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Serenity RPG vs WARDEN

Compare Serenity RPG and WARDEN side by side. See differences in complexity, dice, genre, and more.

Serenity RPGWARDEN
GenreSci-FiUniversal
TagsLicensed IP, Ship-Based, Cinematic, Narrative, Character-Driven, Classless, Skill-Based, Character Building, Tactical, Strong GM SupportCinematic, Classless, Character Building, Tactical, Exploration, Sandbox, Character-Driven, Grid-Based, Toolkit, Strong GM Support
Core MechanicRoll an Attribute die and a relevant Skill die and add their results to meet a difficulty or beat an opposing roll. Ratings use d2–d12 and add extra dice above d12. The Game Master chooses the Attribute paired with each Skill. Personal modifiers change die sizes; outside conditions change the difficulty. Plot Points buy bonus dice before a roll or add +1 per point afterward.Roll a d20 plus a relevant Proficiency and modifiers against a Difficulty Value. A natural 20 or 1 shifts the result one tier, while a result at least 10 above or below the difficulty is a critical. In Conflict, player characters get three Action Points and one Reaction each round.
Diced2–d12d20
ComplexityMediumHigh
AvailabilityOut of printPaid
Runnability3 of 5 book tools4 of 5 book tools
LicenseAll Rights ReservedORC License
Third-Party PublishingNo verified route foundCommercial publishing allowed — ORC License
Summary only, not legal advice. Check current terms before publishing.
PublisherMargaret Weis Productions, Ltd.Ghost Spark
Year20052026
LanguagesEnglishEnglish
Best ForGroups who want to play a working-class spaceship crew taking risky jobs on a Western-flavored frontier. It suits tables that like a light core roll, dangerous gunfights, and characters defined as much by their flaws as by their skills.Groups who want a tactical, classless system for genre-spanning sandbox campaigns. It rewards a table that enjoys campaign maps, setting alterations, and procedures for custom material.
HighlightsPlaying up a mandatory Complication earns Plot Points, so a character's flaws fund the bonus dice and damage reduction they need in a crisis. Plot Points buy GM-approved story facts on a priced scale from inconsequential to major, giving players a measured say in the plot. The crew's ship has its own Attributes, Traits, and Skills, giving its condition and quirks a mechanical role in play.Classless characters combine Abilities and Feats from three Paths, letting builds develop without fixed classes. Campaign Maps use places, secrets, threats, and clocks to structure an open-ended campaign around player choices. Setting Alterations and Game Warden creation rules provide procedures for adapting the game to a chosen genre.
ConsiderationsSevere Wounds penalize every Attribute die and can require surgery followed by days of recovery. Owning a ship adds monthly bookkeeping: a maintenance roll sets the bill, and each month of skipped upkeep lowers the ship's Vitality toward a breakdown. Social conflict uses ordinary Influence rolls with no dedicated procedure for arguments, negotiation, or deception.Character customization spreads choices across more than 150 Abilities and 500 Feats, so players compare a large catalogue before committing to a build. Conflict procedure is dense: action costs, reactions, conditions, attack penalties, and effect rolls all matter during a turn. Game Wardens are expected to create a campaign map and choose setting alterations before the first session, so the game asks for preparation beyond character creation.