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Mothership vs See You, Space Cowboy...

Compare Mothership and See You, Space Cowboy... side by side. See differences in complexity, dice, genre, cost, and more.

MothershipSee You, Space Cowboy...
GenreScifi, HorrorScifi
Play StyleRules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-PacedRules-Light, Player-Only Rolls, Anime, Noir, Cinematic, Theater of the Mind, One-Shot Friendly, Fast-Paced, Fiction-First, Narrative, Collaborative, Mission-Based, Random Tables, Character-Driven, Beginner-Friendly
Core MechanicRoll d100 under stat/skill. Stress and panic mechanics escalate tension.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.
Diced100d4–d12
ComplexityLowVery Low
AccessibilityHighHigh
CommunityMediumLow
License3rd Party LicenseProprietary
Cost$$
PublisherTuesday Knight GamesTidal Wave Games
Year20222022
Best ForTerrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments.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.
HighlightsRules-light, well-regarded module library, panic system creates mechanical tensionThe 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.
ConsiderationsPanic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended playMechanically 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.