Offworlders

A science fiction roleplaying game about adventurers, outlaws, and guns for hire making their fortune on the rough end of the galaxy. It is designed to be straightforward enough to pick up and be ready to play in just a few minutes as a one-off game, but with enough meat to play a short campaign as well.

The player characters in Offworlders are the owners of a small starship in a time when humans have spread to many worlds. Together, they explore the universe, completing profitable jobs and overcoming dangers together.

You’ll fly between planets, taking on the dangerous work that no one else wants. You’ll fight ruthless pirates, explore drifting derelicts, and go toe-to-toe with weird alien monsters, just to make enough credits to keep your ship flying. You’ll overcome these challenges by the skin of your teeth and come out stronger on the other side. On long voyages, your characters will learn about each other and grow together.

Offworlders uses a tried-and-true 2d6 roll to resolve dangerous and uncertain actions, from lying to a customs agent to getting into a shoot-out with a gang of void pirates. Player characters are simple enough to be built in minutes, but can be customized with a wide selection of abilities.

Offworlders is built on the foundation laid by World of Dungeons, by John Harper.

Author(s): 
Game Type: 
Roleplaying Game
Crunch: 
3 - Mildly Crunchy
Players: 
2+
GM?: 
Yes
Free?: 
Yes
Excerpt: 

When a player character does something dangerous, uncertain, or contested, use the dice to find out how well it goes. You’ll roll the dice and add one of your attributes to get a final result, then use that result to figure out what happens next.

1. Describe what you want to do, and how you do it. If the GM decides that it is risky or uncertain enough to warrant a roll, go to step 2. Otherwise, the GM will tell you what happens.

2. Pick the most appropriate of the four attributes. Usually it will be obvious, but if it isn’t, the GM makes the final call.

3. Talk about the potential outcomes. What might happen if you fail? What are some potential complications? If you want to turn back now, or try a different strategy, you may.

4. Roll the dice! Roll 2D6, add them together, and add the relevant attribute. Use the total to determine how successful you are. On a 10 or higher: Success. You get what you want. On a 7-9: Complication. You get what you want, but at some cost, reduced effect, difficult choice, or harm. The GM will tell you what. On a 6-, A miss. You probably don’t get what you want, and the GM will make your life more complicated. They’ll tell you exactly what happens. The good news is you earn 1 XP.