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See You, Space Cowboy... vs The Sprawl

Compare See You, Space Cowboy... and The Sprawl side by side. See differences in complexity, dice, genre, and more.

See You, Space Cowboy...The Sprawl
GenreScifiCyberpunk, Scifi
TagsRules-Light, Anime, Noir, Player-Only Rolls, One-Shot Friendly, Mission-Based, Character-DrivenMission-Based, Espionage, Heist, Noir, Gritty, Faction Play, Playbook-Driven, Fiction-First, Player-Only Rolls, One-Shot Friendly
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.When an action matches a move's fictional trigger, roll 2d6 plus Cool, Edge, Meat, Mind, Style, or Synth. A 10+ is a strong hit, 7-9 is a weak hit, and a 6 or less lets the MC make a move.
Diced4–d122d6
ComplexityVery LowHigh
AvailabilityPaidPaid
Runnability4 of 5 book tools4 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherTidal Wave GamesArdens Ludere
Year20222016
LanguagesEnglishEnglish, French
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 structured heist-style missions with a hacking minigame and a growing web of corporate rivals across a campaign. It suits players who enjoy risky planning and personal ties that complicate the crew's loyalties.
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.Countdown Clocks track legwork noise, mission alertness, and corporate attention on separate tracks, giving missions a visible pressure gauge instead of a single doom clock. Cyberdeck ratings and tiered ICE turn hacking into its own tactical minigame layered on the standard moves. The Legwork and Action phase structure lets intel and gear earned through investigation convert directly into narrated advantages during the mission itself.
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 and infiltration rely on fictional positioning and MC judgment as much as dice modifiers, so groups who want tightly defined tactical rules may find some outcomes settled by table discussion. Running an ongoing campaign means the MC tracks separate Countdown Clocks for every corporation, threat, and mission in play at once. Choosing how a character paid for their starting cyberware can permanently tie that character to being owned or hunted by a specific corporation.