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Coyote & Crow vs The Expanse Roleplaying Game

Compare Coyote & Crow and The Expanse Roleplaying Game side by side. See differences in complexity, dice, genre, cost, and more.

Coyote & CrowThe Expanse Roleplaying Game
GenreScifi, FantasyScifi
TagsCharacter Building, Character-Driven, Classless, Skill-Based, Tactical, Theater of the Mind, Lore-Heavy, HeroicLicensed IP, Space Opera, Ship-Based, Crunchy, Social Combat, Investigation, Faction Play, Social Intrigue, Strong GM Support, Tactical
Core MechanicBuild 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.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.
Diced12 dice pool3d6
ComplexityHighHigh
AccessibilityHighHigh
RunnabilityVery HighVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherCoyote & Crow GamesGreen Ronin Publishing
Year20212019
Best ForGroups 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 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.
HighlightsPlayer-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.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.
ConsiderationsThe 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.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.