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.
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…
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…
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…