tracks. Vehicles have Quirks: narrative traits that grant bonus dice when invoked. Progress clocks track complex obstacles. Missions follow a structured cycle of planning, engagement roll, action, and downtime.Roll 2d6 + stat (Body, Mind, Spirit, Guile, or Bond, ranging from -3 to +3). On a 10+ it is a strong hit, on a 7–9 a weak hit with complications, on a 6- a miss and the GM makes a move. Basic moves cover combat (Get Rough), persuasion (Sway), infiltration (Sneak), mob incitement (Start Something), and interpersonal moments (Share a Quiet Moment). At the end of each session, the party rolls Pathway Moves to advance along five tracks toward revolution: Force, Organization, Zealotry, Mayhem, and Fellowship. Reaching level 5 on any pathway triggers the final attempt to seize power.
Diced6 dice pool2d6
ComplexityMediumLow
AvailabilityFree quickstartPaid
Runnability4 of 5 book tools4 of 5 book tools
LicenseForged in the DarkProprietary (PbtA)
Third-Party PublishingNot yet researchedNot yet researched
PublisherAustin Ramsay GamesAkers Games
Year20222019
LanguagesEnglishEnglish
Best ForGroups who want a mecha war drama where the pilot relationships, beliefs, and moral compromises matter as much as the vehicle combat: think Gundam meets Band of Brothers.Groups who want to tell stories of revolutionary struggle against an oppressive regime, exploring the costs of political violence and the bonds between comrades willing to die for their ideals.
HighlightsDual pilot/vehicle layer gives each character two distinct mechanical identities. Vehicle Quirks reward narrative creativity with mechanical bonuses. Faction system with supply points, trust, and entanglements models the politics of war. 10 pilot playbooks and 8 squad playbooks provide extensive starting variety. Includes a full default setting with factions, regions, and 24 vehicle models.Pathways to Revolution system gives campaigns built-in momentum and a definitive endgame, 10 playbooks embody distinct revolutionary archetypes from Artist to Soldier, first session includes collaborative worldbuilding where players choose the setting and define the oppressive regime, Bond stat mechanically reinforces relationships between comrades
Considerations438-page rulebook is dense for a FitD game and takes time to absorb. Vehicle and pilot systems are deeply intertwined, requiring players to track two character sheets. Setting-agnostic in theory but the default setting material is substantial and may overshadow custom worlds.Strongly political subject matter requires buy-in from the entire table, no included bestiary or detailed tactical combat rules, Khresht 1915 is the only fully developed setting: other included settings are brief outlines, GM receives principles but limited structured prep tools beyond fronts