Richard

Solar Echoes is an easy to pick up and fun to play tabletop RPG that encourages and rewards players working as a team. The phased turn sequence means that everyone is engaged all through the turn. Within a few rounds of combat we all understood the dice mechanics and could focus on living out our space opera adventure in this richly realised science fiction world.” – Richard Kirke, UK podcast host of the D20 Future Show.

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Gregg

What impresses me the most about Solar Echoes are the alien races. Aliens in science fiction games usually suffer from one extreme or the other: either they are stereotypical “animal men” or they are creatures too bizarre to play. Solar Echoes does a phenomenal job in creating aliens which are both unique and playable, with complex and believable cultures that contribute to a character’s personality without dominating it. As a player, I had a difficult time choosing which one I wanted to play because I…

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Tabletop Twats

I like the fact that all these race designs for aliens seem to be quite unique, like, you’ve got, in other sci-fi games you have like a grey alien, you have a wookie, you have a cat-person, whatever, but in this, you’ve got, like, a Cthulhu monster with two beam-sabers, a blob-thing with a gun, insect-person, a black…sort of panther-type guy? A flower, a lizard-folk, and a human. Each character has unique skills, and they really pushed group, kind-of tactics, if you like, and working…

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Cecelia

“The world of Solar Echoes is well-rounded for me. It is neither overdeveloped, which lets the GMs add their own flair to sessions, nor too short. This is a pro for me, because I enjoy flexibility. Certainly the major pro of Solar Echoes, which other competitive products lack in my humble opinion, is the focus on professions usually overlooked by GMs – thus people who, on a smaller scale than the armies, let’s say, work in all kinds of third-level situations, for instance espionage and…

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