My Serenity campaign is over

MerricB

Eternal Optimist
Supporter
Well, it lasted 13 sessions, which is how long I wanted it to run. And it ended with a bang, with one of the PCs being revealed as a traitor, the lead PC being left for dead after trying to kick away a grenade, and arriving at the nick of time to save the rest of the party.

Over the course of the campaign, we had some great roleplaying, some memorable storylines, and all this whilst lumbered with one of the RPG systems I never hope to play again.

I enjoyed the character generation, but once it came to resolving things, the system fell down horribly. I have come to realise that the resolution system for a RPG is one of the most important elements in making a game enjoyable. If it is too fiddly or too random, the rest of the game - for all its good points - will fail to work. And the Serenity RPG (and by that virtue any other Cortex system RPG) failed one of the essential requirements I have with a game:

Competent characters must produce competent results

The entire structure of the Serenity dice system just creates a very random game. Very good characters (2d12) will roll low surprisingly often. The way that Serenity attempts to fix this - with Plot Points - is woeful. They do horrible things once opposed rolls get into it (combat), but with each PC being given 6 points at the start of each session, and then with the GM being instructed to "let them fall like rain", you lose any sense of proper resource management.

I avoided using the system as much as possible during the campaign, allowing my players to roleplay the action. However, I do like having a resolution system to fall back on. I just prefer one that I respect.

The rest of the players in that campaign are now onto a new campaign of Werewolf; I'm opting out pleading exhaustion (at one point I was running four sessions on that particular weekend, including a D&D session before I ran Serenity). I got home last Sunday evening, and immediately started thinking about resuming the Serenity campaign...

The thing is, the characters are great characters, and there's a lot of story left to be told. I started thinking about it during the drive home and continued thinking about it when I got home, and I think I've got the core of a new "season"...

Mind you, it wouldn't be with the Serenity system. I'd earlier thought about the Doctor Who RPG system (the new one), but I'm leaning more and more towards using Traveller. Apart from anything else, it has the "harder" type of SF that I'd prefer to run Serenity as. (The campaign wandered into the pretty wacky at times). Exactly how much trouble it'd be to run Serenity using Traveller I don't know, nor exactly how much I'd enjoy running it as Traveller, but in about six months, I may well get a chance...

Cheers!
 

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Sounds like a good time was had by all! Congrats!

I think any one of the various versions of Traveller would do a good job of supporting a Serenity campaign...though if you use the Classic version, there is that oft-discussed but seldom seen possibility of PC death during ChaGen (it happened to me...once).

Alien races? Dump 'em or possibly play out a First Contact type campaign arc.

Beam weapons? Dump 'em.

Other systems you might try, depending upon your group's tastes: Alternity: StarDrive or GammaWorld; Dragonstar; StarHERO; GURPS (whatever); SpyCraft (with some additional rules).
 



Well, it lasted 13 sessions, which is how long I wanted it to run. And it ended with a bang, with one of the PCs being revealed as a traitor, the lead PC being left for dead after trying to kick away a grenade, and arriving at the nick of time to save the rest of the party.
And this is why we game. Great ending!

...but I'm leaning more and more towards using Traveller.
I've been trying to convince my players to try Mongoose Traveler with no success. Sadly, about half my group has a dislike for sci-fi, and they also don't like 'random' character generation.
 

Sounds like a good time was had by all! Congrats!

I think any one of the various versions of Traveller would do a good job of supporting a Serenity campaign...though if you use the Classic version, there is that oft-discussed but seldom seen possibility of PC death during ChaGen (it happened to me...once).

To my players, I wouldn't be surprised if that worked as an incentive to play Traveller!

Cheers!
 

And this is why we game. Great ending!


I've been trying to convince my players to try Mongoose Traveler with no success. Sadly, about half my group has a dislike for sci-fi, and they also don't like 'random' character generation.

There are non-random point-buy methods in the Mongoose Traveller book for chargen. Getting past "I don't like sci-fi" is a bit trickier, though.

Cheers!
 

The very best session of the campaign was one where we delved into the Captain's life via flashback: it revealed that he'd commanded a squad of Browncoats, and betrayed them to the Alliance in return for safe passage (and a guarantee they would be well treated).

The rest of the players played incidental roles during the flashbacks: his parents and brother; his troops, and other Browncoats.

It was an astonishing session, which ended with the revelation that the Alliance had betrayed him: although he'd been set free, his squad had been sent to the mines.

Nash - who was playing the Captain - was shattered by the end of it, completely taken aback by the revelation that his betrayal had been for nothing, and Mick, who had been playing a Browncoat accusing the Captain of being a traitor, was totally stunned to learn that the Browncoat wasn't mistaken: the Captain had betrayed the Independents.

The rest of the campaign never quite reached that high, but I'm very happy with how the story arcs, role-playing and game progressed otherwise.

Cheers!
 


How many players had to pick their jaws up off the ground after all of that?

After that revelation session? Pretty much all of them. They found it astonishing.

I did some really great things concerning the campaign's structure in total, but towards the end of it, not everything was coming together. Some things that I thought they'd enjoy they didn't as much as I hoped, and certain plotlines required a couple of players to be more alert (or present) than they occasionally were.

Mind you, for the final session, I brought back a group of recurring villains that I'd referenced several times during the campaign, and who my players loved to hate, so the final showdown worked really well and everyone was happy when the Captain took Billy down once and for all.

Cheers!
 

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