Super Space Knights vs The Expanse Roleplaying Game
Compare Super Space Knights and The Expanse Roleplaying Game side by side. See differences in complexity, dice, genre, cost, and more.
| Super Space Knights | The Expanse Roleplaying Game | |
|---|---|---|
| Genre | Scifi | Scifi |
| Tags | CC-Licensed Rules, Combat-Heavy, Corruption, Fiction-First, Grimdark, Mission-Based, Playbook-Driven, Resource Management, Strong GM Support, Tag-Based | Licensed IP, Space Opera, Ship-Based, Crunchy, Social Combat, Investigation, Faction Play, Social Intrigue, Strong GM Support, Tactical |
| Core Mechanic | When a move's fictional trigger occurs, a player rolls 2d6 plus War, Faith, or Logistics. A 10 or higher succeeds, a 7 to 9 succeeds with a complication or price, and a 6 or lower fails with trouble to follow. | 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. |
| Dice | 2d6 | 3d6 |
| Complexity | Medium | High |
| Accessibility | Medium | High |
| Runnability | Low | Very High |
| License | Creative Commons Attribution 4.0 International | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — CC BY 4.0 | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $$ |
| Publisher | Gabriel Ciprés | Green Ronin Publishing |
| Year | 2023 | 2019 |
| Best For | Groups who want military science-fiction campaigns at company scale, with shared worldbuilding and a corruption spiral that can turn victories into the Order's downfall. | 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. |
| Highlights | Players define the Order and its galactic context together, making the military empire and its enemies specific to their campaign. Damnation can produce powerful Darkness Taints or corrupt the Order itself, turning ruthless victories into a path toward collapse. Linked rules for companies, individual knights, and spaceships let missions shift scale while retaining the same fictional framework. | 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. |
| Considerations | Players usually control companies of dozens or hundreds of warriors, so individual characters receive less attention than the military unit. The premise centers an authoritarian human empire locked in perpetual war, and play repeatedly pressures companies toward violence and compromise. Conflicts between opponents at different scales resolve quickly in favor of the larger force, removing an underdog roll from those confrontations. | 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. |