Orbital Blues - A Space Western RPG
At a Glance
The Rock and Roll Future of Yesteryear
This is the rock and roll future of yesteryear that never was — and nobody wanted. It is an intergalactic age of cowboys, outlaws and bandits playing on an interstellar stage. It is a time of hyper-capitalism and a cut-throat gig economy.
Unreliable trash-heaps carry scrappy underdogs to their next gig, and corporation freighters lumber across the horizon laden with an empire’s bounty. These are the music-fueled, moon-age daydreams of a rebel space age. These are your Orbital Blues
A roleplaying love-letter to off-beat sci-fi, vintage music, and cooperative old-school styled roleplay, Orbital Blues allows you to play out rules-light tabletop adventures in the style of your favorite space westerns. Stepping into the shoes of Interstellar Outlaws, players band together to form Crews, and navigate a hard-going, gig-economy living on the fringes of a space-faring society.
Developed on the critically acclaimed rules-lite system of Best Left Buried, Orbital Blues uses a simple D6 based system with 3 basic stats - MUSCLE, GRIT, and SAVVY - to handle rolls and uncertainty - putting the narrative and relationships of the player characters at the heart of play without the baggage of hefty mechanics, classes or roles.
Orbital Blues is a lo-fi space western roleplaying game from SoulMuppet Publishing, written by Sam Sleney & Zachary Cox and illustrated by Josh Clark. Art by Joshua Clark. Layout and Cartography by Lone Archivist.
Saddle up, Spacefolk! Get the complete Orbital Blues lo-fi space western experience! Purchase the core rulebook, expansion Afterburn, and solo play supplement The Wanderer together in our exclusive Orbital Blues Bundle for a special price and free shipping!
208 page, 6 x 9 inch, full color, hardcover book w/ 2 bookmark ribbons
Includes access to digital version
I read it elsewhere, but the closest this reminds me of is Traveller's system put through the MORK BORG treatment. It's a stripped down 2d6, intended for Space Westerns.
What MORK BORG did for dungeons & dragons, this is the space trucker BORG for Traveller. It's not grimdark of BORG, but it's proudly (sadly?) the "sad space cowboy" game.
Layout and graphic design are BORG-like as well. If the book feels like patches and scattered bones, that's part of the ethos. You're not getting this for 3 core rulebooks and 10 splats just to figure out how to place a miniature on a grid. You've got enough to get the old hunk of junk flying and keep it flying.
It's a 2d6 game. Roll 2d6, add stat, beat/tie the number 8. Only 3 stats, a bunch of traits to influence action (like "ace pilot" or "the devil's right hand" or "sawbones")... And a host of troubles to complicate matters. Experience is measured by the "blues": the moments in life when trouble catches up to you.
When I mention MORK BORG, the obv comparison for orbital blues is death in space. The characters feel less disposable in orbital blues, even if they are slightly less disposable in death in space vs MORK BORG proper. I feel like the Traveller basis is the more nostalgic path to take. I think the debts system (where you weigh the relative pros and cons of doing a job) is the closest that anyone has gotten to the feeling that i want out of the economics side of the space trucker genre. I really like death in space, but this is much closer to what i think a space game ought to be.
It's a neat game. The title is maybe too good and doesn't really convey what this lofi BORG of 2d6 space is supposed to be, but it does it pretty well, i reckon.
RPG is well organized, nice layout, full of atmospheric art work, nice solid binding. The rules are clear, background material, character and ship creation is explained clearly and makes for quick transition from game creation to game play. I would love to see some more one shot and campaign scenarios out there to inspire and facilitate game play and get GMs and players up the learning curve.
It blows my mind how I hadn't heard of this RPG when it's this good. I can't wait to bring it to the table with my group.
Orbital Blues is a game that wears its theme proudly and delivers on it beautifully. From the moment you open the book, you’re struck by how the art perfectly captures the “sad cowboys in space” aesthetic—lonely drifters, smoky starports, and the melancholy beauty of the frontier between the stars. The visual design isn’t just window dressing; it pulls you into the mood before you’ve even rolled a die. The layout supports that aesthetic as well, balancing evocative illustrations with clean presentation so that every page feels atmospheric yet still approachable for reference at the table.
Mechanically, Orbital Blues strikes a sweet spot between simplicity and depth. The rules are streamlined, intuitive, and easy to learn, but they also give players plenty of freedom to lean into character-driven storytelling. The system supports both the thrill of daring heists and the quieter, more introspective moments of life aboard a beat-up starship. Nothing feels overcomplicated or bogged down—everything from character creation to conflict resolution flows smoothly, letting the narrative and the theme remain front and center. For a game so steeped in mood and tone, having mechanics that never distract from the experience is a huge strength.
Finally, the book itself is a pleasure to use. The organization is thoughtful, with rules and guidance laid out in a way that’s both logical and easy to reference during play. The marriage of text and illustration feels deliberate, guiding the reader’s eye without ever overwhelming the information. It’s clear that care went into making sure this wasn’t just a rulebook, but an artifact that reinforces the world it’s inviting you into. As a whole, Orbital Blues is one of those rare RPGs where the mechanics, art, and theme are in complete harmony. It’s not just a game—it’s an experience.
Interesting idea but its patchwork “rules”—lots of D100 tables of names. Very unfinished.
