TTRPG Wiki

Compare tabletop RPG systems to find your next game

Railgun XXVI vs Traveller

Compare Railgun XXVI and Traveller side by side. See differences in complexity, dice, genre, cost, and more.

Railgun XXVITraveller
GenreScifiScifi
Play StyleTactical, Player-Only Rolls, Deadly, Gritty, Mission-Based, Random Character Creation, Beginner-FriendlySandbox, Simulation, Exploration, Deadly, Character Building, Faction Play
Core MechanicRoll d20 and add one of four stats (STR, CRD, AGI, or MND) against a standard difficulty of 12. Every roll is player-facing: players roll to attack and also roll to dodge incoming attacks, so the GM never needs to roll dice. Rolling a natural 20 banks an adrenaline point, which buys an extra action on top of the two each character gets per turn.Roll 2d6 + skill + modifier ≥ 8 to succeed. Character generation is a mini-game.
Diced202d6
ComplexityLowMedium
AccessibilityVery HighHigh
RunnabilityLowVery High
LicenseMÖRK BORG Third Party LicenseTraveller Fair Use Policy
CostFree$$
PublisherNathan FreemanMongoose Publishing
Year20262022
Best ForGroups who want short, lethal firefights on a grid and a GM who narrates enemies rather than rolling for them. Suits a few-session campaign or a drop-in mission night more than a long character-driven arc.Hard sci-fi sandbox campaigns with trading, exploration, and realistic space travel.
HighlightsEvery roll is player-facing, including dodges against incoming attacks, so the GM runs enemies without touching the dice. Dropping to 0 HP forces a critical injury roll that permanently reduces a stat, so downed characters degrade instead of bouncing back up. Several weapons chain into a free attack when they drop an enemy, making target order a tactical decision rather than a formality.Comprehensive sci-fi toolkit, lifepath character creation, detailed trade/travel systems
ConsiderationsSocial scenes have no dedicated stat or subsystem, so persuasion is settled by player argument rather than mechanics. Play assumes a gridded map with movement and line of sight measured in squares, leaving theater-of-the-mind groups to convert those rules themselves. Out-of-combat scenes lean on ad hoc GM rulings and a single falling-forward technique rather than a dedicated exploration or investigation subsystem.Lifepath character creation can produce unplayable results, subsystem rules are spread across multiple supplements, steep buy-in if using official sourcebooks