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Scum and Villainy vs Traveller

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

Scum and VillainyTraveller
GenreScifiScifi
Play StyleNarrative, Heist, Faction Play, Low-Prep, Roleplay-Heavy, Exploration, AtmosphericSandbox, Simulation, Exploration, Deadly, Character Building, Faction Play
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 2d6 + skill + modifier ≥ 8 to succeed. Character generation is a mini-game.
Diced6 dice pool2d6
ComplexityMediumMedium
AccessibilityMediumHigh
RunnabilityVery HighVery High
LicenseForged in the DarkTraveller Fair Use Policy
Cost$$$$
PublisherEvil Hat Productions / Off Guard GamesMongoose Publishing
Year20182022
Best ForGroups who want Firefly/Star Wars-style spaceship crew adventures with Blades in the Dark's fiction-first mechanics.Hard sci-fi sandbox campaigns with trading, exploration, and realistic space travel.
HighlightsFlashbacks eliminate tedious planning, ship playbooks level up alongside characters, detailed faction system, low GM prepComprehensive sci-fi toolkit, lifepath character creation, detailed trade/travel systems
ConsiderationsTightly tied to its specific setting, ship playbook progression can overshadow individual characters, faction system requires significant GM prep between sessionsLifepath character creation can produce unplayable results, subsystem rules are spread across multiple supplements, steep buy-in if using official sourcebooks