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See You, Space Cowboy... vs The Expanse Roleplaying Game

Compare See You, Space Cowboy... and The Expanse Roleplaying Game side by side. See differences in complexity, dice, genre, cost, and more.

See You, Space Cowboy...The Expanse Roleplaying Game
GenreScifiScifi
TagsRules-Light, Anime, Noir, Player-Only Rolls, One-Shot Friendly, Mission-Based, Character-DrivenLicensed IP, Space Opera, Ship-Based, Crunchy, Social Combat, Investigation, Faction Play, Social Intrigue, Strong GM Support, Tactical
Core MechanicWhen attempting a Break (a discrete action like a fistfight, hack, persuasion, or repair), the player rolls a single Trait die (a d6, d8, d10, or d12 assigned to that Trait at character creation) against fixed thresholds: 4 or below fails, 5–9 partially succeeds, 10 or above fully succeeds. If the player has a relevant Talent (an open-ended specialty written by the player, like 'Picking Pockets' or 'Plays Drums'), they add a d4 to the roll. Failing a Break grants Juice, a token that can be spent to reroll all dice on a future Break (partial successes become failures on rerolls); rolling the maximum on the unmodified Trait die also grants Juice. The Bandleader (GM) never rolls dice: they choose the stat and thresholds, then narrate outcomes.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.
Diced4–d123d6
ComplexityVery LowHigh
AccessibilityMediumHigh
RunnabilityMediumVery High
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherTidal Wave GamesGreen Ronin Publishing
Year20222019
Best ForGroups who want a fast, cinematic bounty-hunter game in the vein of Cowboy Bebop or Outlaw Star, tuned for one-shots and short 'season-length' campaigns. Best for tables that enjoy improvising scenes and sharing director-style narrative authority with the GM.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.
HighlightsThe Bandleader (GM) never rolls dice: players' Trait rolls resolve every contested moment while the GM chooses the stat, sets thresholds, and narrates outcomes. Talents are open-ended specialties players invent at character creation (e.g., 'Yeet', 'Picking Pockets', 'Plays Drums'), each adding a d4 to relevant Breaks for one of the four Traits. Required Bonds, Debts, and Regrets at character creation give every Outlaw a personal arc: clearing a Debt permanently upgrades the Talent die from d4 to d6, and resolving a Regret grants a once-per-session auto-success on a chosen Break. Procedural bounty generation pulls from tables for Threat Level, Charges, Demeanour, Modus Operandi, Specialized Gear, Appearance, Hideout, and Complications, supporting pickup play and improvised scenarios.Backgrounds, 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.
ConsiderationsMechanically minimal: no character classes, no skill list, no advancement track beyond clearing a Debt or resolving a Regret. Pacing assumes one-shots or short season-length campaigns; long-term progression is not structured by the rules. The Bandleader-rolls-nothing approach puts improvisational load on the GM to interpret narrative outcomes for every Break, since opposed-roll resolution does not apply. Setting is anchored to a specific 23rd-century solar system with 1990s-era consumer technology and no alien species; using a different backdrop requires reskinning the planet writeups, bounty charges table, and name tables.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.