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Scum and Villainy vs Troika!

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

Scum and VillainyTroika!
GenreScifiFantasy, Scifi
Play StyleNarrative, Heist, Faction Play, Low-Prep, Roleplay-Heavy, Exploration, AtmosphericRules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random Tables
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.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.
Diced6 dice pool2d6
ComplexityMediumVery Low
AccessibilityMediumVery High
RunnabilityVery HighLow
LicenseForged in the DarkOpen (Troika! SRD)
Cost$$$
PublisherEvil Hat Productions / Off Guard GamesMelsonian Arts Council
Year20182019
Best ForGroups who want Firefly/Star Wars-style spaceship crew adventures with Blades in the Dark's fiction-first mechanics.Fast, surreal science-fantasy adventures with minimal rules and random character generation. Ideal for one-shots and improvisational play.
HighlightsFlashbacks eliminate tedious planning, ship playbooks level up alongside characters, detailed faction system, low GM prepSimple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each test
ConsiderationsTightly tied to its specific setting, ship playbook progression can overshadow individual characters, faction system requires significant GM prep between sessionsInitiative 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