Black Star vs Coyote & Crow
Compare Black Star and Coyote & Crow side by side. See differences in complexity, dice, genre, cost, and more.
| Black Star | Coyote & Crow | |
|---|---|---|
| Genre | Scifi | Scifi, Fantasy |
| Tags | Rules-Light, Pulp Action, Space Opera, Beginner-Friendly, Fast-Paced, Mana Points | Character Building, Character-Driven, Classless, Skill-Based, Tactical, Theater of the Mind, Lore-Heavy, Heroic |
| Core Mechanic | Roll 2d6 + ability, 9+ to succeed. Ten abilities rated 0–5. Pick two archetypes from ten options (Commander, Engineer, Mystic, Scoundrel, etc.) to define your character's strengths. Resolve serves as both HP and hero points: spend it to boost rolls or fuel special abilities, but run out and you're down. Advantages and disadvantages modify the roll. | Build a d12 pool from Skill Rank, the applicable related Stat, and modifiers. Trained Skills use the higher related Stat, while Rank 0 uses the lower. Each die meeting the Success Number, usually 8, adds one success. Each 1 subtracts a success, while each 12 creates a Critical die. A positive total succeeds, 0 fails, and a negative total is a critical failure. |
| Dice | 2d6 | d12 dice pool |
| Complexity | Low | High |
| Accessibility | Medium | High |
| Runnability | Low | Very High |
| License | All Rights Reserved | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Cost | $ | $$ |
| Publisher | Lakeside Games | Coyote & Crow Games |
| Year | 2023 | 2021 |
| Best For | Groups who want fast, pulpy space opera with simple rules: pick two archetypes, grab some d6s, and blast off into adventure. | Groups that want character-driven exploration and protection in an Indigenous science-fantasy future. It suits tables that prefer consequential choices and tactical conflicts resolved through abstract range bands. |
| Highlights | Simple to learn, dual archetype system creates unique combinations, Resolve as HP-and-hero-points is a clean design, fast character creation, suited for one-shots and pickup games | Player-authored Goals turn character ambitions into advancement, keeping campaign development tied to choices made in play. Chosen Initiative makes turn order a recurring tactical decision instead of a one-time roll. The Three Path Concept turns non-linear scenario design into a concrete prep tool, so major obstacles support meaningful alternatives to combat. |
| Considerations | Limited advancement options, narrow space opera focus, lacks deep tactical combat | The unified check is consistent, but character options and interlocking encounter procedures create substantial rules overhead. Success Numbers and critical Story Events depend on Story Guide judgment, so consistent difficulty and consequences require steady table rulings. The setting leaves much of its metaphysics deliberately open, requiring the group to establish what is real before play. |