Coyote & Crow vs See You, Space Cowboy...
Compare Coyote & Crow and See You, Space Cowboy... side by side. See differences in complexity, dice, genre, cost, and more.
| Coyote & Crow | See You, Space Cowboy... | |
|---|---|---|
| Genre | Scifi, Fantasy | Scifi |
| Tags | Character Building, Character-Driven, Classless, Skill-Based, Tactical, Theater of the Mind, Lore-Heavy, Heroic | Rules-Light, Anime, Noir, Player-Only Rolls, One-Shot Friendly, Mission-Based, Character-Driven |
| Core Mechanic | 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. | When attempting a Break (a discrete action like a fistfight, hack, persuasion, or repair), the player rolls a single Trait die (a d6, d8, d10, or d12 assigned to that Trait at character creation) against fixed thresholds: 4 or below fails, 5–9 partially succeeds, 10 or above fully succeeds. If the player has a relevant Talent (an open-ended specialty written by the player, like 'Picking Pockets' or 'Plays Drums'), they add a d4 to the roll. Failing a Break grants Juice, a token that can be spent to reroll all dice on a future Break (partial successes become failures on rerolls); rolling the maximum on the unmodified Trait die also grants Juice. The Bandleader (GM) never rolls dice: they choose the stat and thresholds, then narrate outcomes. |
| Dice | d12 dice pool | d4–d12 |
| Complexity | High | Very Low |
| Accessibility | High | Medium |
| Runnability | Very High | Medium |
| License | All Rights Reserved | Proprietary |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Cost | $$ | $ |
| Publisher | Coyote & Crow Games | Tidal Wave Games |
| Year | 2021 | 2022 |
| Best For | 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. | Groups who want a fast, cinematic bounty-hunter game in the vein of Cowboy Bebop or Outlaw Star, tuned for one-shots and short 'season-length' campaigns. Best for tables that enjoy improvising scenes and sharing director-style narrative authority with the GM. |
| Highlights | 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. | The Bandleader (GM) never rolls dice: players' Trait rolls resolve every contested moment while the GM chooses the stat, sets thresholds, and narrates outcomes. Talents are open-ended specialties players invent at character creation (e.g., 'Yeet', 'Picking Pockets', 'Plays Drums'), each adding a d4 to relevant Breaks for one of the four Traits. Required Bonds, Debts, and Regrets at character creation give every Outlaw a personal arc: clearing a Debt permanently upgrades the Talent die from d4 to d6, and resolving a Regret grants a once-per-session auto-success on a chosen Break. Procedural bounty generation pulls from tables for Threat Level, Charges, Demeanour, Modus Operandi, Specialized Gear, Appearance, Hideout, and Complications, supporting pickup play and improvised scenarios. |
| Considerations | 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. | Mechanically minimal: no character classes, no skill list, no advancement track beyond clearing a Debt or resolving a Regret. Pacing assumes one-shots or short season-length campaigns; long-term progression is not structured by the rules. The Bandleader-rolls-nothing approach puts improvisational load on the GM to interpret narrative outcomes for every Break, since opposed-roll resolution does not apply. Setting is anchored to a specific 23rd-century solar system with 1990s-era consumer technology and no alien species; using a different backdrop requires reskinning the planet writeups, bounty charges table, and name tables. |