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Scum and Villainy vs The Expanse Roleplaying Game

Compare Scum and Villainy and The Expanse Roleplaying Game side by side. See differences in complexity, dice, genre, cost, and more.

Scum and VillainyThe Expanse Roleplaying Game
GenreScifiScifi
TagsNarrative, Heist, Faction Play, Low-Prep, Roleplay-Heavy, Exploration, AtmosphericLicensed IP, Space Opera, Ship-Based, Crunchy, Social Combat, Investigation, Faction Play, Social Intrigue, Strong GM Support, Tactical
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.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.
Diced6 dice pool3d6
ComplexityMediumHigh
AccessibilityMediumHigh
RunnabilityVery HighVery High
LicenseForged in the DarkAll Rights Reserved
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherEvil Hat Productions / Off Guard GamesGreen Ronin Publishing
Year20182019
LanguagesEnglishEnglish
Best ForGroups who want Firefly/Star Wars-style spaceship crew adventures with Blades in the Dark's fiction-first mechanics.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.
HighlightsFlashbacks eliminate tedious planning, ship playbooks level up alongside characters, detailed faction system, low GM prepBackgrounds, 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 game is tightly tied to its specific setting. Ship playbook progression can overshadow individual characters. The faction system requires significant GM prep between sessions.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.