Author Topic: Episode 7- Setting Suggestions  (Read 3695 times)

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Meg

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Episode 7- Setting Suggestions
« on: March 03, 2008, 03:15:09 PM »
When is there a system that is a great match for a specific setting?  What systems do you use to play in your favorite settings?  What settings didn't we talk about that you would like to see?
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Dragon Snack

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Re: Episode 7- Setting Suggestions
« Reply #1 on: March 03, 2008, 08:28:25 PM »
Pop up RPG book?  Hmmm...

Well, I didn't think the Serenity RPG would get any love, especially since Josh has panned it in the past (episode 1?), but I have to put my vote in for that.  Yes, it's not as elegant as 3.x, but it's good for what it does.  The biggest problem that I see with it, is that you have to be willing to fail.  If you look at the series, most of the characters fell flat on their faces at some point and played the rube (Zoe's about the only one I can't remember playing the fool).  If you can get over that, nay, actually embrace it, then it is loads of fun.

Of course that's easy for me to say, since I played a mix of goofy Jayne and Chet (from Weird Science)...

I don't remember this love for Savage Worlds at Gen Con, is this a recent phenomenon?  I'll put in a vote for 50 Fathoms (a Savage Worlds setting book) as a decent pirate-y setting with spellcasters thrown in.  A few kinks, but they were probably ironed out in PotSM if you wanted to combine the two.
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Meg

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Re: Episode 7- Setting Suggestions
« Reply #2 on: March 03, 2008, 10:44:57 PM »
Your comments about Serenity are really interesting-- we have an episode coming up about Grit and that is one of the ways we've defined grit is that it is the opposite of heroic.  The characters fail and are just trying to survive- it's not about saving the princess or getting loads of cash, it's about finding some mushrooms so you stave of hunger 1 more day. 

I was pleasantly surprised by Serenity.  I thought I wouldn't like it, but I found the game a good representation of the show and had some really interesting mechanics.  Of course, I've only read it and having actually played it, so my opinion is limited. 
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Re: Episode 7- Setting Suggestions
« Reply #3 on: March 03, 2008, 11:50:02 PM »
I got to play it for 6 months and I miss it.  Even if I did destroy lots of electronic equipment while trying to 'upgrade' it (man, I had a d10 Int and a d6 in Technical, but they still had to keep me away from that stuff)...

If it 'suffers' from anything it is that you need GM trust, since you *will* fail at something and you have to trust the GM's interpretation of what happens.  Unfortunately, that combined with some other underlying issues with that group was what killed the game (I don't game with that group anymore).
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Josh

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Re: Episode 7- Setting Suggestions
« Reply #4 on: March 05, 2008, 07:45:34 AM »
Here's the thing...


The mechanics used in the game are essentially a version of the Savage Worlds.  Except mathematically more obtuse.  I can give you Savage Firefly in 20 minutes.

Why would you use the inferior product?

That being said, SW is an action adventure game.  Serenity/Firefly is not really an AA setting.

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Re: Episode 7- Setting Suggestions
« Reply #5 on: March 05, 2008, 11:07:28 AM »
Exactly, you wouldn't want to use Savage Worlds for Serenity.  Combat would be too easy to fall back on, it's way more deadly in Serenity.  In the 6 months I played, we had maybe 7 or 8 combats - most were fistfights and only 2 lasted longer than a round.  It forces you to realize that action =/= combat, something some gamers often need to be reminded of.

I'm not prepared to admit it's inferior though.  Because it uses more than an extra d6 as the second die the target number can be more variable.  It's not as fast and simple, but it works.  I like the Plot Point mechanic a little better than Bennies too.  I think it has room to grow, but I wouldn't use the system for anything other than Serenity (advancement does lick nut sweat)...
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Josh

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Re: Episode 7- Setting Suggestions
« Reply #6 on: March 05, 2008, 05:04:59 PM »
The serenity RPG is effectively an AA game.  it has a few key differences to SW:

1) It has unnecessarily complicated math
2) It relies heavily on DM fiat
3) plot points are essentially exercises in deus ex machina. 

The game is mediocre, and if I did not like S/FF so much I would just ignore it.  The game itself captures absolutely nothing from S/FF leaving the task up to the GM. 
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Dragon Snack

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Re: Episode 7- Setting Suggestions
« Reply #7 on: March 05, 2008, 07:27:28 PM »
Well, we can agree that it relies on DM fiat (I said as much in my second post above) and that Plot Points are deus ex machina (that's a given, it's the same with Bennies).

I'll also agree that if it didn't have the Serenity tag on it I would ignore it, but I still think it captures the spirit of the show.  Perhaps that's only because it makes combat deadly and leaves so much up to the DM...
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pghgamer

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Re: Episode 7- Setting Suggestions
« Reply #8 on: September 02, 2008, 01:59:53 AM »
You mentioned a friend playing a game based on "Fallout." What is the system that they are using?

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Re: Episode 7- Setting Suggestions
« Reply #9 on: September 02, 2008, 03:32:34 AM »
They used d20 modern for the fall out game.I believe it only made it one or two sessions.