

It is more suitable if your players are the lawful good type and don't mind the rails, and enjoy a game with some investigation and intrigue. The campaign is necessarily a little rail-roady, since the plot spans seven books and cannot possibly account for all the choices your players may make. The default start in 7W is that the PCs are members of the Circle, some sort of Space UN James Bond.ħW is just the setting book (plus an intro scenario which can be played or used as a cut-scene) and seven modules.
#PARSEC REVIEW 2019 PC#
One other gimmick is that every PC has a "virtual assistant", sort of like a holographic JARVIS, which allows the GM to give exposition. The "hard sci-fi" bit of the rules involves managing shields and heat sinks in combat (not really sure as I wasn't planning to use this bit, just the story).

The setting is so "low magic" that a few decades ago people with psionic abilities were persecuted. Humanity have literally reached only seven solar systems at the start of the campaign, as the name of the game implies. It's more of a "hard sci-fi" setting, where the only alien species known are a mysterious species who gave mankind jump gate co-ordinates/technology. There is a setting book/s and several modules, which are not really connected? LP is what you want if you want a Guardians of the Galaxy type of game.ħW was designed apparently with the story of the campaign first. The default start is that you belong to an organisation called the JumpCorps, which sends you on all sorts of mission. In LP the setting is more "space opera", or like Star Wars, where you wouldn't bat an eyelid to see space yetis and four-armed aliens and sentient droids. Both Last Parsec and Seven Worlds are settings + scenarios/modules, but LP is more "modular", whereas 7W is designed as a one-campaign pony.
