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Slugblaster vs The Expanse Roleplaying Game

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

SlugblasterThe Expanse Roleplaying Game
GenreScifiScifi
TagsNarrative, Rules-Light, Cinematic, Fast-Paced, Gonzo, Character-Driven, ComedyLicensed IP, Space Opera, Ship-Based, Crunchy, Social Combat, Investigation, Faction Play, Social Intrigue, Strong GM Support, Tactical
Core MechanicForged in the Dark: roll a d6 dice pool and take the highest: 6 is a success, 4–5 is a partial success, 1–3 is a failure. No attributes or skills: instead, spend Boost to add dice. Kick lets you push your luck for Style Points by adding flair to any action. Style Points fuel advancement and reputation. Trouble tracks escalate consequences from parents, school, and interdimensional authorities.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.
Diced6 dice pool3d6
ComplexityLowHigh
AccessibilityMediumHigh
RunnabilityVery HighVery High
LicenseForged in the DarkAll Rights Reserved
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherWilkie's Candy Lab (Mikey Hamm)Green Ronin Publishing
Year20222019
LanguagesEnglishEnglish
Best ForGroups who want fast-paced, irreverent adventures about teenagers hoverboarding through alternate dimensions, doing tricks, getting sponsorships, and avoiding getting grounded.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.
HighlightsCombines teen drama with dimension-hopping action sports, Kick mechanic adds dice for adding flair to actions, Indie Groundbreaker Game of the Year winner, Trouble tracks escalate consequences from parents and authorities without lethal combatBackgrounds, 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.
ConsiderationsNarrow genre focused on teenage hoverboard adventures, no attributes or skills: characters differentiate through playsheet and narrative choices only, five playsheets (Grit, Guts, Smarts, Heart, Chill) limit build variety, tone is specifically absurdist teen actionCombat 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.