OneDice Abney Park’s Airship Pirates vs Troika!
Compare OneDice Abney Park’s Airship Pirates and Troika! side by side. See differences in complexity, dice, genre, cost, and more.
| OneDice Abney Park’s Airship Pirates | Troika! | |
|---|---|---|
| Genre | Post-Apocalyptic, Scifi | Fantasy, Scifi |
| Play Style | Pirates, Ship-Based, Licensed IP, Skill-Based, Cinematic, Pulp Action, Random Tables | Rules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random Tables |
| Core Mechanic | Roll 1d6 plus one relevant ability and an applicable skill if any, then meet or beat the Gamekeeper’s target number. Opposed checks compare totals, while Doubloons can secure non-combat success, turn a hit into a miss, or power swashbuckling stunts. | Three stats: Skill, Stamina, Luck. Roll 2d6 under Skill + Advanced Skill to succeed. Initiative uses a random token-draw stack: unpredictable turn order. Luck is a consumable resource that depletes with each test. |
| Dice | d6 | 2d6 |
| Complexity | Medium | Very Low |
| Accessibility | Medium | Very High |
| Runnability | High | Low |
| License | All Rights Reserved | Open (Troika! SRD) |
| Cost | $ | Free |
| Publisher | Cakebread & Walton | Melsonian Arts Council |
| Year | 2014 | 2019 |
| Best For | Groups who want fast, cinematic campaigns about a shared airship crew, with boarding actions and procedurally generated Skyloft destinations. | Fast, surreal science-fantasy adventures with minimal rules and random character generation. Ideal for one-shots and improvisational play. |
| Highlights | Doubloons refresh each session and turn danger into player choices by averting harm or enabling cinematic stunts. Airship combat uses abstract range bands to structure chases and boarding actions for the whole crew. Random Skyloft tables generate aerial settlements with distinct economies and local customs. | Simple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each test |
| Considerations | The Gamekeeper sets target numbers and many situational modifiers, so table consistency depends on shared expectations. Player pirates reduced to zero Health by lethal damage die unless Medicine succeeds within three combat rounds; a Doubloon instead leaves them unconscious. The setting includes authoritarian oppression and slavery. | Initiative stack can leave players unable to act for long stretches, mixed roll-under/roll-over mechanics confuse new players, setting is implied rather than described, minimal tactical depth |