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Scum and Villainy vs Starfinder

Compare Scum and Villainy and Starfinder side by side. See differences in complexity, dice, genre, cost, and more.

Scum and VillainyStarfinder
GenreScifiScifi
Play StyleNarrative, Heist, Faction Play, Low-Prep, Roleplay-Heavy, Exploration, AtmosphericTactical, Crunchy, Combat-Heavy, Character Building, Grid-Based, Heroic, Ascending AC, Space Opera, Ship-Based, Exploration
Core MechanicForged in the Dark. Roll d6 dice pool, read highest: 6 = full success, 4–5 = partial success, 1–3 = bad outcome. Position (controlled/risky/desperate) sets stakes. Flashbacks replace planning. Progress clocks track complex obstacles.d20 + modifier vs. DC. Three-action economy per turn. Four degrees of success. Cross-compatible with Pathfinder 2e.
Diced6 dice poold20
ComplexityMediumHigh
AccessibilityMediumVery High
CommunityMediumHigh
LicenseForged in the DarkORC
Cost$$Free (ORC)
PublisherEvil Hat Productions / Off Guard GamesPaizo
Year20182024
Best ForGroups who want Firefly/Star Wars-style spaceship crew adventures with Blades in the Dark's fiction-first mechanics.Sci-fi fans who want Pathfinder 2e's tactical depth with plasma rifles and starships. Great for PF2e veterans looking for cross-compatible space adventure.
HighlightsFlashbacks eliminate tedious planning, ship playbooks level up alongside characters, detailed faction system, low GM prepFree rules on Archives of Nethys, deep tactical combat, cross-compatible with PF2e, distinct class identity
ConsiderationsTightly tied to its specific setting, ship playbook progression can overshadow individual characters, faction system requires significant GM prep between sessionsSteep learning curve, fewer classes and options than PF2e (still growing), tactical starship combat rules deferred to a future supplement with current rules being narrative only