About | Vox | Login |

Our Story


Purchase Better Games

Free-Style Role-Play



Legacy Items

Random Castle

Random Sci-Fi Station

Random Fantasy Temple

SG PictWelcome to our New Home
SpaceGamer has moved and will be a work in progress. As always trust us with nothing important. Really. The web is a rough place. Assume everyone is scamming you.

Vox Populi -- Here’s the place for your opinions, narratives, adventure ideas, facts of merit, short game enhancements, literary quotes or mindless banter...the stuff other gamers may find of value. However, this is not a public newsgroup, and inappropriate messages are subject to censor. Likewise, our policing may be lax, so you may find personal messages of a vulgar nature which you are encouraged to report or simply ignore.

Cutlass and More...Now with Moving Pictures! Red’s adventures shared through the monopoly of YouTube. Subscribe, Like and hate yourself for doing so. That and never miss a moment. Cutlass on the YouTube.

SG PictSalvage and Recovery With the tagline, Experience Life as a Galactic Delver, this is the sci-fi version of fantasy underworld exploitation. Here the characters are exploring uncharted space, looking for rich resources and the remnants of past eras. Set in Era Ten, this could be the retirement life of many a space marine. Else, the loner prospector has not just space suit and will travel, but a ship the size of a city. Think Nostromo from the movie Alien.

Much of the ship is robots doing what robots do, while the characters stay out of that No Man’s Land. Yet when anyone wants alone-time, wants to soul search, wants to hide, there is a big ship to get lost inside. Alarms will sound and who’s turn is it to go see? Still, the threat almost always comes from outside. Almost? There are rivalries and surprises in the adventures, all of which can be generated on the fly with little prep by the Ref.

For the cards hold the surprises not the Referee.

Chronicles of the Outlands
Cutlass style event driven combat in a fantasy genre; PDF on DriveThru RPG. The home of all Better Games.

How is magic handled? Certainly not by memorizing and forgetting spells. This isn't a sim of college exams.

An example of play -- The player’s reach a river and need to cross. They do not have or can’t wait for their boat. Impatient fools, perhaps. What do they do? The obvious answer is
swim, make the roll for each to avoid drowning. That Ref is dice happy in a bad way. Yet why not form a bridge of earth and stone (Geomancy). Open a portal connecting two sides (Cosmic). Fly (Shape Shift), get a tree to help (Animate Objects), flame or lightning a tree to fall across (Pyrotechnics or Voltaic), leap the river mightily (Demigod), float across clinging to the backs of the risen bodies of dead fish (Necromancy), command another to carry you (Thought Control), freeze the river (Celestial), and the list continues for another ten techniques. The player character’s Spirit Guide might alert the group to a shallow ford. Precognition could have warned the players to be prepared or take a different route. About the only one that gets me head scratching is Illusions? Make someone believe he can walk on water? Good for a laugh.

All those magical fields are in this game and more. Veteran players that are slowly moving toward magical mishap and oblivion. Curious? Click the link and see more.

Copyright Better Games and SpaceGamer LLC